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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."

7 of 74 comments (clear)

  1. Terrible Rebuttal by Singletoned · · Score: 5, Insightful
    The guy doing the rebuttal makes a terrible job of it. When he agrees with the original rule, he uses clever arguements such as "Well, duh". When he disagrees, he does so just for the sake of it, and generally entirely misses the point, or picks up on some minor point and makes his entire rebuttal about that. For example:

    You're trying to provide as many modes of expression as possible in your online world. Character classes are just modes of expression, after all.
    Say it with me: "MMORPGs require more time and effort to create than pen and paper games."
    This law is flawed - heavily. It doesn't matter how many different classes you have - because there are only four base classes - fighter, spellcaster, rogue, and crafter....(continues)

    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.

  2. City of Heroes by Winterblink · · Score: 4, Interesting
    There's a very simple fix for this. Dump the treadmill, dump the numbers, and make gameplay fun

    City of Heroes is an interesting case for MMOs, because it literally is nothing but a treadmill. There's no other style of gameplay in the game other than combat for levels, yet somehow it's ridiculous fun and addictive, moreso than many other MMOs on the market today.

    Personally, I think this can be attributed to the fact that they focused on this singular gameplay element and refined it so well that you never really notice that you're only ever doing one thing during your entire time playing. With a good group of strangers or good friends the hours can fly by like nothing, all the while everyone's having a pretty darn good time of things. I think that the level treadmill, when done right, can be a respectable tool for advancement in the game if the situations involved are balanced and challenging.
    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
  3. sorry for the flame by truffle · · Score: 4, Insightful

    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
    1. Re:sorry for the flame by Soukyan · · Score: 5, Insightful

      To some, micromanagement in a RTS game is tedium. I am one of those people. Consequently, I don't bother playing the game at all. But those who may automate the task do so to alleviate that bit of tedium so they can concentrate on the fun portions (or so that they can win, although using an external tool to alleviate tedium is actually just cheating to increase the odds of winning, but I digress).

      A fun game lacks tedium. I do not automate my moves in a chess match because I am having fun when I play. Mind you, this is just in comparing a game (chess) to a game (a computer-based RTS), and I understand that it's apples to oranges if we start to involve elements of each game. But in a RTS computer game, shouldn't the gameplay be fun and engaging enough that the player will want or need to be involved in every aspect? Does chess not involve strategy? Just some thoughts on that.

      As to the lack of solutions in that rebuttal, I can probably guess why that is the case. Raph Koster is the CCO (Chief Creative Officer) of SOE (Sony Online Entertainment) these days. He's making plenty of money and he busted his ass to earn that position. In terms of creativity though,some people are hesitant to share their ideas for solutions not because they may come under equal criticism, but because there is money to be made from good ideas. Koster did not share his money-making ideas until after he had earned his money from them. I wouldn't expect free solutions from anyone, especially not in the capitalist societies of today. But that's just my opinion. I could be wrong.

    2. Re:sorry for the flame by *weasel · · Score: 4, Insightful

      Ah... and we get back to my favorite Mulligan quote:
      "would-be game designers take note: Ideas are a dime a dozen and worth what they cost"

      People don't tend share their 'solutions' to gameplay problems because they either don't have them, aren't confident in them, or are deluding themselves into thinking that their idea is original, and carries some sort of value locked away in their head. (right up there with everyone's big movie idea, and unwritten great american novel)

      The simple truth is that it's easier to point out problems than to fix them. Constructivie criticism takes time and thought. Bitching can be done on the fly.

      While I wouldn't expect, for example, Brad McQuaid to bother sharing what he thinks about a thorny design issue (although on more than one occassion, he has joined such discussions), there's no reasonable excuse for unfunded critics to keep quiet.

      And you're dead wrong about Koster sharing only after he started getting paid. He was sharing his ideas on Mud-Dev well before he started 'making plenty of money'. The guy honestly cares about sharing information to advance the state of virtual world design ... or at least spends a hell of a lot of time and effort into making legitimate contributions as his front. He gets paid, not for thinking of things that other people haven't, but by seeing them through.

      An Idea is to an Implmentation as Criticism is to Constructive Criticism.

      --
      // "Can't clowns and pirates just -try- to get along?"
  4. The Automated Online Role-Player by ksiddique · · Score: 5, Funny

    This is definitely a fun read about a bot that plays Star Wars Galaxies.

  5. Soooo these games suck - got a better idea? by fallingdown · · Score: 5, Insightful

    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.