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Problem #5: The Dynamic Dilemma
Finally, I'm going to end with one of my personal MCRPG pet
peeves--one that actually straddles the line between engineering and
administration. The basic question is: how do you keep a perpetual
game fresh and new?
This has been one of the biggest, most unique, problems in MCRPGs
to date. A limited number of gamemasters have to stay ahead of the
hordes of players; without the ability to repeat puzzles, questions,
and adventures that they've created, they have no chance of actually
entertaining people for extended amounts of time.
From Thinking Virtually #32, Five
Things I Hate About You: Engineering Problems
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Of all the engineering problems that I've discussed in this
column, the one that is the nearest and dearest to my heart is this
one, The Dynamic Dilemma. I've actually written a set of three
articles on the topic over in my other column, Trials, Triumphs &
Trivialities, and thus I'm going to be updating and revising
those three articles in the next three weeks here.
My own story, and my own experience with The Dynamic
Dilemma and how it affects online games begins almost exactly
eleven years, when I was struck by the game designer bug. I'd fooled
around with game design a bit before that. I'd been GMing games for
seven or eight years, and I'd just recently put the finishing touches
on my first professional game book: Tribunals of Hermes: Rome,
for White Wolf. But, I was still getting my feet wet in the area of
online game design.
And, I wanted to make designs that were better than
anything out there, and as a result I ran into one of the most core
and central problems with multiplayer online game design.
The Nature of the Problem
Back in those halycon days, we didn't use quite as high-faluting
of words as "dynamism". Instead, we had a simple phrase for The
Dynamic Dilemma We called it "the reset problem". The problem,
which related to how to deal with repetitive elements in a game, went
something like this:
In a game any game players need
to do something. How do the designers keep them entertained on
a day-to-day basis?
If you build a game around socialization,
there isn't much problem. If you set things up right, the players
entertain each other within the background that you've created. Take
Skotos' Galactic Emperor: Succession as an example. In that
game you're trying to defeat the other players in order to become the
next Galactic Emperor. The other players put obstacles in your way,
and there's probably enough of them that you remain occupied until
the day of the Galactic Emperor vote.
The game Quake is a far cry from the
MCRPGs I usually discuss in this column, but it does show how games
built around socialization (be it cooperation or competition) are
kept constantly fresh. The designers built some backgrounds and then
an infinite number of players filled them up, trying to kill each
other.
Although designers in a social game need to
constantly work to create plots and keep things interesting, it's
considerably less than the work that's required from an "achievement"
based game--the sort that you're probably more used to if you come
from the tabletop RPG community, where you wander around into
constantly new environments, meet constantly new people, and discover
constantly new treasures.
You see, when designing an "achievement" based game game, you can
spend hours carefully crafting a dragon and filling his hoard with
all manner of intriguing goodies. And then some damned player comes
around, murders the dragon, and steals all his furniture. Elapsed
building time: days. Elapsed play time: 10 minutes. You're back where
you started.
Traditionally MCRPGs have resolved this
problem with the "reset". Eventually, slain monsters and
looted treasures are recreated. It might happen after a set amount of
time (every 24 hours), after a random amount of time (1-24 hours), or
after a set criteria is met (when someone finds The Stone of Faceted
Rainbows; when all of the monsters in a specific area are slain).
Without a doubt, resets resolve the central
problem. A limited number of designers can entertain a large number
of players with a limited amount of work. But, there are very real
drawbacks.
Among them:
- Players may continue overcoming the same
challenges instead of moving on to new adventures.
- More experienced players can hang out at
"reset" spots, constantly looting the same monsters and
getting the best treasures.
- Economies can be destroyed by the
constant influx of new treasures.
- Suspension of disbelief can be wrecked
because of the constant return of slain beasties and the duplication
of "unique" items.
- Players can feel powerless to change their
gaming environment.
When I played my first AberMUD in 1989, the game was built around
resets. In 2002 most MCRPGs involving achievement gameplay elements
still depend on resets to a large extent. Even supposedly
sophisticated games like EverQuest and Asheron's Call use them to
constantly repopulate their worlds.
Some of the problems I've outlined have been
partially resolved by some games. EverQuest, for example, introduced
some randomness into their resetting (a monster might regenerate
after a random amount of time; a valuable magic item might be carried
by a random monster in an area). These "fixes" curtail some
of the worst player abuses (namely players sitting around waiting for
the orc that carries around the Board of Indlas Sommer to reappear).
Nonetheless, the whole idea of resets is still pretty subpar.
Very smart people have been trying to solve the
problem for years without success. I don't intend to try and solve it
here today (or in the next two weeks when I finish my discussion of
this topic). I would, however, like to talk the issue out, so that
designers are familiar with the reset problem and also with some of
the possibilities that can make things better.
The Project X Solution
Ten years ago I didn't have the same humility perhaps it's
really common sense that I do now. When I was struck by the
designing bug I was certain that I could fix the reset
problem. Together with two friends, J. and K., I set out to design a
new type of prose game.
With all of the arrogance and silly confidentially of young men
that have just left their childhoods behind, we named our new game
"Project X".
Most embarrassing.
J., K. and I wanted to make our game "persistent". I
didn't know the phrase then, but it's a by-word in our little
mini-industry now. It means that a world maintains changes introduced
into it. We wanted to make sure if some players killed an Ogre, then
that Ogre would never be seen again.
The obvious question is: what do the players do when all the Ogres are dead?
No problem. We had an answer for that. Our game would be
implemented dynamically. We'd build plots into the descriptions of
our realms, with certain events triggering changes in the world. So,
for example, if our Ogre was killed, we'd have built into the
Ogre description or maybe the Ogre death routines the code
that described where the plot should go next. When the Ogre croaked,
the system might read the next-plot code, then go and create some Orc
bandits who had previously been oppressed by the Ogre but could now
rise up.
And we could do a lot neater stuff than just monster substitution.
We could, for example, place an old abandoned Castle out in the
wilderness, and slowly have that Castle come to life as nearby
monsters were slain, until finally it became a community center for
the local countryside, filled with knights and jousting and ladies
and wooing and all of the other good things you find in castles.
All thanks to the dynamic plot elements that we'd built into
descriptions before the first player adventured through that
area of the game. (And that we'd scramble to continue and add as
players moved the plots forward in our game.)
All very neat, and an excellent recipe for a truly dynamic game
allowing achievement-based gameplay. And, all totally destined for
failure. Because and we were unable to see this in our naive
young minds there was no way a designer could ever keep
up. A designer might put twice as much work into creating an area as
it took a player to clean it out. Thus, there would need to be 2
designers for every single player in our game. Over at Skotos Tech,
Castle Marrach has a very high designer to player ratio. Last year it
was maybe 1 designer to 75 or 50 players (1:75 to 1:50). Nowdays,
since we have a number of different types of privileged players, you
could count it at anywhere between 1:50 and 1:10.
Fortunately we never got far enough to see the total failure of
our naive young plans. We were never given the opportunity to wallow
in the cynicism of our failure (though, we were young adults living
in the early 1990s... we probably wallowed anyway).
The size of the task daunted us. We never got anywhere on the
game. J. took some of the core concepts that we'd developed and
applied them in totally different ways as a project for the XCF
(eXperimental Computer Facility) at Berkeley. He was really the only
true programmer of our triad anyway. K. does system administration
now, while I do whatever gets dropped on my plate. More often than
not I say that I'm a writer.
Bottom line: No game. Even if we'd written it, we would have found
our system totally unmanageable because it depended on a small number
of StoryBuilders to do a huge amount of work.
And the Answer Is... ?
So I've spent a while addressing the basic issue of dynamically
creating stuff for players to do in an MCRPG. And, I've talked
about one "fix" that would have failed miserably.
What solutions do I think will actually work? How would I try and
solve the problem now?
Despite the danger of rotten fruit heading my way, I'm going to
plead column length and say that I'm going to continue this line of
thought over the next two weeks. I no longer believe that there are
any total solutions, but I do now think that there are two broad ways
to design your game that can help a lot with problems of dynamism.
They are:
- Varying methods of object recreation (ie, resets)
- Varying methods of new object creation
Each of those deserves a week on its own, and then we'll get to
the one Alternative View I have on this subject.
I'll see you in 7.