Friday, February 29, 2008

Designing Real Life

Lately, if I give my mind sufficient idle cycles, it may meander over to matters of social commentary in ways that only high gas prices and an upcoming presidential election can.

Considering how hopeless it would be to assume that a humble layman (let alone a computer game addict) such as myself could ever have any chance of understanding the U.S. political landscape, I instead have had fun with this thought instead: "What if we frame designing our societies in real life in much the same way as if were designing a MMORPG?"

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Real life could be said to be more complicated than designing games in that the creator of the rule system has a whole lot less freedom over governing the nature of reality. If we wanted people to stop killing themselves in "Middle East Conflict: The MMORPG," we just code it so players can't attack players. No such luck for reality.

That said, the comparison still works in a certain level. The laws and other functions we adopt as a society are definitely intended to have the effect of the "carrots" (incentives) and "sticks" (punishments). These really function pretty identically to the mechanics of a MMORPG, only presenting difficulty in making sure they're properly enforced so they work.

In an example of a minor MMORPG snafu, you might accidentally make a single repeatable quest the most desirable in the game by giving a disproportionately larger reward than the other quests. The result is that players start fighting over the mobs involved in this quest while all the other content in the game goes unused.

The same thing happens in real life in the scenario of a blue light special resulting in this season's favorite Christmas toy being on sale for 80% off. You could hear the cries of trampled housewives from the next town.

Incentive: Money

This brings me into the whole concept of capitalism and how it'll either work or fail depending how it's designed. The idea behind money in real life, as in a game, is to provide an incentive for the citizens/players to act.

MMORPGs generally make gold magically appear off of every mob you kill. Sooner or later, it accumulates to the point where you've bought everything you could ever want and the mobs still keep dropping gold. When inflation happens, it's game breaking, money becomes more and more inadequate. Eventually, you simply can't function without a higher level player providing some seed money.

The same applies to monetary systems in real life. To even start to open the can of worms that is economics would take the economic training of a legion, so I'll stick to reiterating the moral we just learned: "Allowing people to sit on a massive amount of money requires a design that generates more more and this will inevitably lead to inflation."

The American dream is to get rich - accumulate, accumulate, accumulate. However, from a MMORPG design perspective, does this really work? The result of haves and have-nots mirrors reality to a startling degree. As an societal incentive, money seems off - it needs to circulate more than it does, perhaps be rendered unable to accumulate at all.

To keep the players seeking the proper incentives, and doing the right thing, is key. So why is it that it seems the people involved in wrongdoing make so much sometimes? From a MMORPG design perspective, it's clearly faulty.

The Designer Is Key

You really have to hope that those in charge of designing the game want to make a good game. If you're not designing for the good of the game, then what are you designing for?

Take the example of the power mad Dungeon Master who slaughters the entire party with an impossible challenge just so he can have the satisfaction of winning. No game can survive that kind of treatment for long, and therein lay the danger of corrupt officials in office.

In this way, it's clear that it's absolutely imperative that those who make the rules have the best interest of the people in mind. Otherwise, the "carrots" and "sticks" end up in the wrong place, and the game gets less and less enjoyable. In politics, that game is what governs the way you live your life.

That said, it is important to give the designer some leeway. Your politicians are only human, after all. However, the placement of the carrots and sticks are awfully telling as to their actual intentions. Who is being given the greatest incentives, and why? It's probably a bad sign if the designer is afraid to tell the players why they needed to make the adjustments they did.

Conclusion

So, the next time you hear of some major political altercation, frame it in the perspective of if you were designing a MMORPG. Why did the designer put those carrots and sticks where they are? How will it impact the world you live in? The result might be humorous or shocking, and maybe you shouldn't take it too seriously, but in any case it should be an interesting exercise.

Friday, February 22, 2008

"City of Heroes 2" Announced

Okay, it's actually called Champions Online, but it's functionally everything Cryptic wanted to do with City of Heroes if they were remaking it. From their features page:

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"Hi-Octane Excitement: Champions Online delivers furious, fast-paced encounters previously reserved for action and fighting games. No more boring auto attacks and lengthy recharge times. Champions Online combat is instantaneous — and electrifying!"

In my opinion, City of Heroes already more than half-way here, but apparently Cryptic isn't satisfied with it being fast enough because they're getting rid of "lengthy recharge times," which are certainly present in City of Heroes. They might be leveraging some of their Marvel heroes development experience here to create a sort of an online fast fighting game.

"Brains required: Every enemy and super-powered threat in Champions Online has its own unique abilities and combat specialties. Use your head — or wind up dead!"

Wait, they're going to require players to think? Excellent - this would be awesome if they pulled it off. Although, I'm cynically convinced that this won't survive beta, where it will be determined that an overwhelming majority of the players are stupid and will whine endlessly if they're not spoon fed. I blame conditioning from previous MMORPGs they may have played.

"Bring friends, make friends: The Champions Online universe will be jam-packed with thousands of heroes, facing thousands of threats. Join up with other heroes, create your own superteam, and prepare to take on the ultimate threats!"

Okay, okay, we know it's a MMORPG already.

"Total customization, at your fingertips: Choose from hundreds of different costume pieces, colors and body types to create your character's one-of-a-kind costume and look. There are billions of possible combinations, and in a universe brimming with the fantastic and the unforgettable, you can still be completely unique!

Your powers, on your terms: There are a multitude of astonishing powers to choose from in Champions Online, and its flexible character creation system gives you total control over your hero's abilities. You can even pick the appearance of your powers. Do you want purple force fields? Green fire blasts? Jet black claws? In Champions Online, you decide!
"


City of Heroes already had some very good customization of the characters, but one thing that's always been a bit of a stumbling block is that you can't change the appearance of your powers. It looks like Champions Online is designed to overcome this.

"Keep your enemies close: Every hero must have an archenemy. In Champions Online, you design your character's supreme adversary, choosing a name, powers and costume for a superpowered foe to bedevil your hero throughout his or her career."

This was a feature that was often mentioned on the City of Heroes message boards but never made it into the game. I'm not sure how this will work, exactly, but apparently the concept is that when you're performing missions you'll see your own personal archvillain taunting you and pulling you along. Personally, I think that mechanic isn't interesting enough, and it'll probably be a matter of time until players are being allowed to trade or play their archvillains.

"Bigger and better: Vanquish evil, and your successes will be rewarded with costume pieces to enhance your powers and abilities. Then customize the appearance of those rewards to your vision of your hero's look and abilities!"

This is something new. Sure, you can unlock new costume pieces in City of Heroes, but those costume pieces don't actually have enhancing of powers and abilities associated with them. Personally, I'm not sure if I like this, as it may actually limit appearance customization.

"Endless exploration: The battle against evil in Champions Online rages across the world into outer space and alternate dimensions. No other MMOG offers players the chance to explore such diverse realms — from the shining skyscrapers of Millennium City and the frozen wastes of Canada to the interstellar gladiatorial arena on the moon, the hidden underwater city of Lemuria and the foul mystical dimension known as Qliphotic.

Evil most foul: Battle supervillains, aliens, giant monsters and secret, sinister organizations. Doctor Destroyer is launching new plans to conquer the world. VIPER lurks in the shadows, seeking chances to strike at humanity. The ancient Lemurians are plotting a return to power. And Mechanon won't stop until it has wiped all organic life from the planet. Can you stop these heinous threats to humanity?
"


Translation: We're feeling optimistic about the setting. Setting impresses some people a lot, but when you've played as many games as I have you come to realize that setting ultimately comes down to being window dressing. It's not where you are but rather what you do that matters in a game.

"Make your mark: The story of Champions Online is constantly changing, continually evolving. Villains are defeated. Heroes rise and fall. Cities transform. Your actions may decide the future!"

I spent a whole entry (maybe even more) talking about how awesome this would be so instead I'm just going to say, "How awesome this would be." What else is there to be said? I'm simply under the opinion that a much greater amount of dynamic content is the future of MMORPGs.

In summary, despite the use of the Champions RPG license, I think that this really is City of Heroes 2. It takes the original City of Heroes work and improves upon it on many key fundamentals that are frequently discussed on the City of Heroes boards.

Of course, there likely will be Champions Online RPG-mechanics running underneath the hood, which hopefully will be more of a boon than an impediment. City of Heroes does have the unique advantage that it was an RPG designed to be an MMORPG from a start. Taking a game designed to be a PnP game and shoehorning it into the MMORPG mold has the potential to produce a dud.

According to the first post on the comments of this entry, it looks like the targeted release date for Champions Online is Spring 2009. Who knows? Considering they've already gameplay footage, perhaps they'll meet that goal.

Also noteworthy is that the game is being developed to run on the XBox360 as well as the PC. Considering that XBox360 games outsell the same game on the PC by a considerable margin, I'm hardly in a position to whine about the dangers of consolitus infecting the project. Developers go where the money is, and whether it's piracy or the inaccessibility of PC hardware, the PC has been losing that battle for quite some time.

Thursday, February 21, 2008

Exposition abortion: An unfortunate disconnect

We're reading Writing for Multimedia and the Web in class, and suddenly it's all about computer games. Holy crap, I can hardly believe this, this well-rounded liberal education I'm paying for has actually gotten around to discussing the field I'm interested in!

The current topic is out of chapter 17-18 of that book: Games are bigger than Hollywood but seem to be lacking compelling story/narrative development. Shoot, isn't that what I've just been saying? Maybe I know what I'm talking about, after all, and if so that would explain why we hate the grind...

As human beings, we've spent thousands of years telling stories, it's become a fundamental mechanic of our being. It's no wonder we've learned to "hate the grind" when your average MMORPG is not concerned with progressing a story. It's no wonder games get boring: this story goes nowhere; nothing ever happens.

Personally, I think the reason why this happens isn't because the designers don't want to tell a story but rather because programming and designing games is hard. You tend to be so impressed that Asteroids works that you don't care there's no reason to be out there shooting rocks in space in the first place. In other words, the challenge involved in making games effectively distracts a developer from caring about whether or not it can tell a story.

It seems that this is not good enough anymore. Finicky players (like myself) are beginning to demand that games need to be more than fun, they need to carry meaning as well. What I meant by "meaning" would often confuse people, perhaps even myself, but the answer may be that what I really wanted was for the game to tell a meaningful story.

Even now, the inner evolved ape is still sitting about the campfire waiting for a story to be told. Naturally, it's getting just a bit frustrated when the storytellers keeping talking about shooting asteroids in space or camping respawning kobolds and never get around to a meaningful point in the story.