The Laws of Online World Design
Next Gen has an article up republishing Raph Koster's seminal laws of Online World Design. The piece is one of the basic texts used to think about the way to put a MMOG together. From the article: "Design Rules - The secrets to a really long-lived, goal-oriented, online game of wide appeal : have multiple paths of advancement (individual features are nice, but making them ladders is better), make it easy to switch between paths of advancement (ideally, without having to start over), make sure the milestones in the path of advancement are clear and visible and significant (having 600 meaningless milestones doesn't help), ideally, make your game not have a sense of running out of significant milestones (try to make your ladder not feel finite) "
Rule #2: Ignore all of those useful insights when designing the Jedi class in SWG.
A hot button for me. Since I just got slapped on the wrist by ESA for selling my WoW account on eBay, the one feature that I really want is being able to sell my account and its contents. I used to think that SOE is gay, but once I realized that I can retire for $400 I, like, totally re-evaluated my entire life.
FTA (emphasis theirs):
Is it a game?
It's a SERVICE. Not a game. It's a WORLD. Not a game. It's a COMMUNITY. Not a game. Anyone who says, "it's just a game" is missing the point.
I think this is exactly the WRONG point of view to be promoting among devs. Heh, I guess I miss the author's point, but to me he describes exactly the mindset that has lead to all these so-called games that are really just FIFO inventory models.
MMORPG's exhibit no required skill, they just present a time-sink that anyone with enough life-energy to click a mouse can participate in. Some make it to lvl 60 (or 100, or whatever the max is) quickly, others more slowly, and some never, but there is never any real test of gaming ability other than, "I'm more persistent at putting up with this repetative crap than you are, that's why I'm higher level."
Pen and paper D&D at least had an element of outsmarting the other players and/or GM. To succeed you had to think, act, strategize, out-intellegence, and talk your way to a victory. This type of experience is sorely lacking from modern MMORPGS, in my experience. It's more an excercise in collecting the sparkly eq that the giant glowing snail drops and selling it to noobs. MMORPGs as we know them are not games, in the traditional sense of video games, or role-playing games. I would suggest that they are barely even games.
The word 'Game' pretty much means it is Finite. The only way a game is not finite is if it is random. Even then, you will see paterns because the budget is too small and the workers are lacking sleep.
I have to admit, the article is quite enlightening. I am most interested in the object and economic systems. Fortunately, Mr. Koster was a little shy on the macro-scale things, instead focusing on software design issues like: usability, maintainability, and scalability.
My own thoughts on the matter are entitled Virtual World Bylaws and are my own.
Persistence means it never goes away was a very pertinent topic and one that I address in much more detail. Problems here include: trusting the system owners to do good backups, proving proper transfer of world objects between owners, and avoiding client-side corruption. The Never trust the client problem has a potential solution in my paper. It's not completely solved, but corruption of in-world objects is at least trivialized.
He touches on in-game community, but has neglected the larger interoperability problem between games and vendors. Too many clients and connection methods. Game persistence lasts only as long as the operating system or game console are in use, which is absurd.
The idea that really tickled me was the economy theorem that was so obvious I missed it. "Players will hate having this drain, but if you do not enforce ongoing expenditures, you will have Monty Haul syndrome, infinite accumulation of wealth, overall rise in the "standard of living" and capabilities of the average player." This methedology really need connected with the Attention is the currency of the future and you will see the solution to the small-time MMORPG player and the 30+hours a week gamer. Us small-timers walk in and get creamed because these full-timers are super heroes.
Perchance, we ought to tie increased skill with increased responsibility, just like in real life. Level 30+ character, you must now lead larger missions. Short term players can now join the group, like showing up at the gym and playing a game of basketball with strangers. A couple of guys are there all the time and are either friendly or they aren't. Not friendly means no squads to go on more complex missions.
Many of those things said are exactly correct, but they're also incredibly basic pieces of information.
For example: His notion that macros will happen, so the solution is to not make any boring parts... I came up with this when I was the first person to create the drain health macro in Asheron's Call. Before me, there were no effective macros in Asheron's Call. But I made the drain health macro mainly to prove the point that the game should be not so easy that its tedious, and even had discussions with the devs. They chose to allow macroing for a year and a half, but never fixed parts of their game. I do have a soft spot for Turbine though, Asheron's Call was quality, Asheron's Call 2 was just an abuse fest, now I am waiting for DDO...
Which brings me to my 2nd point. DDO will be an action oriented MMOG. Most MMOGS of the future will be action. Why? Because of the lessons learned from the macroing. A simple game is not fun. If you make it complex and highly dependent on whats going on VS clicking the same button over and over... Then you get a fun game. The future looks very bright for MMOGS. It will probably take 15-30 years before seriously awesome MMOGs come out where you'll want to play for a lifetime. But the nice thing is, until the ultimate MMOGS come out, we'll have some MMOGS that have some good points that will tide us over.
God spoke to me.
He failed at the majority of them with SW:G
Ok so it has multiple paths of advancement, but you have to essentially start over if you change the path you start out on.
There are clearly defined milestones which come after you've wandered around killing enough random wildlife, you get a message saying you've earned enough XP for another skill box.
And those milestones disappear once you've reached a master profession, thereby necessitating you to either run around and kill more wildlife or essentially start over on a new profession.
Raph could use a time machine to send himself, circa 2001, a copy of his "seminal laws."
No sig for you!!
Maybe I'm just a fanboy, but Guild Wars has an attribute system that you can completely switch at just about any moment, many milestones by reaching different towns and armors, and also a Guild PVP ladder. It's definitely worth checking out, even if you're a skeptic of MMO's.
Oh yeah, it's FREE too.
All MMO worlds are clones of one another with the same boring ass level grind.
We don't need rules, we need someone with the balls to try something completely different. The only people playing today's MMOs are merely living in a dellusionary world where the misery invested waiting for King Orcfuck's Magic Dildo to drop will some day magically pay off and the game will become fun.
1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
1. Take a long hard look at Star Wars Galaxies, then do the opposite of everything they did.
End.
This is a reprint of something that has been around forever. Here is the original posting at Raph's website.
Anm
You will NEVER have a solid unique identity for your problematic players. They essentially have complete anonymity because of the Internet. Even addresses, credit cards, and so on can be faked--and will be.
While this is obviously a problem, doesn't a subscription system mostly limit this? If I'm a jerk, I get banned and have to pony up another fee, right? I guess I go away pretty quick (or make the company a lot of money).
I don't play mainstream MMOG's (mangband is more my style), so I'm wondering what others think about this. The only people I 'band with are friends or friends of friends, so "problematic players" haven't been an issue.
Don't save Windows XP! http://www.petitiononline.com/jjw1xp/petition.html
"Online worlds are a PLATFORM first and foremost. Putting games in that platform is certainly one of the top things you can do, and if you do so, you had better make sure those games are fun, certainly. But it's also not that hard to make an online world that has a fun game in it and yet ignores the other factors of worldness, community, and service, and have a disaster on your hands--there's plenty of examples of that."
But in practice there are plenty of examples to the opposite too.
E.g., TSO comes to mind. It had a world, it was designed to be more of a community than any MMO ever made (there wasn't much else than social interaction in it anyway), and it was based on _the_ biggest franchise name in PC gaming history. (The Sims outsold all Warcraft games combined.) And it flopped. It peaked at about 35 times less players than WoW has, and again, WoW started from a less big franchise name.
The problem: well, it was everything _except_ a game. The "game" part was about as exciting and fun as watching paint dry.
E.g., to be nasty: UO. It _invented_ a genre (not to mention was based on the biggest RPG franchise name) and quickly ended up in third place. It peaked at about 1/14 as many players as WoW currently has, or 1/2 of what Everquest had without a franchise name or anything.
And again, we're talking about inventing a genre. Look at what Wolfenstein 3D did for Id, to understand by contrast the _massive_ failure of UO.
The problems were many, including, yes, an utter failure to even try being fun or balanced as a game. Gameplay was pretty much non-existent, whole skills were utterly useless (e.g., was there _any_ use for tinkering, except traps to kill newbies?) or conversely had 2/3 of the possible actions in the game under one single skill (ever seen even miners or sheepherds without magic skill in UO?), and so on.
Oh yes, it concentrated on being a world and a platform instead. At all cost. Even if it meant alienating the players. _Years_ were spent into trying to justify why it's good and realistic for newbies to be pk-ed on sight, for example, while players were leaving en-masse to AC and EQ because of it. Or in various failed band-aid experiments which were _already_ proven not to work on MUDs. Had the world and platform ahead of what the players wanted for so long, that it just lost most of those players.
"Online worlds encompass game worlds like EQ and WoW, social worlds like There.com and Habbo Hotel, user-created worlds like Second Life and Furcadia, educational worlds like MOOse Crossing and military training sims, research-oriented worlds like MediaMOO, and much more. Thinking that they are all games is exactly the point of this law."
Heh. Compared to the population of even the worst MMO flop, a MUD is a spit in the bucket. Even if some of those are examples of "but look, you can make an online world even without much of a game", then the rightful second half of that phrase is "and be an utter and total flop, compared to worlds which _do_ have a game."
We can learn a lot of valuable lessons about human interactions and such from MUDs, yes. But if we're talking about designing a world that's a _commercial_ _success_ on any reasonable scale, let's stick to the likes of EQ and WoW, please.
Plus, it's a skewed comparison anyway to compare a world which has a 15$ per month price tag, to a MUD that works for free through Telnet. Something that requires people to reach into their wallet and _stull_ has 3000 times more players, well, I'd say it did something a _lot_ better than those research MOOs.
Plus, if we are including free online worlds like MUDs and MOOs, and consider the genre as broad as to include pretty much anything online including those... then we also get plenty of games which are counter-examples to the "But it's also not that hard to make an online world that has a fun game in it and yet ignores the other factors of worldness, community, and service, and have a disaster on your hands" point. Th
A polar bear is a cartesian bear after a coordinate transform.
See, if the objective is (and it is, read previous /. articles on gaming) to create a Virtual World where people have to ability to do anything they want, games shouldn't have goals, but it's "citizens" (gamers, users, call them what you want) may have and must have the freedom to have their own goals.
Mind Booster Noori
Whatever Raph says, just remember that he's the guy that took the Star Wars franchise and managed to make a crappy MMRPG out of it.
His ego is even bigger than his gut.
Now that was an MMO world to live in! I saw the anime before ever even playing an MMO so that was what I thought things were really like, minus the whole VR bit.
.hack//sign. Until then I will just sit here in reality.
So I went out and bought FFXII. And CoH, and tried SWG, and CoH, and DOaC.
Nothing was as good as the anime.
Instead I went out and bought the soundtrack to the show and just listened to that. Much more fun in my opinion then the current crop of games out there.
But one day we will have the intense immersive world that The World was in
Eternal Lands (www.eternal-lands.com/eternal-lands.net) already does this. Its also open-source and free.
It's pride is no specific class (forcing of) etc
-BePlacid.com
Because that is exactly how Golden Sun and Golden Sun: The lost age are made. If you have played them, you will know that they are two of the best RPGs ever made.
One of the biggest problems I've had with MMOs is the focus on "meaningful milestones" far apart instead of many more less significant ones closer together. As a casual gamer, I usually lose interest in these games in the higher levels, where your only milestones come from levels that are massively apart. I would like to see a game where, if it chose to have these massive levels, had sublevels as well, with smaller rewards. Unfortunately, most high level content and game design ignores the casual gamer completely.
I agree that high level milestones in MMOGs are spread too far apart, and here's why:
In general, (which is to say in almost all cases), milestones are not skill based, but based on persistence and available free time. Now, I am a hardcore gamer, but I simply don't have the time it takes to achieve even what I would consider basic levels of usefullness. i.e. - I spent hours a day for months playing SWG and was still unable to face any sort of opponent that was remotely strong. After a while, crushing kittens just isn't fun. The same thing went for WoW.
The fact of the matter is this, as a full time engineering student who has to find time for games between homework, research, and my fiance, I am unable to derive much satisfaction from playing MMORPGs. I am, however, impressed by and enjoying BF2, although it also suffers from horrendus gaps between ranks. But at least all players in BF2 are balanced. If I am a PFC, my bullets can still kill a Sgt. because, unlike MMORPGs, he doesn't get a 5,000 point health and armor bonus for having spent 8 hours a day for 2 years on the game. The gameplay is SKILL based.
MMOGs need this aspect in order to attract and keep gamers that also have real-world responsibilities, but still love gaming.
P.S. - A note to all you game devs out there: These people are the ones who have the expendable income to subscribe to these massive games, and they should therefore be given appropriate levels of attention in order to attract their business.
If video games are created by teams of designers and artists, how are they not art??? www.skylarscaling.com
This guy lost all credibility with me when he put out the steaming pile that is SWG. If he had put out a good game, I might be more apt to listen to what he has to say.
SWG was his chance to prove his 'design theory' in practice.
Those who can, do. Those who can't write a crappy blog about it and promote their folk music.
Macroing, botting, and automation No matter what you do, someone is going to automate the process of playing your world. Corollary: Looking at what parts of your game players tend to automate is a good way to determine which parts of the game are tedious and/or not fun. Seeing as people macro everything from dancing to crafting to grinding Jedi, makes you wonder what part of SWG is fun, eh?
The incompetence of SOE is the biggest factor in the crappiness of their games. I'll bet Raph himself is even complaining.
writing the macros!
I quit!
This is just a bunch of thoughts about things and is really just feelings devs got after the EQ age. It fails to even address the important issues that the current round of games are trying to address with various levels of failure. Let's throw out the soundbyte length 'laws' and bring around a discussion.
Nothing wrong with big boobs. I have big boobs, so whats the big deal? Stop stereotyping as people dont have big boobs. Enough already.Obviously he doesnt have a problem that every guy has huge muscles, knows kung fu. Give it a break.
Leave my big boobs alone!
The article kind of takes on two different meanings as you go down the two branches. Are you trying to make money, or are you trying to create a game that does what it says it does?
Case in point, SWG. The box said I'd get to live inside Star Wars. I wound up hacking at small frogs with a survival knife. Earth and Beyond felt more like Star Wars to me than that, in all honesty. Yet in comes the revenue, thank you Luca$' $tamp Of Approval$.
Meanwhile any half-healthy MUX/MUSH can engross a player for months, provided they have a firm grasp of the English language and are willing to do without the splashy graphics (and the monthly fees); and of course provided the admins are willing to donate their time.
I like the part where he says keep the pop under 250. I don't like the part where he says it's not a game. Yeah, it is a game, and the people who forget that are the ones you wind up not missing when you go back to the real world.
Fragging my father since 2004