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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) "

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  1. Rule #2 by Quarters · · Score: 4, Funny
    "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)...

    Rule #2: Ignore all of those useful insights when designing the Jedi class in SWG.

    1. Re:Rule #2 by Kris_J · · Score: 2, Interesting

      Or when designing World of Warcraft. I mean, seriously, what does slaughtering hundreds critters have to do with my ability to tailor clothes, mine minerals or mix potions?

  2. Part of what's wrong with gaming today by DrunkenTerror · · Score: 4, Insightful

    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.

    1. Re:Part of what's wrong with gaming today by RaphKoster · · Score: 2, Insightful

      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.

      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.

  3. Bylaws vs. Rules of the Road by Midnight+Warrior · · Score: 2, Insightful

    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.

  4. Somethings are right for a change! by CrazyJim1 · · Score: 2, Interesting

    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.

  5. From the source by Anm · · Score: 2, Informative

    This is a reprint of something that has been around forever. Here is the original posting at Raph's website.

    Anm

  6. In theory it sounds good by Moraelin · · Score: 4, Interesting

    "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.
  7. How to design another MMORPG like the others? by Mind+Booster+Noori · · Score: 2, Interesting
    When the article says
    The secrets to a really long-lived, goal-oriented, online game of wide appeal
    I can't stop on thinking "why the hell people still want to build goal-oriented games"?

    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.

    1. Re:How to design another MMORPG like the others? by Phil+Resch · · Score: 2, Interesting

      I think it should be noted that for all the freedom we have in life (ideally), we still have goals.

      These may be set by ourselves: "I'm going to learn to ski!"

      These may be decided for us: "Well, I need to eat or I'm going to die. I should find food."

      And they may change organically over time: "I need to do well in high school so I can get into a good college" changes to "I need to do well in college so I can get a good job" changes to "I need to get a better job so we can afford to live somewhere with a good school system for my daughter to attend."

      I think the real trick lies in providing players with a variety of goals, but also letting the players deviate from these goals in personally meaningful ways. Provide a framework, a place to start. And then provide a way--in-game--for players to make the experience their own.

      We do it in real life. Society (at least, white-collar American society) tells us we should go to college so we can get a good job. But looking at a cross section of Slashdotters, you'll see that a lot of them will have skipped straight to "get a good job." Because it was more meaningful to skip that college thing.

      Of course, if I knew how to balance free-form and goal oriented gameplay in the ways I'm suggesting, I'd be rich, famous, or maybe just suicidal from having all of my ideas stifled in the name of corporate risk avoidance.