Koster's Laws Of Online Gaming Revisited
Thanks to F13.net for its article attempting a re-appraisal of the original 'laws of online gaming' document, as first posted by Raph Koster and others starting on October 9, 1998. The curmudgeonly analysis includes rebuttals of original laws such as "No matter what you do, someone is going to automate the process of playing your world" ("There's a very simple fix for this. Dump the treadmill, dump the numbers, and make gameplay fun"), and there's an equally tetchy rebuttal of the rebuttal at F13, suggesting: "Any amount of development time spent making the game more realistic or lifelike is wasted development time, stolen from useful tasks like making the game fun."
So long as there is a point in the game that it is 'cooler' to be at than the starting point (eg. level whatever as opposed to level 1), people will trade money for the time taken, no matter how fun the intervening time is. They want to have more fun now, which to them means being 'cooler' and hence higher level. Basically this is a form of automated grinding, except that you are getting another person to do it rather than arbitrary code.
The same situation applies for coded grinders. Now, instead of paying money, you are paying with idle computer time... leave your machine grinding while you go to work. Again, irrespective of how fun the time ground might have been. So basically this kind of thing will never be eliminated.
Playing poker with a joker and some Uno cards
He misses the point about about having differant forms of expression and instead picks up on the secondary point that classes are modes of expression. Koster never mentioned that you should have lots and lots of clasess, but instead the rebutter rambles on for a very long and tedious paragraph about how you don't need lots of classes, when he's actually agreeing with the guy. He even says "It's about time we left the character design up to the player". What's that you say, increase the amounts of expression available to the player? You're agreeing with him, you idiot!
To be fair I couldn't bring myself to finish the article. Koster's laws are very interesting, but the rebuttal is just pointless and annoying. maybe it finishes well, but I really, really doubt it.
The original laws as stated are interesting and mostly hold true today, the commentary is uninspired, poor, and mostly incorrect. I'm now going to give one example, but I could easily come up with 30 such examples from this article.
For example:
Law: someone is going to automate your gameplay
Reponse: only if you make your gameplay tedious!
That is simply not true. To prove this is not true, I just have to come up with one automation scenario not rooted in relief of tedium. Consider a theoretical RTS in which a player controls many units. Skill is required to issue commands to those units (there are many units, each unit's state has to be evaluted and the appropriate command selected, in real time). Now enter a tool that will give commands to units under conditions you identify, for example if you fall below 25% health, run to the back of the formation. Now we have an automation tool thats purpose is to increase effective skill, not relieve tedious gameplay.
All the reasons for automation I can think of off the top of my head are:
- Increase power (generate money, skill points, experience)
- Increase effective skill (previously discussed)
- Relieve tedium
- Break the system - in this case, a person automates the system just to prove he can
In general the article is strong on attacks, and weak on solutions. For example, there is lots of "get rid of the treadmill" commentary with 0 solutions posted explaining how this is done. Love the original laws, hate the commentary.
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I support spreading santorum
Both of these guys have specific axes to grind. Schild is clearly responding to the mess that is SWG. He continually calls for the removal of "treadmills," etc. without offering clear alternatives. Rather than adding additional insight to the discussion, his entire rant could have been cut-n-pasted from any one of a thousand message boards.
Snowspinner is a bit more interesting and his statement that "Stories aren't the fun parts about games any more than worlds are. Play is" should become the marquee screensaver for game developers every where.
F13.net, Corp News, et.al. continue to try and fill the shoes of the original rant sites like Lum the Mad and they constantly come up short. I'm sure these guys are all clever and smart people but it's all pretty much been said - and said better - when the MMORPG genre was a little more fresh.
On a side note: I think the player base should expand their definition of what "roleplay" is. Lots of people "roleplay" in these games, its just not the sort that was intended or expected. Look at PvP in any form - FPS or MMORPG - and you'll see people acting and talking in ways they would never dream of in real life. Alliances are formed. Arch enemies are made. Roleplay driven by the environment rather than some hackneyed back story. It's much more interesting and you never hear a thee or a thou uttered once. That's the sort of roleplay that these games should encourage.
It is true that City of Heroes does this one thing well, but as a MMO player, I have never seen so many of my pals try out a game and be so dissatisfied immediately after launch. I know lots of folks who didn't make it past their first week of gameplay, due to total boredom and the pathetic chat system. IMHO the chat system is one of the key building blocks of any online game, since basically online games do 2 things. 1) allow people to manipulate objects in a database via an interesting interface. 2) allow people to talk to each other.
I played CoH mostly with real life friends, and we all set up a Ventrilo server for voice comms. The chat system never was an issue for us, but yes it ended up being an issue when I was grouping with strangers. A very valid point!
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn
No really...someone tell me.
A game that requires you to complete challenges in order to gain a reward is, in effect, a treadmill.
Tetris is a treadmill - stack shapes, clear, new level, repeat
Doom is a treadmill - Kill enemies, find widget, proceed to next level, repeat.
The Sims is a treadmill - Manage daily activities, increase abilities, make money, buy stuff, repeat.
Ico is a treadmill - Lead the girl, find widget, kill enemies, solve puzzles, unlock next level, repeat.
Metal Slug is a treadmill - Go forward, kill enemies, rescue hostages, find vehicles, find weapons, repeat.
I only point this out because the gaming community has a tendency to grasp on to handy derisive phrases and then repeat them without digging into the meaning.
Anywho...the overall perception of the treadmill is what breeds discontent. It always exists, it is the foundation of just about every reward over time based game play system.
But, if the gameplay is bad or mundane, then the treadmill sticks out. There isn't any gameplay aspect compelling enough to distanciate you (i.e suspension of disbelief and all) from the fourth wall of the underlying mechanics.
However, if the game is good, the treadmill recedes from the forefront of your consciousness, and the decent gameplay it enables takes over.
The real issue here isn't the treadmill concept, but how many times the exact same treadmill has been cloned.
"I ain't got no flyin' shoes."