The Story Thus Far: Achievement-type games face a dilemma.
Players use up the resources that the StoryBuilders create by killing
monsters, looting dungeons, and removing all the drinks from the bar.
StoryBuilders need to figure out how to replenish these resources
without going insane. Part
One of this series discussed these overall issues.
One traditional solution to this problem of dynamism has been to
constantly recreate the same or similar objects. This has typically
involved the dreaded "reset", but also could be implemented
by increasingly sophisticated systems... ultimately resulting in
complete simulations. Part
Two of this series discussed the strengths and weaknesses of
object recreation.
There's another route: you can create new and different objects as
players use up the old ones. Having StoryBuilders do so by hand is
crazy, but there are other possibilities. Part Three of this series,
which is what you're reading right now, offers some suggestions on
this method.
As you'll see both of the methods I suggest here take out the
necessity for StoryBuilder interactivity. They instead depend on
characters to take active roles in the creation of new things.
Because of this limitation this isn't a complete solution... but
it's a great start and a wonderful adjunct for a system primarily
based on object recreation.
Letting Players Pull the Trigger
So if you don't want a StoryBuilder to build a new room every time
those darned players clear out the old one, what do you do? My first
suggestion is to create an automated system for new object creation
that's ultimately triggered by players. This whole system has some
similarities with the quasirandom resets I mentioned last week (reset
by event) and some similarities with simulations. However I think it
has some unique features as well.
The basic idea is this: you give players the ability to create
things within the game. What gets created, thus, is totally
within the hands of players; the activities that they take in the
game directly produce results that they see as new objects.
At the simplest level this could be a crafting system. Players can
create swords, armor, food, whatever. Suddenly you have an inflow of
objects into the system and so you don't have to worry about
resetting old objects that get destroyed.
I can imagine a similar system for repopulating monsters. If there
are players who are villains they could have direct ways to create
monsters. They might whip them up in their vats or release them from
underground lairs or engage in negotiations with monster leaders
which ultimately result in more critters being created.
At Skotos we considered developing a semi-automated
player-triggered system like this for creating new rooms in a
now-onhold game called The Bane.
In order for the new room to actually become a viable part of the
local ecosystem certain rituals must be done over the land. Seeds
must be planted, songs sung, that type of thing. As a result of this
the previously barren land is filled with trees, plants, and
wildlife. Certain critters might be set to appear in the room;
certain events might regularly occur.
And this is where my idea of a semi-automated
player-triggered object creation really differs from the good 'ole
object reset. By allowing objects to contain a number of different
properties, and by allowing those properties to get set based on
player action, you suddenly are creating objects that are
arguably new, not just copies of the same things.
In my room creation example there might be a total of 7 different
land types, each of which can have three different descriptions based
on the patron deities of the players involved in the land creation.
There might be 20 different wildlife types and 20 different plant
types, leading to a total of over 8000 distinct combinations; we then
tie some of those possibilities to different object and critter
creations and those numbers multiply even more. With 10,000+ total
different rooms that can be created it suddenly does appear
that we're creating new and unique objects.
Skotos has actually already pioneered a very similar technique to
allow for the constant creation of new clothing in Castle
Marrach. Players can take garments and set colors, fits, etc. The
result is tens of thousands of possibilities, and again it's a case
of allowing players to create mostly new objects by taking actions.
So, really "new object creation"? Kind of. And probably
the best you can do without really having StoryBuilders make totally
new objects. And, there are ways to expand it...
Expanding the Player Possibilities
One way to expand a semi-automated system of new object creation
is to allow more player input into it. Basically, you let players
contribute totally unique information to an object that's being
created.
The safest way to do this is to grab information from the
environment and use that information when creating the object. The
player chooses the environment, and thus helps to contribute to
unique information. Some examples:
- A player erects a signpost on a road. As he does he gets to
decide things such as what the signpost is made of and where it
points. The player may also contribute the names of certain nearby
locales, which are verified by checking the environment and appear on
the signpost.
- A player creates a book for a specific player and is able to
emboss that player's name on the cover (this time, looking at the
player list for confirmation).
In these above examples, note that a player never actually creates
totally new information, he just decideds what in-game information he
wishes to have used. However, although a large amount of information
is probably available in the game environment, it's still a finite
amount. If you really want to introduce an infinite amount of new
objects you must allow players to enter arbitrary text.
For example, a player creates a new shop in town, using the
semi-automated system to determine the type of shop (he chooses
restaurant), the quality of the shop (mediocre because he doesn't
have much money), and the furnishings (he chooses large, central
tables). The shop is already pretty unique because he's produced 1 of
the 10,000 shops possible (or whatever). But, the player also has
another option: he gets to choose the name of the shop, which he
writes on the hanging sign out front (after careful thought, he
chisels "The Spare Rib"). His shop is now utterly unique...
or at least as unique as a shop named "The Spare Rib" would
be in real life.
Technically you could expand this out to the extreme and just let
a player totally describe an environment that he creates his
house, his castle, his shop, whatever. This is a pretty dangerous
route, however, because you chance totally destroying the integrity
and coherence of your game world.
My suggestion is to limit player entry of new text to a
sign, a label, or something similar. You'll even want to limit how
much people can write. There's some opportunity for the same
problems, but you've minimized them, and you get a big win in new
object uniqueness.
As a side note, let me say that you don't even have to restrict
these techniques, which I call "player tagging", to newly
created objects. You might give players the opportunity to tag
existing objects. Thus objects which were once totally standard
become unique. Citizens of a town might be able to rename the town
hall or choose what to plant in an empty field.
With StoryBuilding on Top
Thus far I've described a system where new objects are created in
a semi-automated way, with player input making those object fairly
unique. Player tagging of textual phrases can make those objects
entirely unique. There's one more level: you can have StoryBuilders
hand-modify objects that have been automatically created.
A StoryBuilder can look at which newly created objects (be they
rooms, monsters, items, whatever) are the most popular. He can then
hand-modify them based upon how they're actually being used.
The big wins are: the StoryBuilder doesn't have to initially
create the object and he only works on the objects that are very
popular. Thus automatically created objects become true parts of the
ongoing storylines.
A Solution to the Problem?
I think the system I've described here has a lot of potential for
introducing new objects into Achievement-type games. In addition it
ensures that they're quite unique. We've already used it to good
effect at Skotos in the Alteration system for Castle Marrach and I
hope it'll eventually allow for the new creation of interesting new
rooms for The Bane.
The question is, however, does it totally fix the dynamism problem?
I'm not convinced it does, but I think it can expand a lot of
systems in an online game. By combining it with object recreation
mechanics, you can insure a lot of creativity.
Here's a quick rundown of my thoughts on how new object creation
works for different item types:
- Rooms. There's very good possibility for creating new
rooms with this system. Players can make unique castles, shops, and
houses. Depending on the complexity of the system you can also allow
for the creation of new wilderness/dangerous/quest areas depending on
players actions, as I described in my notes on The Bane.
- Items. Again, object creation works well. You can allow
players to build lots of new and unique items. This can help balance
out an economy. You probably link this into a full crafting system,
possibly working on top of a simulation, so that you can make these
items from raw materials.
- Monsters. Critters, of course, are one of the most
important things to reset and, conversely, they're one of the places
where it's hardest to get players to contribute to the object
creation. My only real thought here is the one that I described
above, where you have villainous players contributing to that
creation. More likely in a good system you'll have an ecology system
churning out monsters, and in turn players will be having important
effects on that ecology.
- Treasures. Finally, we get to treasures. Some of the need
for these will be relieved by numerous new, player items being
introduced into the economy. Again, you can have villainous players
making the difference technically you could even have some
heroes affecting what treasures monsters have by allowing players to
bribe monsters or the like.
So, not a slam dunk, but I think the ideas I've described here for
new object creation are an excellent adjunct to the concepts I
described last week, for making object recreation more interesting.
Onward and Upward
That's it for me and my own thoughts on The Dynamic Dilemma. Next
week I have a pair of articles that I'll be using as my sole
Alternative Views on this topic, then I'll be summing up
everything I've said about engineering problems over the last 6
months.
I'll see you in 7 ...