Richard Garriott On Tabula Rasa
Thanks to an anonymous reader for pointing to a RPGDot interview with Richard Garriott on his forthcoming MMO title Tabula Rasa. You may know Garriott from his creation of the Ultima series, but he's now hooked up with Korean MMO behemoth NCSoft, and the interview discusses how Tabula Rasa may differ from expectations: "Tabula Rasa is not a 'virtual world' like Ultima Online or Everquest. TR is a compact social hub of activity but game play focuses on instantiated adventures for a party of players. In those instances, scripted quests a la solo-player Ultimas will be the norm."
There is one problem with scripted quests in MMOG's, repetition. Nobody wants to do the same quest over and over again. Thats why most people prefer the wide open non-scripted MMOG's. BUT what if a developer took the time to keep releasing new quests. Sure killing Diablo for the 10th time is boring, but what if Blizz put out a new act every week? and what if there was an alternate act1 so people didn't have to play through the same act if they created a new character.
All that said, the main problem would be bugs, with all the the new content bugs could be quite troublesome. But I personaly would shell over the cash to have new scripted content released on a regular basis.
The main theory behind this is probably that other players can populate a world and provide a social experience, but they can't enrich the already static world, providing more depth and experience beyond general social interaction. By adding scripted elements to the online equation the developers can create a more believable world, which will offer a richer experience for the players as they carry out their social functions.
There are a couple of Online RPGs that have tried something similar to this so far. The one that immediately comes to mind is Earth and Beyond. Where the players were there to assist each other through various quests, there was a single story tying them all together. When looking at this on a per-player basis, each individual viewed this from the perspective similar to a single player game. Each player delt with core plot situations that were scripted and customized to them, despite the fact that all players had the same scenarios, it made each player feel like a massive part of the world on an individual level, and offered a greater experience on the whole.
I hope Tabula Rasa is the same.
The potential here is really great. The problem almost all MMORPGs have with is that they were designed to be a computer version of the traditional paper-and-pencil role playing game, but the crossover doesn't work. You don't actually go on a new adventure all the time, you just look up the scripted quest on a cheat page somewhere and do it already knowing the outcome (and in some particularly bad MMORPGs, again and again and again...)
This game would develop instances of the game world in which things are new, which no one has seen before. AO already tried this, but the variety was superficial. This looks more like a big-budget version of Underlight, where the other players came up with quests for you, but with AI replacing the other players.
A lot of questions remain. What about the solo player, for example?
This article does pique my interest - there's more information in this single page than there is in all of the press releases and interviews previously done with Lord British and Co.
It seems like what these folk are trying to do is combine the 'best' traits of single-player and multi-player games into something that would be akin to a new genre - something that combines the intimacy of the former with the social interaction of the latter. It also reminds me of Neverwinter Nights in a way, but I suspect that Tabula Rosa may be more static, world-wise, whilst enjoy true world evolution (ie. things will change over time). I'm unsure of what he means by 'hubs' though - perhaps he's referring to some sort of multiple-dimension world? Or perhaps these hubs are just geographic areas?
I still have a lot of faith in Lord British and I'm looking forward to this release. I just hope that when Nose said '3rd person', he was referring to the availability of a top-down/isometric-esque view (I'm not a fan of behind-the-shoulder cameras).
----- Wtcher Dragon, UDIC