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Experimental Video Game Evolves Its Own Content

Ken Stanley writes "Just as interest in user-generated content in video games is heating up, a team of researchers at the University of Central Florida has released an experimental multiplayer game in which content items compete with each other in an evolutionary arms race to satisfy the players. As a result, particle system-based weapons, which are the evolving class of content, continually invent their own new behaviors based on what users liked in the past. Does the resulting experience in this game, called Galactic Arms Race, suggest that evolutionary algorithms may be the key to automated content generation in future multiplayer gaming and MMOs?"

167 comments

  1. Dynamic world by sopssa · · Score: 3, Interesting

    This is actually what I've wished for long time that MMO's would have. For example in WoW, once you've seen one place it will always be like that.

    It would be great to have kind of an ecosystem which would evolve on its own and when players help (or destroy) it. For example, there would be two or three independent towns controlled by NPC's living closely that you could build relationships with. Once one of the towns needs more resources, likes to expand or for whatever reason, it would go in war with another town. Player couldn't directly control it, but you could influence it indirectly. Taking it further, when you could really succesfully frame the other town for hostile act's, you could cause a war between them if they see so.

    I know it makes it easier to design and create content when everything is static, but in this case some of the content and the actual gameplay would be created by itself. It would also be *a lot* more interesting when you could directly or indirectly affect the world. Doing a run against some giant badass boss dragon and decided to quit it and run away? Now no, that badass boss dragon wouldn't just get back to its place once you've just a little bit out of its attack range. It would actually be *pissed* at your group and follow you, tearing apart the environment when you try to run away from it. This creates even more tension, as other players and NPC controlled towns would be pissed at you for causing that.

    I've always also thought that why there's no king's or province leaders in WoW or other MMORPG's. Other players could elect you into it or you could steal it from existing king. Obviously the other faction would first need to break thru the provinces to capitol city like Stormwind, fight your way thru the guards and other players finally to the king's castle and then have a huge fight there. If you succeeded with that, you would still need to defence the place and continue gaining control over it. Or you could take the spy approach, gaining trust and getting in ranks to work with the king, finally to just to backstab him when its the perfect moment to do so.

    There's so much you could do with dynamic content or world where player actions actually matter. Now everything is just pretty static, grinding to kill enemies that just pop up back 5 mins later or doing mindless quests. I would really welcome some MMO where it would be more like a sandbox for players and the world. EVE Online actually works a bit like this and that's why its always interest me, even tho I'm not really into space genre. Would be great to see such fantasy MMORPG, or even modern day MMORPG.

    1. Re:Dynamic world by blahplusplus · · Score: 3, Insightful

      "This is actually what I've wished for long time that MMO's would have. For example in WoW, once you've seen one place it will always be like that."

      Actually for some games this is a good thing, we already have algorithmically generated content creation in random maps, and it's hit and miss depending on the genre of game, i.e. you wouldn't want crappy lopsided distribution of resources in an RTS for example.

      The problem with evolutionary algorithms that I can see that is that games are the result of a "vision" I doubt a vision would remain cohesive under a competitive process.

      For instance in many games that have player created content, one could consider that an evolutionary algorithm (the players) in their own right, and then other players pick the best levels from among the community and assemble them in level packs. The problem becomes though that some levels that are downright shit become popular, as we've seen with summer blockbusters like Transformers: Most people have mediocre tastes, and I'm not sure a player driven world of clueless players would produce anything anyone would want to visit.

    2. Re:Dynamic world by aaaaaaargh! · · Score: 4, Informative

      I agree with you and also would like to see more games with automatically created and evolving content. Unfortunately, game studios still seem to shy away from dynamic content because the behavior of dynamic systems is generally hard to predict. Some might fear that the game world suddenly becomes unstable and drops into chaos. But the game studios could hire more people with a strong physics/dynamic systems modeling background to deal with these problems.

        Another problem is that games with good dynamic content have a very high replay value, whereas it seems that most game studios would prefer people to buy a new game or expansion pack right after they have finished the old one---or even earlier, as one might infer from the sloppiness with which later levels are often designed in comparison to the first few levels.

    3. Re:Dynamic world by Anonymous Coward · · Score: 3, Informative

      Too many other players will interfere with things like that.

      What happens with other players start interacting with your two towns?
      It'll simply boil down to how many people are supporting each town to what degree.

      Taking over cities? Considering the number of people with the pvp bear mounts for killing the faction leaders, if there was anything useful to gain you'd have even more raids going into cities to take it over for a brief period before another group comes through.
      Most likely that'll just disrupt game play for a lot of uninvolved people.

      Though some more dynamic content would definitely be appreciated, implementing things as grand as you're talking about would be horrendous on an existing game in both time involved and negative impact on the game for other people.

    4. Re:Dynamic world by SatanicPuppy · · Score: 4, Insightful

      I think the best way to do dynamic content in an MMO is to build a static framework (e.g. a world) and allow people to expand and create content from there.

      Now, in my world, it would go like this: Your class, relative wealth, and profession would all have attendant properties and buildings. Some of them you could purchase for limited money generation: you're a smith, you need a smithy and a mine. You build the smithy, because you have to have one to make items, and then you prospect until you find a good spot, and you buy/build a mine, because it's cheaper than buying all your own ore.

      Now, obviously, these buildings are vulnerable. You put the smithy and a shop (to sell your wares) in a big player-run city, where everyone who has buildings pays taxes that pay for NPC guards and defenses, so that's taken care of, but what about the mine? The mine is (obviously) outside the city, and not protected by the city guards. So you skim off some of your mining profits to pay NPC mercenaries to defend it.

      Voila. You have player cities with guards, and dungeons with mobs, all at once. Make the shops able to be stolen from, and you have room for thieves, and let the players put in traps, fancy locks, etc. There is tons of stuff you can do. Obviously you're going to want to strike a balance. No fun to be a shopkeeper if you get cleaned out all the time. No fun to be a thief if it's too hard to break into a shop, and then there is nothing worth stealing...But that's just fine tuning.

      See how logical and easy that is? And the person who built the buildings has a vested interest in keeping them going, paying for upgrades, replacing guards, etc. Everything can expand from that. Different types of buildings for different types of benefits to different groups. Military buildings for military bonuses, commercial buildings for commercial bonuses, etc, etc. You can throw in some PVE content: military group builds a building on the border with a non-human race, and kicks off a war with the orcs, or whatever.

      Limitless possibilities, and everything that you do in the game matters. You clear a dungeon, it's gone, or empty, until someone rebuilds it, and then it won't be exactly the same...Depending on who builds it it could be completely different. You'll have done something unique, and how often does that happen in an MMO?

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    5. Re:Dynamic world by maxume · · Score: 4, Funny

      Being a smith in that world sounds incredibly boring. Does he have a computer in his smithy that he can play Tetris on?

      --
      Nerd rage is the funniest rage.
    6. Re:Dynamic world by brkello · · Score: 1

      This is and always will be a horrible idea. The only way to do anything like what you are talking about is Eve where the player controls almost everything. In something like WoW, people would just destroy everything making it so that the majority of players will not get to see the content since someone would have already killed the king and probably immediately any new leader was put in place it would be killed again. These ideas work better for single player/small number cooperative games since people can then do whatever they want without every forest being destroyed or every princess being saved.

      That being said, WoW already comes as close as you can get by having different phases in some zones. So at first, the camp is under attack, then you stop a large wave, then you push it back, and the town is safe from then on. The thing is, the actions only change your world and everyone else still has the world they had before. So if you are on a different phase, you are unable to see or interact meaningfully with that character in that zone.

      But if they did it your way, by the time you got to a high enough level to see the zone, someone would have already made it safe or destroyed it so you couldn't participate. It would just be too complex to design an MMO that way. It would be a game for the griefers (like Eve) and would not be all that enjoyable (like Eve).

      --
      Support a great indie game: http://www.abaddon360.com
    7. Re:Dynamic world by castironpigeon · · Score: 2, Funny

      Actually you'd end up with everyone starting as a scantily clad max level female nelf/belf hunter. All the major towns would be burnt to the ground, there would be a huge rainstorm, and all gameplay would afterward revolve around PvP mud wrestling.

      --
      mmmm...forbidden donut
    8. Re:Dynamic world by Minwee · · Score: 3, Funny

      Having the players make their own content worked pretty well for City of Heroes, didn't it? What could possibly go wrong?

    9. Re:Dynamic world by jez9999 · · Score: 2, Funny

      Sod Tetris, I'm bored with that. Does he have a computer he can play World of Warcraft on, and be something more interesting than a smith?

    10. Re:Dynamic world by SatanicPuppy · · Score: 4, Interesting

      Shrug. Some people like playing crafters, and you can add a frickton of strategy stuff to it.

      I'd love to see a crafting system than was complex and open-ended. Hell, make it so that you have some sort of skill-based mini game (like Tetris?) that effects the quality of things you're trying to craft, so it's not just about the level of grinding you've done on the skill, but also on actual skill.

      On top of that, you have the whole "defend my stuff" part of the game, which moves toward traditional strategy elements. You're recruiting and training units, you're building defenses. You're making alliances with other players to defend each others stuff.

      That sounds a hell of a lot more fun to me than just another MMO level/loot grind, where crafting is something you do when you're tired of killing stuff, and has very little actual effect on the game. I'm so tired of that I can't even convey it.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    11. Re:Dynamic world by Talderas · · Score: 3, Funny

      Your idea intrigues me. I would like to subscribe to your newsletter.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    12. Re:Dynamic world by maxume · · Score: 1

      Why not just take up pottery or some other craft that results in actual physical objects?

      (I barely play games anymore, with a strong bias towards games that last less than 5 minutes (the games generally stay interesting for far longer than 5 minutes, it just takes 5 minutes to play a round))

      --
      Nerd rage is the funniest rage.
    13. Re:Dynamic world by Otto · · Score: 4, Insightful

      The problem with an open-ended system is that it is always unbalanced. At some point, the system evolves to the point where it makes more sense to be a smithy than to be a baker, or whatever. One profession/class/rank/item always tops out and becomes unbeatable. The only way to balance this is to either a) have mods who arbitrary slap people down by pushing the values this way or that or b) introduce a changing ruleset to balance things out through game events or some other "magic" process.

      Either way, the players will find these changes "unfair". "I put all this effort into making this high ranking person, and your changes made me lesser!" is the basic gist of it. The problem of it is that they're correct, the changes did make that person lesser, in order to balance out the game.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    14. Re:Dynamic world by NeutronCowboy · · Score: 2, Insightful

      I actually thought about your dungeon suggestion in the context of Gnomeregan in WoW: a level 80 can wipe every single mob in there at once, but the gnomes still don't take their city back. Would be fun if that could happen... of course, the problem would be that a very specific leveling and gearing point is gone from the game. And Gnomeregan is the only close dungeon in that range for gnomes and dwarves.

      That kind of MMO requires two more things: a complete de-emphasis of PvE for leveling, and a de-emphasis of PvE for acquiring required gear to do other content.

      Considering that both are the key crack components in WoW, I doubt we'll see that. Unless of course someone wants to make the not-WoW MMO, but I won't hold my breath for that.

      The other problem with evolving worlds: endless opportunity for griefing. There's enough griefing in WoW, and it's basically completely locked-down from that perspective.

      --
      Those who can, do. Those who can't, sue.
    15. Re:Dynamic world by meiao · · Score: 1

      You should try wurm online (www.wurmonline.com).
      It is a persistent rpg where users found cities and help each other.
      Haven't played it since it came out of beta (i think it is out of beta now).

    16. Re:Dynamic world by SatanicPuppy · · Score: 3, Interesting

      It's amusing, because when I first wrote that rant, it was in reaction to the utter cock-up that CoH made of the player generated content thing.

      In CoH they let people generate their own missions, and they rewarded people based on how well OTHER PEOPLE liked their missions! What the fuck? What was the cost to the player when 100 people ripped through their level-farming mission like a fat guy through a door made of bacon? They were rewarded.

      Oh god, could you do anything worse than that? What content did they think was going to be created?

      In my system, the player gets benefits from building buildings/dungeons/whatever, and loses benefits when other players run roughshod over their stuff. The player would have a strong motivation to protect his stuff, and make it as hard as possible to beat.

      It's not just about crafting either. Say you want to set up a dungeon full of bandits who raid nearby player junk. Why not? Player housing that gives bonuses based on the junk you've got in your house. You raid someones mine and trash it, and the miner gets pissed of and pays some thieves to loot your house, killing your bonuses.

      It's about making the content created a needed and good thing for the character, and giving them bonuses/money/skills/whatever based on what they've got, so that they have an incentive to expand it and protect it.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    17. Re:Dynamic world by moderatorrater · · Score: 3, Interesting

      Make the shops able to be stolen from, and you have room for thieves, and let the players put in traps, fancy locks, etc.

      The only problem I see there (and I don't think it's necessarily a deal breaker) is that the designers have competing interests: the thieves have to be able to max out a skill, but if a thief can always steal from the shop then there's no incentive to open the shop in the first place. Either the shop is impossible to steal from, thus making the thief feel slighted, or the thief can steal from the shop, which means that all thieves which max out their skills can steal from the shops. And if you make it a progression, where lower-level shop owners are more easily stolen from than more senior shop owners, then you have a situation where thieves always steal from lower level shops, making it so that the only workable levels for owning a shop are extremely high.

      I would probably resolve that issue through making it so that either the shops can't be stolen from at all, or else there's a limited scope in what can be stolen. For instance, there's a certain amount of gold on hand from items being bought and sold. Only half of that gold can be stolen, thus ensuring that there's something to steal but the shop owner can't lose everything. Or maybe shops earn latent income through the assumed purchases made by NPCs, and it's only this income which can be stolen from. Or maybe it's only custom made weapons, and the regular stock can't be stolen from, etc. Because anyone and everyone can get to the highest levels of thievery, there has to be an artificial barrier when it comes to thievery between PCs.

    18. Re:Dynamic world by SatanicPuppy · · Score: 3, Informative

      Balance is absolutely the challenge, but that's the case with every game.

      Fricking WoW has been trying to balance it's handful of character classes for years now, and they're not getting anywhere. There is always a "most powerful" class/spec combo which all the hardcore people are using, and every major patch sees some class get nerfed or buffed.

      Does that mean WoW isn't a successful game?

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    19. Re:Dynamic world by Trojan35 · · Score: 1

      I think that unless you continually change the rules, playerbases are smart enough to figure out the formulas behind things and turn it into a grind. My recommendation? A MMO where the rules change monthly. It wouldn't appeal to the hardcore raiders, but I'd sure like it.

      I guess that's kinda pulling from the Roguelikes, but I did enjoy those too.

    20. Re:Dynamic world by Canazza · · Score: 2, Funny

      Gnomeregen wouldn't be missed honestly. That and Ulduman. They're so un-loved that the Alliance would rather walk to Scarlet Monastry, across a lake and through Horde territory, rather than do the two instances within 2 minutes of Ironforge.

      A point I've always made about WoW was how static it was. They've been rebuilding Redridge for 4 years now.

      WOTLK went some way to address this using 'phasing' - in that your progression through quests changed the landscape (the biggest, most obvious change being the Wrathgate quest chain) and it is, imo, the best system usesd in an MMO so far to give a sense of the progression of time.
      WAR doesn't progress, it resets weekly.
      As for CoX, I'd like to see the finalé to that game be the utter destruction of Earth as all their heroes have been plugging themselves into a VR Simulator constantly, totally neglecting the real world :P

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    21. Re:Dynamic world by SatanicPuppy · · Score: 2, Interesting

      I was thinking limited scope myself: the thief can break in, but they can't clean the entire place out (for whatever reason). If they could clean the entire place out, right to the ground, then it would completely suck to be a crafter. Or, as a crafter, maybe you could pay for theft insurance? I also think there needs to be some kind of diminishing return, so that it doesn't make sense for an upper level thief to grief the lower level shopkeepers.

      There are a couple of ways it could be done, but I think the whole thing depends on that sort of arms race between the thief and the shopkeepers, where they're constantly expanding their efforts to stymie the other person. That's what would make it a cool game: if the thieves had a huge advantage, then it would be terrible to be a shopkeeper, and vice versa.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    22. Re:Dynamic world by TrippTDF · · Score: 3, Insightful

      At some point, the system evolves to the point where it makes more sense to be a smithy than to be a baker, or whatever.

      Welcome to real life

    23. Re:Dynamic world by Jim_Maryland · · Score: 2, Interesting

      While I can appreciate StatanicPuppy's idea, I agree that it would become boring after a while. I play games to get away from work (OK, may call grinding experience/reputation/gold as work still). If a game were to implement your concepts, would you envision the guards, shop owners, etc... to be NPCs or other players? If NPCs, the amount of space in the game world would have to be huge to accommodate all players wanting to setup towns. If real players, what happens if you have all East Coast players as your guards and they log out around midnight? Do the West Coast players come in and wipe you out when a majority log out? The concept you are describing sounds more like a simulator.

    24. Re:Dynamic world by ReverendLoki · · Score: 1

      . Hell, make it so that you have some sort of skill-based mini game (like Tetris?) that effects the quality of things you're trying to craft, so it's not just about the level of grinding you've done on the skill, but also on actual skill.

      On top of that, you have the whole "defend my stuff" part of the game, which moves toward traditional strategy elements. You're recruiting and training units, you're building defenses. You're making alliances with other players to defend each others stuff.

      That is beginning to sound a little bit like Puzzle Pirates...

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    25. Re:Dynamic world by ReverendLoki · · Score: 4, Informative

      This is something Guild Wars tried to address in their approach. By making gaming areas instanced and meet-up areas MMO, a player's actions can effect the game world on a slightly grander scale. The state of the instance is decided based upon the previous actions of those entering it.

      The thing is, I feel they didn't capitalize on this opportunity nearly enough...

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    26. Re:Dynamic world by nedlohs · · Score: 1

      It all sounds good but in practice will never work because too many people are idiots or dickheads.

      If you implement an ecosystem someone will kill every last rabbit and break the food chain so that everything dies.

      The dragon in your example would be led to the newbie spawn area about 41 seconds after it appeared.

      Every town in the game would be razed.

      And so on.

      If you stop them from doing so then you haven't really got a world in which the players can affect things so much after all.

      EVE online is the closest I've seen but it's essentially pure player based. There's no NPC empire trying to expand in 0.0 space.

      Of course I haven't met an MMO I didn't get bored with before the free trial ran out. OK EVE went a little over and I actually paid for a month.

      I keep looking because I'm a sucker, and hope someone will pull it off.

    27. Re:Dynamic world by wjousts · · Score: 1

      Another problem is that I would imagine such a system would become closed and very hard for new people to get into. Once groups of bakers and smithies have banded together for mutual benefit, it's going to be very hard for others to break in.

    28. Re:Dynamic world by mattwarden · · Score: 1

      This would have a market, but not all games could do this. There are still a TON of gamers who for whatever reason get enjoyment out of just running through the motions and increasing the value of their character. An ever-changing game can not have walkthroughs in the same sense.

    29. Re:Dynamic world by PatLam · · Score: 0

      There's a few solutions avaiable. Take for exemple the smithy, you could give a player a weight limit or a "items carried" limit so that you can't go to the shop and run away with 50 swords or 20 chainmail armors. Neither could you run away from a bakery with 50 loaf of bread...

    30. Re:Dynamic world by jmerlin · · Score: 0

      The set-in-stone nature of most video games plays hand in hand with things that companies often do; copyrights. When you make a game, you have copyright over the materials (sounds, textures, maps, models, what have you) unless otherwise indicated.

      Now for randomly generated maps, you can still copyright the textures and so forth used.. but you can't really copyright the map itself (so if I save a generated cached copy of a map from your game to a static map file to re-use.. say in an emulated version of the game.. you don't have a copyright to this material!.. granted I replace the textures etc etc).

      How might this impact copyright law as it stands? Server emulation? Circumvention of securities that might be deemed as "copyright protection" that prevent you PRIMARILY from using cheats in-game but one can claim inadvertantly they protect copyrighted material.. but if the game-content is constantly evolving and changing, is there a copyrighted material to protect?

      If a game truly grows and evolves as people play it, it stands to question "who owns it". The developers? Or the players who molded the system into what it's become? We commonly see phrases in EULAs of online games to the effect of "you recognize that all virtual items in [insert over-hyped game here] are property of [insert megarich company who doesn't care about its customers here] ....". How can evolved content based on the interaction with a user still fit into a clause such as this? This item DID NOT EXIST before that user played the game.. so what then?

    31. Re:Dynamic world by Scoth · · Score: 1

      You may be interested in trying a game called Wurm Online. Its almost completely crafting - based with some very complex setups. Its main weakness is there is essentially no dev content outside the terrain and, on the pvp server, a vague faction war. Absolutely everything else is player driven. The land is completely terraformable. I've enjoyed it as an alternative to Wow type games.

      Here

    32. Re:Dynamic world by sam0737 · · Score: 1

      I think the best way to do dynamic content in an MMO is to build a static framework (e.g. a world) and allow people to expand and create content from there.

      I built the Earth and the Universe in the same way. It's not a good idea, I'm telling ya...

      --God

    33. Re:Dynamic world by brkello · · Score: 1

      *sigh* Yeah, well the fine tuning would be the rub. All of these idea would be hideous to implement. How strong can the guards be? How can you prevent players from instantly destroying any content as soon as it is created? How do you make it fun? It sounds like you are just trying to recreate real life which is what we are trying to escape. If thieves are slightly over-powered, then everyone is going to steal. If it is really hard, or consequences are high, no one will play it. Once again, all you have created is a sandbox. All you have created is another niche game like Eve. Worse, it is more complex to implement so I really don't see the profit in the idea.

      --
      Support a great indie game: http://www.abaddon360.com
    34. Re:Dynamic world by Rastl · · Score: 1

      Personally I like to play games where I create things so this kind of environment would be perfect. I would get the enjoyment of creating and running my little part of the larger world and the players who prefer other aspects would have a place to re-equip, etc. Not everyone likes to go out and kill things.

      That being said, if I had to spend massive amounts of time there to make it work then I wouldn't do it. That's one of many reasons I don't play online games. I don't have the time or inclination to sit at the computer for hours on end playing a game and paying for the privilege.

    35. Re:Dynamic world by LiquidAvatar · · Score: 1

      Your "changing rule set" option could be automated, to a fair extent. Make it so that NPCs are also patrons of shops and they have certain needs (the NPC population of a city needs to buy X baked goods, Y smithed goods, etc.). If one profession (say smithing) gets unbalanced and too viable, more players will migrate towards it. This will create a glut in the market and a shortage in the other professions. As there are always NPCs who need a certain amount of resources from those other professions, those items increase in value and thus the market is corrected. I hope.

      --
      It is difficult to free fools from the chains they revere.
      -Voltaire
    36. Re:Dynamic world by Anonymous Coward · · Score: 0

      actually in an interview that was posted on /. (I don't have the link forgive me) a programer was asked about balancing and he blatantly said they do not try to balance everything they just try to keep it fun. It is after all a game. and as a simulation of a fantasy world one must accept that it will not be balanced as that is not reality. Life is unfair and rarely are people "balanced" with anyone else.

    37. Re:Dynamic world by Anonymous Coward · · Score: 0

      It's starting to sound a LOT like Puzzle Pirates. And I can't really see that as a bad thing.

    38. Re:Dynamic world by Anonymous Coward · · Score: 0

      The problem with an open-ended system is that it is always unbalanced. At some point, the system evolves to the point where it makes more sense to be a smithy than to be a baker, or whatever. One profession/class/rank/item always tops out and becomes unbeatable. The only way to balance this is to either a) have mods who arbitrary slap people down by pushing the values this way or that or b) introduce a changing ruleset to balance things out through game events or some other "magic" process.

      Either way, the players will find these changes "unfair". "I put all this effort into making this high ranking person, and your changes made me lesser!" is the basic gist of it. The problem of it is that they're correct, the changes did make that person lesser, in order to balance out the game.

      Some jobs are more profitable than others... how is that not like the real world? To solve that problem, devs should look to the real world for guidance. If smithys have more power, why does anyone become a baker? They prefer the act of baking to the act of smithing. In the MMO Yohoho! Puzzle Pirates, each crafting job you can do has a different puzzle mini-game associated with it. That way there IS incentive to take up different jobs - yeah, you COULD be a smithy, but you're much better at the baking game and find it more fun. The solution isn't in trying to make each class objectively balanced, which will never happen, but rather to differentiate classes enough to give people subjective reasons to choose one class over another.

    39. Re:Dynamic world by WNight · · Score: 1

      But that's the answer, not the problem.

      For everything there is a cost. Banding together around a large factory-process isn't very agile, so while there would be a niche for in-character guilds they would by necessity not be doing the expensive one-off commission armor, etc.

      And yes, smithing is probably more lucrative than baking - if there's only one in town. But that economic process is how the game would auto-correct if it was left to do that.

    40. Re:Dynamic world by Anonymous Coward · · Score: 0

      The problem with an open-ended system is that it is always unbalanced. At some point, the system evolves to the point where it makes more sense to be a smithy than to be a baker, or whatever.

      A successful system would mean that as the supply of baked goods dried up, prices would go up, making it viable to be a baker again. Only one example i know, but you get the picture.

    41. Re:Dynamic world by dzfoo · · Score: 1

      Yeah, but real life is booooooring. I ain't paying for that! pshaw!

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    42. Re:Dynamic world by Anonymous Coward · · Score: 0

      Nevermind NPCs (though that is a good idea); you can accomplish the same thing with player character needs. Warriors need swords, right? This creates a huge demand for smiths. The usual scenario of "makes more sense to be a smith than a baker" happens. Two forces can counteract that. First, supply/demand plays hell with a smith's profitability. More smiths --> more swords on the market --> prices of swords go down. Also, more smiths --> more materials mined --> materials become scarce. Second, warriors have plenty of swords now, but they gotta eat too. Newcomers and unsuccessful smiths find that the profession is just not profitable anymore, but there's a huge market for bakers. So, people start doing that.

      All this cause and effect and economic modeling could be entirely automated. No need for some admin to nerf an ability; it will happen gradually and inevitably. If the game provides enough classes to create a decent ecosystem, then the pendulum will swing a few times and finally come to a resting point at an ideal place, or maybe it never stops swinging but always hovers near the ideal. Then, when newcomers start showing up, their decision might be driven by what's profitable at that time.

    43. Re:Dynamic world by MobyDisk · · Score: 1

      You should try playing Eve online. Join one of the big corporations.

    44. Re:Dynamic world by MobyDisk · · Score: 1

      Here's why that doesn't work: Nobody wants to be a smith because that's not fun. That's a profession.

      Existing MMOs handle that by making everyone be a warrior, mage, etc - PLUS they choose a profession. The profession is handled automatically with things like "You are a level 10 chef, because you have cooked X number of items" which of course, involves gathering items by killing them and clicking the "Cook" button.

    45. Re:Dynamic world by nizo · · Score: 1

      ..that badass boss dragon wouldn't just get back to its place...

      This reminds me of a scene on a MUD some time ago where a player was given a book (normally impossible for a normal player to pickup, however a wizard gave it to him) that summoned a rather nasty demon when read. Said player promptly ran through town summoning demons; the player death toll was rather high.

    46. Re:Dynamic world by maxume · · Score: 1

      Just to clarify, I threw in the stuff about how little I game to point out that I may not have a particularly useful perspective on this discussion, not to be Mr. "I haven't owned a TV for years".

      --
      Nerd rage is the funniest rage.
    47. Re:Dynamic world by maxume · · Score: 1

      Make the greedy thief slower. And make the police angrier.

      --
      Nerd rage is the funniest rage.
    48. Re:Dynamic world by fiddler.wo.a.roof · · Score: 1

      I think this has already been invented.... It's called the Real World (tm)

      ---

      To lazy to think of a sig

    49. Re:Dynamic world by LeoPercepied · · Score: 1

      Does anyone remember WaringForever?
      http://www18.big.or.jp/~hikoza/Prod/index_e.html

      Evolving bosses is great... Combining that and evolving guns and multiplayer... well...
      could be awesome... or it could be a mess.

    50. Re:Dynamic world by Anonymous Coward · · Score: 0

      And then when all the bakers and smithies demand $32 an hour to do their jobs that could be done at $9 an hour if it weren't for their baker/smithy union, than the economy can collapse and the admins can give them a bailout stimulus.

    51. Re:Dynamic world by zz_fish · · Score: 1

      Shadowbane allowed players to create their own city, build shops, hire guards and etc.
      It never really became a big hit, and slowly died out.

      The reason I see behind that is in such games there is no place for casual players who make up majority of the population. In a competing game world, if you slack, you will be ruled out. Many times I log back in the game after a break and got completely lost - the guild I belonged to disbanded, city I bound to got destroyed etc.

    52. Re:Dynamic world by mapsjanhere · · Score: 1

      For every developer trying to make dynamic content one way there's 10,000 users with other ideas. Unless the "dynamic" is highly limited, users WILL find a way to send it of course. Best example, EQ's Sleeper. Unkillable mob, only awakens once per server, 100 times the hitpoints of a normal boss, death touches players. No way to kill, unless of course you get 300 people with 8 h of time to just grind it out. The first developer to notice what was going on reset the event at 5% because the players HAD to be cheating (they allowed it later).

      --
      I'm aging rapidly, I bought a new game and had no idea if my machine was good for it.
    53. Re:Dynamic world by popeye44 · · Score: 1

      I think from my limited point of view not having ever played a MMO. That being a smith/miner is great. How would he go about making the axe of doom with X hit points or the mace of mastery etc. Assuming we're talking crafting as a skill where does he get the jewels/enchantments/etc to power up his weapons of doom. Do random finds in his mine added with his skill level allow him the ability to enchant? Does he mine for himself or do we add in a journeyman/apprentice line as well? If we're talking MMO that would be killer. "my main bitch being with MMO's is they're subscription based and most require you to buy the game"

        I like where this is headed but there have always been a lot more questions than answers. I'm 41 now and play various RPG's and FPS shooters and even sims3 occasionally."I have been playing heavily since 96"

        I think this may be the future. adaptive games within a framework. A somewhat real sandbox where anything goes. With well regulated classes and some ability to play outside your class but structured so that mages can't be iron miners for instance. "unless your world framework allows Mages and Iron to mix of course"

      --
      Inane Comments are Generously Disregarded
    54. Re:Dynamic world by greyhueofdoubt · · Score: 1

      Have you played eve online? I can't of a better example that would fit your description.

      -b

      --
      No offense, but I've stopped responding to AC's.
    55. Re:Dynamic world by Sparton · · Score: 1

      And when we want to play a game, that is good because?...

    56. Re:Dynamic world by Ifandbut · · Score: 1

      I'd love to see a crafting system than was complex and open-ended. Hell, make it so that you have some sort of skill-based mini game (like Tetris?) that effects the quality of things you're trying to craft, so it's not just about the level of grinding you've done on the skill, but also on actual skill.

      SWG (before it went to crap) had something simular. You had points that you could spend at different stages of the crafting process that would influence the end product.

      For example: Say you are crafting a blaster. Well to make the blaster you need a barrel, grip and energy cell. You make the energy cell. It has durability, energy capacity (power of each shot), and energy discharge rate (weapon speed).

      For starters the base materials you put into the energy cell have their own properties (durability, conductivity, reactance, etc.) The properties of each material would affect the base 3 stats of the energy cell. When you did the initial crafting of the energy cell you would see the starting stats, you could then experiment with each stat to tune the result. You had a limited amount of experiment points and there was a chance that you would fail and make that aspect worst.

      You do this for the barrel and grip of the blaster. Now, you take all 3 components and some additional raw materials to make the actual blaster. You get to experiment again.

      As you would "level" crafting you would get more experiment points and better chances of having a critical success, however that does not mean you would be able to make the best gun around. Some of the best crafters in SWG would spend weeks trying to find the best materials then spend hours trying to get the experiment just right.

      Crafting is the biggest thing I miss from SWG and I wish another MMO would come around with the balls to make a complex crafting system.

    57. Re:Dynamic world by Sparton · · Score: 1

      In my system, the player gets benefits from building buildings/dungeons/whatever, and loses benefits when other players run roughshod over their stuff. The player would have a strong motivation to protect his stuff, and make it as hard as possible to beat.

      It's not just about crafting either. Say you want to set up a dungeon full of bandits who raid nearby player junk. Why not? Player housing that gives bonuses based on the junk you've got in your house. You raid someones mine and trash it, and the miner gets pissed of and pays some thieves to loot your house, killing your bonuses.

      It's about making the content created a needed and good thing for the character, and giving them bonuses/money/skills/whatever based on what they've got, so that they have an incentive to expand it and protect it.

      To you realize how much that sounds like Eve Online in a fantasy setting? Do you realize how many people really don't want to play that, because if they did, they'd just play Eve?

    58. Re:Dynamic world by Sparton · · Score: 1

      There are a couple of ways it could be done, but I think the whole thing depends on that sort of arms race between the thief and the shopkeepers, where they're constantly expanding their efforts to stymie the other person. That's what would make it a cool game: if the thieves had a huge advantage, then it would be terrible to be a shopkeeper, and vice versa.

      If this would be such a robust and fun system, why would you want to tack it into something else instead of just making a game about this? The more intricate systems you put onto of the same game, the less time you can spend on making them work well (unless you have unlimited funding and time).

      Crafting in many MMOs is merely a means to an end. Certainly, they could be more robust than they are now, but the product as a whole would likely suffer a bit from having something so complex introduced ontop of the main game.

    59. Re:Dynamic world by Sparton · · Score: 1

      Unfortunately, game studios still seem to shy away from dynamic content because the behavior of dynamic systems is generally hard to predict. Some might fear that the game world suddenly becomes unstable and drops into chaos. But the game studios could hire more people with a strong physics/dynamic systems modeling background to deal with these problems.

      Actually, the main reason is probably that it would be a bitch to test. If you have 1000 possible ways of something happening, how can you be sure that all 1000 ways are possible, and each possibility won't break the game? Getting enough testers to make sure they can happen naturally without breaking would take a ridiculous amount of time. If you have so much as 1 texture missing, you'd have a bug that could be as innocuous as that emitter not appearing, or as bad as having the whole application crash (depending on how generous your programmers are in implementing failsafes).

    60. Re:Dynamic world by ArsonSmith · · Score: 1

      Hidden soft limits to things you can gain. Say the first thing you kill may give 10 gold, maybe even the first 10 things, but then it slowly drops as you grind on in that area.

      Once you get say 500G stuff may only drop a couple silver.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    61. Re:Dynamic world by Ihmhi · · Score: 1

      Wouldn't market forces balance things out?

      If you have a ton of smiths, then there would be a ton of smith-made items and therefore a glut. Prices would go down.

      Conversely, the Baker's +5 Int Bran Muffin would be more valuable than its baseline because it's rarer.

    62. Re:Dynamic world by SatanicPuppy · · Score: 1

      Actually, I do. I think Eve has some pretty good ideas, but it's a bit too much like playing a spreadsheet.

      The problem with Eve is that it's got a ridiculously steep learning curve, a high death penalty, and its only got one setting: hard core.

      What I'd be interested in is a game that has a more moderate entry point, where you can play perfectly happily, and yet has the depth and potential that a game like Eve has.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    63. Re:Dynamic world by Anonymous Coward · · Score: 0

      that isn't really insightful, the point is to avoid real life for a while.

    64. Re:Dynamic world by Lotana · · Score: 1

      Where is the downside?

    65. Re:Dynamic world by Anonymous Coward · · Score: 0

      I'd love to see a crafting system than was complex and open-ended. Hell, make it so that you have some sort of skill-based mini game (like Tetris?) that effects the quality of things you're trying to craft, so it's not just about the level of grinding you've done on the skill, but also on actual skill.

      The crafting system you describe is exactly what is done in A Tale In The Desert.

    66. Re:Dynamic world by Anonymous Coward · · Score: 0

      Thief skill goes in various levels.

      Low level thieves are easily caught if they try for burglary. So they stick with muggings and later pickpockets.

      As thieves raise skills, they're able to break into low range private residences and eventually low level shops. The reason they can't clear out the entire shop is since their skill is low they can't carry much and still escape the guards. As their skill gets higher, they can grab more stuff while still having a high evasion of the guards.

      Highest level thieves are able to break into high level player homes, but by the same token, high level homeowners are able to employ insanely powerful security. Meaning the thief has to literally jump through hoops to steal from a high level player but the rewards are insane. Super powerful +10 sword to...everything? Coming right up.

      Further, the highest level thieves can in fact steal and run out of business low level shops, although the time and reward is complete ass, but multiple thieves are unable to rob the same shop unless actively working together in a party. Thieve's guild markings to designate shops that were picked bare. NPC shops will respawn continuously, but will have far less rewards than player owned homes or shops. Further, unless the thief is paying active guild dues, a tithe a week of their income with a bare minimum imposed based on thief level, means that they'll both be constantly using money, they'll also constantly be needing to hit high income targets to get their needed cash.

      Thieving without a guild membership means you're free game for the other thieves. If you're good enough you might be able to face off against the lowbies, but when I say free game, I mean they can gang up and rip you apart. Only other members of the thieves guild will know who the thieves are however, other players will see them as various other "legitimate" professions.

      Also, if you're a hardcore thief, you can steal directly from the other high level players during a mugging with them. If you fight the players in their home while their security system is beating the shit out of you (and while the player has the +bonuses from being at home), then you're allowed to strip them naked and rob a higher % of the home that previous.

    67. Re:Dynamic world by Carnildo · · Score: 1

      It all sounds good but in practice will never work because too many people are idiots or dickheads.

      You aren't thinking far enough outside the box. Consider a world with 10,000 square miles of terrain and a million NPCs:

      If you implement an ecosystem someone will kill every last rabbit and break the food chain so that everything dies.

      You've spent the day killing off every rabbit in this square mile. You move on to the next one, and in the meantime, the rabbits are breeding like, well, rabbits, and fill in the empty area.

      The dragon in your example would be led to the newbie spawn area about 41 seconds after it appeared.

      Don't start people as weaklings, start them as specialists: if someone leads the dragon to the newbie area, a swarm of newbie archers (who are every bit as good with a bow as a top player, even if they suck with a sword) will take it down in seconds.

      Every town in the game would be razed.

      Don't make the guards wimps. If a town guard is the equal of a player in one-on-one combat, razing a city would make a hundred-man raid in WoW look easy.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    68. Re:Dynamic world by Anonymous Coward · · Score: 0

      That's not hard to do really, barriers can be made through things besides the shopkeeper's level or a thief's level.

      For instance, let's say we have a thief who is a high level and he wants to clean out the local smithy. Well, that's a lot of stuff, probably far more than he's going to be able to carry himself. So he has to get something to carry all the loot on, and it will take more time to get all the loot out of the shop. So there is more of a chance of something like the shop keeper waking up while the thievery is happening. A guard happening to walk by on a patrol, the guards stopping the thief as he leaves the city.

      Of course, a good thief is far less likely to get caught and be able to deal with all of this. So let's say in this instance, the thief and his wagon full of goods was able to clean out the smithy. Well, the owner is likely pissed and going to go report the crime and what was stolen and anything else he knows. So news spreads, the thief tries to sell the goods to get some cash. Well, problems can be run into there, because someone else may recognize the work and have heard that smith was robbed. Guards are called, thief gets caught, though a day or so late.

      That's where the fun can come in the idea of allowing a shopkeeper to be stolen from. True, a good set of traps may well deter many thieves, but a thief has to not only get past whatever traps there are and get the goods, but they also have to get out and sell the goods without being caught later. There are plenty of spots where players can be creative and make it easier for a thief to get caught, or places where a thief can be creative and make it harder to be caught. For instance, a shopkepper could put a mark on their merchandise to make it more easily identifiable. This wouldn't be a bad idea anyhow, because it can advertise who made it, but it also can make it known if the stuff was stolen. The thief can be more creative in how they go in and maybe only steals a few small things, could even try leaving fakes or all sorts of things that make it seem like a crime did not happen. Seriously, a lot of neat elements can be added just by players being creative and coming up with ideas.

      That's what should be done, reward creative thinking, and if nothing is done beyond the regular setting traps and guards and stuff, well then that's regular chance of the thief being successful or the thief being caught even if he does get the goods out of the shop at first.

    69. Re:Dynamic world by bishiraver · · Score: 1

      Shadowbane had a lot of other problems.

      For example, to grow your city you needed hordes of people sitting in the killing fields grinding things. You couldn't really make money as a merchant. (by merchant, I mean ferrying goods - not putting shit up on the auction houses).

      Because the gameworld was largely empty fields for cities and a smattering of about 5 different types of terrain squares (they literally were squares) with only semi-unique things to do in them.

      The grinding might not have been so bad if the environment to grind in was uh, a little better than 'fucking awful.'

    70. Re:Dynamic world by nedlohs · · Score: 1

      If the world is too large and travel to slow then the game is boring, interacting with NPCs isn't as fun as with other players.

      If rabbits breed to fast then go higher up the food chain.

      If a swarm of newbie archers can kill the dragon in seconds then it is hardly going to destroy the environment as it roams, since it'll be killed by said swarm within said seconds.

      If the guards aren't wimps then that dragon will be killed by them instead. Making the game rather boring - lead monsters to guards, rinse, repeat.

      If a player really can affect the world, then dickhead players will ruin the game for everyone else.

      If a large group of players are needed to affect the world, then you've cut out a good portion of the fun for a good portion of the players and of course a group of dickheads will still ruin the game for everyone else.

      As I said I'm waiting for such a game, and I try MMOs every so often to see if anyone has got close (cities XL is installing on the other machine at the moment). So I must hold out some hope that smarter people than me will work it out.

    71. Re:Dynamic world by Anonymous Coward · · Score: 2, Interesting

      I can see how that would be a problem, but only if you allow characters to be immortal.

      Seriously, why can't we have an MMO where characters die of old age? Let's stop allowing powergamers to dictate that all new content should be for level 10,000+ players who go on 24hr raids with 60 other guild members?

      Other genres specifically design for natural death. How boring would The Sims be if your character just got wealthier and moved into larger and larger properties forever? Or if NetHack was just an infinitely long dungeon?

    72. Re:Dynamic world by Anonymous Coward · · Score: 0

      It doesn't seem that hard to balance:

      A simple artifical but non-imersion breaking measure might be to have the "nobility" increase the city watch if there is too much thieving. Thieves need to lie low during this time (do something else) or face increased risks of getting caught and punished.

      ----

      How about forming collaboratives with u=other players so shops are always manned.

      ----

      More complex but still reasonble...

      Thieveing is risky (i.e. punishment for getting caught + high chance of getting caught). Thieves need to scope out the shops and determine when they have something of value in them and how they are going to do the job (i.e. check for traps, locks, guards, etc).

      Low level shops don't have much of value in them, the smith (for example) takes there tools with them, and sells most of what they make each day (or gaming session). High level thieves wont bother with them as the rewards are not great enough.

      High level shops may have more valuable items, but also increased security measures. Low level thieves can't break these measures and high level thieves need to spend the time to determine how/when to do the job.

    73. Re:Dynamic world by Anonymous Coward · · Score: 0

      The only way to balance this is to either a) have mods who arbitrary slap people down by pushing the values this way or that or b) introduce a changing ruleset to balance things out through game events or some other "magic" process

      So what's wrong with a "magic" process? Any sufficiently advanced technology is indistinguishable from magic, right? Why not just get the game to constantly monitor statistics showing which classes/weapons/skills are getting uber, and then dynamically adjust some numbers ever so slightly to maintain balance. So at least nobody ever gets nerfed *suddenly*. And in the medium or long term nobody gets nerfed at all.

    74. Re:Dynamic world by fractoid · · Score: 2, Funny

      And can he download an addon for World of Warcraft that'll let him play Bejeweled?

      'cuz Bejeweled is, like, a million times better than Tetris.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    75. Re:Dynamic world by fractoid · · Score: 1

      Nerf middle management nao kthx.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    76. Re:Dynamic world by fractoid · · Score: 1

      The problem isn't just with the game itself. Some classes are quite difficult to play very well, but incredibly powerful when played well. If only a small percentage of players are any good with that class, then it'll get buffed. A classic example in WoW was warlocks - they were pitied during vanilla WoW because they could be completely locked down by some classes. Then they got some (actually relatively minor) buffs combined with a couple of system-wide design changes (PvP trinkets I'm looking at you) and they were suddenly incredibly overpowered. Another great example is again in vanilla, when warriors started getting their fancy epic weapons and were 2-shotting cloth wearers. A lot of mages complained that they "couldn't" beat warriors (for a while I was one of them :/ ) until a couple of players made videos of themselves beating fully epic geared warriors while naked, using the weakest version of the Frostbolt spell. And then there're hunters, the class famous for being able to hit the level cap in the starter gear while only using one button. There are a lot of incredibly bad hunters out there, so when they got buffed to the point where they did OK in PvP, the well played ones became unstoppable.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    77. Re:Dynamic world by fractoid · · Score: 1

      This reminds me - one of my pet hates about WoW is that a lvl 1 orc warrior looks exactly the same as a lvl 80 orc warrior, except for his gear. It's even worse for druids, a level 20 druid in cat form looks identical to a fully epic'd out level 80 druid. At least make the player models get a bigger little with higher gear level or something - it's well established that in the Warcraft universe, bigger = stronger.

      As for scantily clad mud wrestling elf chicks, I'm all for it. ;)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    78. Re:Dynamic world by shungi · · Score: 1

      The Problem is NOT balance. Life is unbalanced - the problem is the incentive scheme. If, as suggested above, there is king or ruler and you can fight to be him or her then you have incentives to build yourself up to - and people to knock you down. As there will be people clamering to get to the top, there is a fight amongst equals and the slightly more stronger until you get to the top and kill the king. Current games, based on levels or classes, the only incentive is to get better and stronger. Not to claim possesstion of some land or people or whatever.... Imagine, if, being the king, you could make laws and tax people! (so long as you have the tax collectors ready to punish those who dont pay) The possibilities are endless.

    79. Re:Dynamic world by Anonymous Coward · · Score: 0

      Actually, if I were in charge of that game, I would let everything go down the tubes. It's not as if it would have any real-world consequences, and it would present the opportunity to have a Detroit-like urban wasteland section of the game. With a sufficiently flexible ruleset you could probably do a post-apocalyptic environment. You could always hop on a different server if you wanted to avoid it.

      On that note, I think I just found an idea for the DnD game I'm running.

    80. Re:Dynamic world by Anonymous Coward · · Score: 0

      In my opinion a good improvement to e.g. WoW would be to make the enemies more adoptable. When a group kills a mob and that mob respawans, it would have silghtly different resisances, such that it would be harder to kill exactly the same way as before.
      This would automatically balance all classes in a PvE environment. E.g. boss A gets killed by several lightning bolts while being tanked by someone resistant to meelee attacks, the next respawn would be slightly less vulnerable to lightning and deal a little more often ranged damage, but maybe be slightly more vulnerable to ice attacks. All these modifications would of course be only within certain limitations (i.e. a beserker would not become a caster after being killed several times, but he might become more resistant to ranged attacks or faster).

    81. Re:Dynamic world by Otto · · Score: 1

      True, if market forces ruled the game. But that's pretty rare, normally prices for items are fixed in such a game.

      To get true market forces operating on the price of items, you'd need to have your items basically bidded on (possibly in bulk), then resold by markets at a profit. You could emulate this, of course, and some games have done so, but it's difficult to emulate well without actually doing it with real people. A free marketplace is inherently unpredictable, a computer can't simulate that.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    82. Re:Dynamic world by AP31R0N · · Score: 1

      i LOVED that aspect of GW! NC Soft's new game, Aion, does not seem to have it :(

      As for user generated content, i'd like to see a D&D 4E game centered on Planescape. Sigil would serve as hub to which official and unofficial content could link. i could pop into Ravenloft or Dragonlance. Or i could create my own realm with stupid over the top rules and powers. Users could rate and tag my content. WotC could sell/license an SDK and connections to Sigil.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    83. Re:Dynamic world by Minwee · · Score: 1

      The player would have a strong motivation to protect his stuff, and make it as hard as possible to beat.

      I think you're overestimating the dedication that the average MMORPG player has to your vision.

      Online games are about only two things: Making numbers get bigger and filling up progress bars. That's it. Players who care about "creating content" and "promoting the needs of the community" are the exception, not the rule. They usually burn out pretty quickly once they realize that it's the munchkins who are running the show.

      Any time you think of a neat new feature that you think will revolutionize gaming your first question should not be "How cool would this be?" but rather "How are the mouth-breathing cretins who infest the game going to twist this around to make their imaginary numbers get higher and their pointless progress bard fill faster?"

      The problem with City of Heroes was not that there was some tiny error in the _way_ that they introduced the Mission Architect feature, it's that the Mission Architect was fundamentally flawed. The players, as a whole, only want to raise their levels and fill their bags with crap. That's their goal, not anything about building exciting new content for their fellow players. If there was any way that they could turn their player-generated content into turkey shoots and Monty Haul Fish-in-Barrel big game hunts, then they were obviously going to. Much to nobody's surprise, that's exactly what they did.

      Allowing the inmates to run the asylum is a nice idea but you have to either lock down their options so tightly that they can't possibly exploit the tools you give them, which pretty much sucks all the fun out of it, or limit access to the tools to only a handful of trusted players whose contributions are carefully reviewed, which would have about the same effect for the rest of them. While I would be happy to see a game which was designed around the concept of community content which actually worked, I don't hold out much hope for any existing game built around traditional kill-loot-level mechanics ever successfully supporting it.

    84. Re:Dynamic world by Anonymous Coward · · Score: 0

      But then as it makes more sense to be a smithy, then more people will become smithys, and the benefit of being a smithy will decrease. No?

    85. Re:Dynamic world by Otto · · Score: 1

      Not unless there's some downside to there being lots of smithy's as well. Which is often not the case in most games, as the economy is not free-market.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    86. Re:Dynamic world by WillemDeZwijger · · Score: 1

      How about this; each shop has unlimited storage slots, but only the first 100 slots can not be stolen from. Ofcourse the player will be able to buy more safe slots, but they will be increasingly more expensive up to a point where it makes more sense to use the unsafe slots and invest in traps. This way players can choose whether they participate in the thieving game or not. They'll also be able to choose which items they want to put at risk by picking the kind of slot they put it in.

    87. Re:Dynamic world by lewiscr · · Score: 1

      I also think there needs to be some kind of diminishing return, so that it doesn't make sense for an upper level thief to grief the lower level shopkeepers.

      This is the internet. There will always be some high level douchebags that get a great deal of amusement from messing with noobs.

  2. Prediction by davegravy · · Score: 0, Offtopic

    I foresee a lot of pron-related content in this game's future.

  3. Chaching by sonnejw0 · · Score: 1

    Sounds like a brilliant way to make money, at least. Horray for microtransactions!
    What are the implications of buying virtual items with credit, anyway? Buying nothing with nothing. It boggles the mind.

  4. Great idea for a business by dan_sdot · · Score: 4, Funny

    Now you just need to create a video game that purchases and plays its own content and it seems like you might have quite a booming business on your hands.

    1. Re:Great idea for a business by EventHorizon_pc · · Score: 1

      Do you really want those awkward moments when you walk into the room and see the game playing with itself? "It's not what it looks like!"

      Soon the game's multiplayer modes will atrophy and it will start "first post!"ing on /.

  5. It's all fun and games by gubers33 · · Score: 1

    Until the guns evolve too far to the point where they believe they are better than their users and and revolt. My money is on the weapons winning, they will recruit Arnold.

    --
    Just because you are wrong and I called you out on it doesn't mean I am a Troll.
    1. Re:It's all fun and games by Anonymous Coward · · Score: 0

      Not to nitpick, but you spelled Ahnold wrong.

  6. Logical conclusion by Explodo · · Score: 3, Insightful

    Every gun will be a physics bending super shotgun that scatters with super-high density in all directions at once obliterating every enemy within two miles with every piece of shot being a smart projectile that can turn corners and hunt your enemies! BOOM HEADSHOTx1000!

    1. Re:Logical conclusion by lordandmaker · · Score: 1

      A BFG9000, then?

    2. Re:Logical conclusion by Anonymous Coward · · Score: 0

      That's not OVER 9000 enough.

      God dammit, I can't stand when 4chan's down. What else am I supposed to do at work?

    3. Re:Logical conclusion by 4D6963 · · Score: 1

      Unless you have a system to keep the weapons balanced, like a point system to share between accuracy/recoil/reload time/clip size/damage/etc...

      You could imagine that you could have an algorithm that would figure out on its own the right weights to that point system based on the users' preferences.

      --
      You just got troll'd!
    4. Re:Logical conclusion by iCodemonkey · · Score: 1

      so where does this leave spawn campers? please say "as steaming piles of flesh"

      --
      Deja Moo: The feeling you've heard this bullsh*t before.
    5. Re:Logical conclusion by Opportunist · · Score: 3, Insightful

      And that leads to what we already have in all MMOs: One perfect setup with the rest being crap.

      Let's take the average "power gamer". His goal: Becoming stronger. His way: Acquiring equipment that makes him stronger. Which equipment is that? The one that abuses the game bugs and loopholes in the ruleset the best.

      In other words, this is not a simulation of evolution, it's a simulation of business.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Logical conclusion by zepo1a · · Score: 1

      I believe, if you were far enough away, you could survive being hit by the BFG9000. Didn't the power diminish over distance?

    7. Re:Logical conclusion by lordandmaker · · Score: 1

      Yeah. And it didn't go round corners, either.

    8. Re:Logical conclusion by Talderas · · Score: 1

      Develop a campaign setting for a Pen and Paper RPG. I figure you get what? 7 hours of your 8 hours of work devoted to 4 chan, so by the end of the day you should have a pretty good concept hammered out.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    9. Re:Logical conclusion by Hurricane78 · · Score: 1

      You forgot that it is a fight for limited resources (and tools?). Which makes it impossible to create something like this, and is the point of the game.
      You have to be the most efficient, get the resources faster than anyone else, and then use the results in the best possible way.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    10. Re:Logical conclusion by DMUTPeregrine · · Score: 1

      And that leads to what we already have in all MMOs: One perfect setup with the rest being crap.

      I think that's why I ilke EVE online. Sure, most ships have 1 or 2 really good setups, and most ship classes have 1-2 best ships, but because of the way scaling works an interceptor or assault frigate probably can't be killed by a battleship. It may not be able to kill the BS easily, or at all, but it lets the newbies compete and be useful. That interceptor can hold a BS down for the rest of the gang to kill, while not dying.
      There's also the nice bit that, out of all the skills you have at any time, only a small fraction can be used with any one ship. The ship's items (modules) determine what you can do with it, and trying to fit a module for everything tends to lead to a very unfocused, very dead ship.
      Of course, it's not all perfect. The player-controlled space mechanics are currently such that they encourage massive power-blocks, instead of many small alliances in conflict with each other. The next "expansion" (really, a big patch, since they're included in the subscription...) is going to revise this, but how successful it will be I cannot say yet.

      --
      Not a sentence!
    11. Re:Logical conclusion by tibman · · Score: 1

      Try EVE, it's more like paper-rock-scissors. No one setup is perfect, everybody dies to something.

      --
      http://soylentnews.org/~tibman
    12. Re:Logical conclusion by Sparton · · Score: 1

      You can probably have the best setup for one specific type of situation (normal PvE, certain boss PvE, one type of PvP, etc), but if the MMO you're playing actually has one one perfect setup that fulfills everything above, then you're just playing a poorly balanced game, and should play something else.

      For example, in FFXI, there isn't an ultimate set of equipment for any class; what's best varies depending on your race, your subjob, and what specific challenge you want to tackle.

    13. Re:Logical conclusion by yahwotqa · · Score: 1

      It did not, but the number of invisible "rays" that hit you would be smaller the farther you are. Also, they only spread roughly in direction where firing player was heading at the time of initial trigger pull. http://www.gamers.org/pub/archives/doom/periodic/bfg_faq for a detailed explanation of how does the original BFG9000 work.

    14. Re:Logical conclusion by MisterTea · · Score: 1

      Every gun will be a physics bending super shotgun that scatters with super-high density in all directions at once obliterating every enemy within two miles with every piece of shot being a smart projectile that can turn corners and hunt your enemies! BOOM HEADSHOTx1000!

      The simple answer is that you could have some metric that would keep the evolved content in balance, but I think your question points to a more significant point:

      What you say would be true if everyone was focused on making the most effective killing gun, but is every player going to do this? How many people play WoW with the explicit intention of being the best player on the server? Personally, I played WoW because I had personal friends who played and I saw it as an opportunity to keep in touch with friends and have fun. Other than the social aspect, I enjoyed novel content, especially when I discovered the novelty myself. If this game can allow me to create fun and interesting guns ad infinitum, that is a major breakthrough in game design.

      I think that this particular game is maybe not the best example for this technology, because you are evolving weapons to kill other ships. It might be more to the point if you could evolve your own art, as was done with Picbreeder ( http://www.picbreeder.org/ ) Even still, I do not think that every player in a game like this will be hell bent on making the content that makes their character the most powerful.

    15. Re:Logical conclusion by Opportunist · · Score: 1

      Even EvE has two possible winning strategies. Either create and control a huge empire with the borders protected well enough to enjoy the peace between those borders to amass riches, or, if you're too small, corner as much of the Empire market on T2 goods as you can (without forming a corp, so you can't be wardec'ed and forced to fight).

      For the latter it doesn't even matter what ships you fly, as long as they have cargo space and you have ISK.

      Basically, in EvE items don't matter as much, at least in my experience. What matters is the ability to think ahead, plan and have it work out.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  7. Coming soon, Google Bombs for MMOs by Proudrooster · · Score: 1

    I can envision it already... smart kids with nothing but time will figure out the algorithms and then manipulate them for humorous purposes.

  8. How to achieve this: Dynamic world by StCredZero · · Score: 3, Interesting

    I've been thinking along these lines quite a bit. Here's what I've come up with:

    Let your players design their own ships. (For the Space games. Armor/Mounts/Minions for the others.) The appearance of the items will determine the stats according to some simple geometric rules. (Examples: A part of the hull which is angled back will have more armor resistance from certain directions. The larger your ship is in any direction, the slower it can turn, etc.) There will also be "design points" players can spend. The player will then submit the design by spending the in-game money for a "research project." During this time, the item will be submitted to a user-driven forum much like /. or reddit, and the top vote-getters during their "research period" will succeed in their research projects and actually get prototyped. Players are rewarded for designing cool ships by being given the opportunity to license their designs for a royalty.

    Now here's the kicker -- the stats of ships of a certain design will shrink over time. So players who want the best ships will constantly have to seek out new designs. (All items would be temporary in this scheme. Nothing would ever be permanently bound to any player.)

    I'd also like to see opportunities for players to legitimately program their own bots/minions. The code could run on a specialized VM only on the servers, so you could sandbox them and enforce DRM. Then the scripts could again be licensed. Balance this out by having genetic algorithms constantly evolving the monsters. Also, this would co-opt farming and macros, and make them a part of the game. (And subject to game balance by he devs.)

    Don't try to fight the forces of evolution and economics and the scheming of crowds. CO-OPT them!

    1. Re:How to achieve this: Dynamic world by Anonymous Coward · · Score: 0

      This is an excellent idea. I would like to subscribe to your newsletter.

    2. Re:How to achieve this: Dynamic world by fractoid · · Score: 1

      The player-designed stuff sounds great. You'd have to come up with some way of incorporating magic into it, though, because magic (or 'sufficiently advanced science') is what makes these games different from the real world, and thus interesting. The temporary items thing? Not so fun. Part of the draw of an MMO is that once you get stuff, you get to *keep* that stuff. Maybe it's devalued later by new stuff that gets released, but you still keep it. My human warrior still proudly wears his Hakkar'i Warblades, and will probably do so until the game shuts down because he's been retired at 60 for three years. If I wanted items that depreciated and eventually became defunct and had to be trashed, I'd play Real Life.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:How to achieve this: Dynamic world by kauttapiste · · Score: 1

      Uhh..you would make the players do engineering work. With the added fun of rest of the time reviewing everyone else's engineering work! That'll sell like cupcakes!

  9. NEAT by theinvisibleguy · · Score: 4, Informative

    This game has come a long way since I saw a demo version in my AI class at UCF, the techniques have a lot of potential to be utilized in other video games as well for dynamic content creation. The NEAT algorithm (NeuroEvolution of Augmenting Topologies is really cool too, in fact I believe it's open source and can be found at Professor Ken Stanley's UCF website.

    1. Re:NEAT by Unending · · Score: 1

      Good to see more NEAT stuff I worked on NERO while I was at UT.
      GAR looks pretty cool glad to see some of the ideas we discussed back then being put into action.

    2. Re:NEAT by castorvx · · Score: 3, Interesting

      It has also been used for various other things. My girlfriend is actually a part of that research group (EPLEX - http://eplex.cs.ucf.edu/) ... It has been used for all kinds of things. Everywhere from evolving complex pictures to music generation to our future overlords: hyper evolved zombie dancers.

    3. Re:NEAT by theinvisibleguy · · Score: 1

      NERO is pretty cool, I remember wasting many a class playing with that.

  10. Oh my... by greyhueofdoubt · · Score: 1

    After a dozen or so generations in the wild trying to please teenage boys, the game will either evolve into:

    -Shutting itself up in its room, burning incense, and listening to further down the spiral over and over again

    -lolcats

    -This: http://i41.photobucket.com/albums/e291/bubbatwo420/1203_joust_charge_1280.jpg

    But, you know, best of luck to the developers. Quick question: If the game evolves disruptive or offensive content, are the developers liable for it?

    -b

    --
    No offense, but I've stopped responding to AC's.
    1. Re:Oh my... by Limburgher · · Score: 1

      Hmm. So, basically, college? :)

      --

      You are not the customer.

  11. Win-crap by Anonymous Coward · · Score: 0

    Win-only, dotnet based - throw this crap into the bioreactor, plz

  12. Remember the lesson of Syndrome: by Anonymous Coward · · Score: 0

    When everybody's special...

    nobody is.

    Such an automated technique might be especially suited to Virtual World or Massively Multi-Player (MMOG) games in which large amounts of content are required and unique content is coveted by players.

  13. Kinda like the fantasy game by ImprovOmega · · Score: 1

    In Ender's Game, that Ender keeps going back to over and over.

    The moment some kid gets past the giant's drink into the end of the world - well, we really need to shut it down before it becomes a world spanning AI is all I'm saying.

  14. Top tags by ubrgeek · · Score: 1

    Could someone please add the tag excessivebuzzwords to the article?? I feel like the synopsis was created with the old Dilbert business plan jargon generator.

    --
    Bark less. Wag more.
  15. WoW has this now by Anonymous Coward · · Score: 0

    They've introduced things in original WoW (pre-first expansion) where the world would make a one-time change based on players on the server completing certain tasks (including certain little tasks tens of thousands of times). And the newest expansion also has something called "phasing" which allows individual players to see different versions of content in the same place -- i.e. you are told to go and kill guys and they are actually gone when you are done.

  16. Sandbox where you don't expect it. by Tei · · Score: 1

    One way to design a RPG, is using a database, where you manually create the characters. This takes time, but is interesting. Another is a algoritm that randomly create items. It works. I think Diablo used that system.

    Procedurall created stuff may work in more ways than just "enviroment heightfields". Like... how the Director in L4D create a changing enviroment for players.

    Really, is something very interesting to explore, for players and for devs.

    --

    -Woof woof woof!

  17. Users can do so much more than just create content by HalAtWork · · Score: 1

    It would be a great idea to create unique single player game AI by making players substitute for monster AI. Players would get online with a game, say, an FPS. When your character enters a room that has enemies, the game can check if other players are in that same area online. If two characters are supposed to be fighting, do it like America's Army and make both sides appear as if they're the "good guy", except limit the health for the enemy character so that both can appear to have won in their own game, since it's a single player game. However, the enemy you have just fought would have had some sort of unique player-based AI.

    By extension, perhaps player behavior can be scraped for other things, such as basing an NPC on the dialog tree choices that a user chose in their game, and have two users "talk to each other" without knowing it.

  18. Cool but does anyone remember... by DnemoniX · · Score: 1

    I took a look at this game, and well it looks kind of fun. Sometimes you just want to fly around and shoot stuff. It brought back memories of the late 90's. I worked for as a contractor at a large hospital. In our downtime a few of us would gather and play a space based lan game. It reminded me quite a lot of this game, a top down space shooter. For the life of me I cannot think of the title. Does anyone remember the name of that game?

    1. Re:Cool but does anyone remember... by Mursk · · Score: 1
      --
      "This thing does science so hard, you say, 'I've never seen that much science.'" -Sam
    2. Re:Cool but does anyone remember... by DnemoniX · · Score: 1

      Yes!!! Thanks now I can move on with my day!

    3. Re:Cool but does anyone remember... by Anonymous Coward · · Score: 0

      It's not Subspace, is it? That game has since been reverse engineered, a new server and client developed for it, and the community is still alive and kicking.

  19. Jane by TheRedSeven · · Score: 1

    It worked for Ender in Ender's Game with Jane. She was the artificial intelligence brought into existence through the video game that Ender played while on the Battle School, and later made him zillions of dollars.

    I need to start playing this game and hope for the best.

    1. Re:Jane by Anonymous Coward · · Score: 0

      Maybe you need to own whoever is selling these games instead...

  20. Evolution by Aladrin · · Score: 1

    Having the game auto-evolve the weapons based on user response is very neat, but is it the best way?

    Wouldn't have the users be able to make their own decisions about it and set up their own weapon be better? It involves the users in more points, and gives them control over the system instead of hoping the weapon becomes more like they want. It allows for more play-styles as well.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Evolution by n30na · · Score: 1

      I think the mystery is half the fun. Also, it's hard to allow users customization without keeping the options more limited/having possible balance issues, i'd think. Plus, it's /cool/.

  21. Hrm. by Anonymous Coward · · Score: 0

    This is what PowerUp Forever should have done.

  22. DOD is crowd sourcing weapon development by Anonymous Coward · · Score: 0

    The obvious thing here is that this is a military sponsored research program which is crowd sourcing weapon development. The DOD has been exploring these avenues for awhile now, and it is brilliant. It won't be a one to one relationship between video game weapons and real world weapons, but they will gather important insight into the tactics and needs of players and how they are addressed by various weapon capabilities.

  23. Finally by Reason58 · · Score: 1

    Finally, a game that literally caters to the lowest common denominator.

  24. Generic by somenickname · · Score: 1

    The problem is that this will create something that aims to be "the best". It doesn't address the problem of "what I want", it addresses the [non-]problem of "what everyone wants" and so you will still end up with homogeneous sets of things to acquire at the end of the day. Real customization of content should be player generated and not based on a system of pre-teens trying to find the most amusement in how easily they can wtfpwn some other pre-teen.

  25. Oh oh by Tablizer · · Score: 1

    "Whaddya mean all my bases belong to you?...You'll do what to my dog?"

  26. Magic the Gathering by Luyseyal · · Score: 1

    This reminds me of Magic the Gathering where they issue new cards every year that are better and if your deck doesn't have them (i.e., you don't keep buying more cards) then you lose the arms race.

    $0.02USD,
    -l

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    1. Re:Magic the Gathering by DMUTPeregrine · · Score: 2, Interesting

      Not exactly. I've got some "old" decks that handily beat any new deck. The real cash cow for them is Type II. Since most tournaments are Type II, and in Type II you can only use cards from the last 2 sets (Current Edition, last 2 expansions) you have to buy new cards & change your deck every few months. Many Type I or I.5 decks don't use cards from the last few editions at all, especially the Type I, which can use the very old and overpowered cards.

      --
      Not a sentence!
  27. How logn have you got? by jambox · · Score: 1

    I doubt this will make so much difference. GAs are potentially extremely powerful (obviously - human biology is evidence of that) but they need to be iterated an astronomical number of times to divine anything useful. So the problem with plugging them into human beings is that we would have to provide a huge amount of feedback to make any difference to the outcome of any complex system.

    --
    You thought you could break the laws of physics without paying the PRICE?
    1. Re:How logn have you got? by AlXtreme · · Score: 1

      GAs are potentially extremely powerful (obviously - human biology is evidence of that) but they need to be iterated an astronomical number of times to divine anything useful

      Not really, as it mostly depends on what kind of fitness landscape you're evolving your GA on together with the complexity of each entity in your GA.

      On fairly complicated fitness landscapes, near-optimal solutions can be found in 50-100 generations. If however you are evolving monkeys into humans, you might need a few thousand generations more.

      Large? Yes. Astronomical? Not even close.

      --
      This sig is intentionally left blank
  28. In a word: by Anonymous Coward · · Score: 0

    Does the resulting experience in this game, called Galactic Arms Race, suggest that evolutionary algorithms may be the key to automated content generation in future multiplayer gaming and MMOs?"

    Answer: No.

    Reasoning: Simple. Without some type of controlling force or entity, the general population will simply create random and chaotic environments. This is true in the real world and in video games.

    To expound a bit- Dynamic worlds and competing, "evolving" AI systems are not new, even in the video game context. This is not news.
    The critical issue is not figuring out how to make such a world. The critical issue is that anytime the content evolves or changes, you now have to push that information to everyone playing the game. This isn't such a big deal if you have small changes and only a couple users, but say, for example, that WoW implements a system where the terrain changes dynamically, you have to push all that data out to millions of users, in real time. THAT is a very big problem due to the sheer amount of information & limited bandwidth issues. If everybody was riding a 20meg connection it would be more feasible, but when your average person is lucky to max out at 8megs it gets really tricy. And that doesn't even consider the additional upload capacity the game servers would have to pay for on top of things.

    So to sum it up, we will see this type of thing become more common as bandwidth increases over time. Just don't expect anything "revolutionary" in the near future.

    The other issues, that others have pointed out, is that when you either crowdsource a project (let the community help develop) or use an AI routine to do the same, you begin to lose cohesiveness and a solid theme. Often in MMO's, a big part of the game is the story & themes that run through them, and you really need a human to at least coordinate, if not manage completely, game-world changes to keep things focused and on track.

    Here's an example- let's say you start a new MMO with a nice, beautiful world, but no cities at all. And then give the players completely free reign to build structures. What you end up with is a random hodge-podge of buildings that don't really resemble cities at all, all over the place. This also happens in the real world when you have no communication or city planning, just look at some 3rd world slums that have no oversight. Roads and services are non-existant, etc.
    The solution is to pursue a combination of both- you create some areas in the game that are modifiable by the players in a somewhat limited fashion, and give the AI routines a limited scope of control that they can operate within. Then the human game content devs can control and keep things moving in a good manner.

    But all this speak of OMFG it's Ender's Game in RL is just silly. Remember, even in that book, the AI that ran the game was actually a sentient entity in of itself. So unless these guys can claim they have achieved TRUE sentient AI, this is just a bunch of hype.

    1. Re:In a word: by improfane · · Score: 1

      Dude, games aren't streamed graphics...

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  29. Space Exploration Games by aGF2c2hleA · · Score: 1
    I always thought this would kick ass for space exploration games like Star Control 2 aka Ur-Quan Masters (open source).

    Players could upload screenshots or exportable files of game-generated planets, ruins, structures, races, etc.

    If developed right and with the right pay structure such a game could probably bring in revenue for quite awhile since the content would/could be limitless and always fresh.

    Very exciting IMHO

    --
    _-_-_GSLUG_-_-_
  30. I always wanted to do... by pjr.cc · · Score: 1

    I always wanted to do an MMO based on a similar concept where you'd have some basic content for a fun game.. i.e. a single ship type flying through an infinitely large universe, then have users generate the rest of the content for you. It would be a very kewl concept, but its exceptionally hard to keep balanced. the kind of ideas i had though were along the lines of:

    1) users generate content
    2) users deploy content to test system
    3) users vote on content (in or out)
    4) content goes in, but sucks
    5) modified content generated by users and deployed to test system
    6) users vote on modified content
    7) modified content goes into the game
    8) code devlopers get some in-game reward for their efforts (i.e. 6 month patent on their design allowing only them to sell it in-game)

    Now, it'd work best as FOSS because users could run their own servers and develop code onto it (plus, the community could be involved in the game right to the core - i.e. linux ports and so forth that companies seem to be really bad at), but i personally think that you'd need some kind of "we own the game" company to run it, partly to ensure continuous development, but also to avoid a constant battle of sharding servers (i.e. have a license that allows people to run servers, but not allow them to make money off them). I know that sounds very anti-gpl, but when it comes to things like that it would be hard to make it work in a way that doesnt end up with a tonne of small semi-thriving community serves (i.e. they voted my idea down, so im running my own server).

    Then again, maybe it could become like irc networks (multiple servers run by multiple people connected together), and have say "Efnet" where some group of users has a set of functionality they like and "freenode" where they like different types of functionality.

    I'd always wished EVE had adopted some strategy along the user generated content lines, i thought that was a perfect game for that type of thing (hell, the game is already based on python, developers would have no trouble picking it up and running with it)

  31. Feedback by Anonymous Coward · · Score: 0

    Where do the thieves fence the items? If you allow them to sell the items to an NPC, then yes, there will be very few shopkeepers. On the other hand with so few shopkeepers, if there is no other easy way to get the items their prices could be raised very high. Thieves and shopkeepers should reach an equilibrium.

    The lack of a jail or the ability to cut off a thieves hand is another reason there could be rampant stealing. To prevent griefers and cut down on the stealing make it so you must pay real money for each character you create. Then allow the elected king to execute characters permanently and implement character debilitating punishments.

    1. Re:Feedback by emjay88 · · Score: 1

      I agree.

      If you get busted stealing, then your account gets "suspended" while you're in jail (but you have to keep paying your subscription). Repeat offense = longer sentence. Perhaps lighter sentences for lower level thieves to allow people to "get into" thievery.

      This makes it very unattractive to become a thief, but mirrors real life better. Unfortunately, it may make the game a lot less fun.

      Shopkeepers spend their MMO time (which they pay for) gathering items, maintaining their shop etc, why shouldn't punishments for thieves be real-world too?

      --
      1178161 is prime...
  32. Hmph by Well-Fed+Troll · · Score: 1

    I see your need for a huge amount of feedback and I raise you the the time wasted on a small MMO.

  33. I for one welcome... by SpoodyGoon · · Score: 1

    I for one welcome our new gaming content overlords who are now self aware thank you very much.

  34. Where's the Bandwidth? by Anonymous Coward · · Score: 0

    As with many researches and professors who are isolated in their perfect utopian world, these people have failed utterly to address the major problem preventing the widespread use of such systems.

    In one word: Bandwidth.

    Take a world like WoW. We don't need years of R&D to make that game contain 100% dynamic landscapes, for example. They could add full erosion, weather, forest growth/retreat, etc. all in 100% realtime. That part isn't a big deal... it's processor-intensive but Blizzard has suitable server farms that could run those routines. Putting such a system on a single person game is still prohibitive since it takes a lot of load to process all that data.

    The issue is, let's say someone cuts down a tree in the forest. Now you have to push that update to everybody within range of that object immediatly. Then you have to, at some point, push it out to everybody else. But a lot of people aren't online, so now you have synch issues to deal with. The end result being that any change results in a massive amount of data having to be pushed out to millions of people. In fact, because you don't know if the player IS synched up with the live data, you have a huge increase in overhead due to constant sych checking between the servers and the players.

    So while I'm sure these guys are patting themselves on the back, stirring up hype & hoping for research funds or job opportunities/investors, until they solve the issue of getting the dynamic changes to several million players, it's pretty much a moot project.

  35. Supply and demand? by mahsah · · Score: 1

    But at some point, if everyone is a smithy, won't supply outstrip demand sending prices falling and making other professions more lucrative?

  36. Star Trek Online taking the right steps? by WSOGMM · · Score: 1

    I think there are a few MMOs taking the right steps, and I suppose EVE has always been a good example. But the MMO that has most recently caught my eye is Star Trek Online (STO). They want to try to make space feel infinite, but with limited development time, that's impossible. They've come up with this 'procedurally' generated content thing that looks like it might do the job. I'm not sure how much you can influence the actual world, but I think the game generates planets and star systems as players 'discover' them. And I'm pretty sure they stay that way for all players. You go down, explore the planet, discover a new race (which gets put into the game's database), and influence them as you please.

    The potential STO has is mind blowing; however, the game hasn't been released yet (it will be soon, I think), so I'll wait to drool over it for now.

  37. ST:TNG plot by Migraineman · · Score: 1

    This sounds a lot like the plot from the ST:TNG episode "Arsenal of Freedom." Just make sure the E-Stop switch on the product demo actually works.

  38. Content isn't hard, tuning is by davevr · · Score: 1

    Anyone who has actually designed a game - whether it is was Pac-Man or WoW - will tell you that the hard part is not the content - it is in tuning the game to be that ideal mix of challenging, fun, and rewarding without being too hard or discouraging. Say what you want about WoW's limitations but I think any game designer can appreciate the fantastic job they have done with making a game appealing to an extremely wide range of players.

    Making content by hand is extremely expensive in terms of both time and money, but so far any non-trivial attempt to do this automatically has failed because of the tuning issue, even for "simple" games like Pac-Man. Hand-made maps in RTS or Counter-Strike or even Load Runner are just more fun than generated ones. Random behavior in a top-selling game is mostly limited to what is inside a locked chest or other things like that.

    If you think about it, creating a fun game is no different than creating an interesting film or book. You will probably see fully computer-generated games that are fun to play about the same time you see a computer writing a best-seller.

    I am also skeptical of user generated content/crowd-sourcing. Most people just make crap, so you need to have some human process in there acting as the editor. Most of the games that have any success at user content at all rely on professional content builders who are not themselves players. I don't even consider that user-generated content. Those authors are basically members of the development team who are not being paid.

  39. And Sinestro wasn't any bettah. by Impy+the+Impiuos+Imp · · Score: 1

    Hmmm. No jackhammers or giant hands. I guess Green Lantern is a pretty stupid dude after all.

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    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  40. Getting closer by HW_Hack · · Score: 1

    I no longer play games - all too predictable - levels - bosses to defeat - rigid story lines. What I would pay a fee for is a game where the the objects and characters evolve - live or die based on not one but a myriad of my actions. They are replaced by new objects or characters -- these are of course low level adaptive programming. The next level up controls the story line and environment -- always fresh - surprising - never the same. I would even settle for an area of the game to be unreachable for a while if my choices or actions required a complete rebuild of that section and resulting story line. The never ending story ...

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    Its not the years, its the mileage .....
  41. they left out an important element by museumpeace · · Score: 1

    if it had porn elements and its heuristic is to pit game effects and content against each other by competing for user attention, the endstate is rather easy to predict.

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    SLASHDOT: news for people who can't concentrate on work or have no life at all and got tired of yelling back at the TV.
  42. Polybius by Anonymous Coward · · Score: 0

    What the hell do you all think I was trying to do with Polybius ???

    Oops I've said to much, gotta g----

  43. A solved problem by lordlod · · Score: 1

    The solution is a market. A real one, where people actually trade with each other.

    You need genuine demand for goods, regular food intake, equipment that breaks etc.
    You need an open market that allows people to trade between each other.
    You strongly favour specialists over generalists, this forces people to interact in the market.
    There has to be mechanisms to remove wealth from the game, this can be transaction fees, regular taxes, destruction of goods through use, consumption of goods such as food. Demand must always be higher than supply, if everyone has the best armour, best weapon and tonnes of food, the economy is broken.

    The system is self balancing. Everyone needs all the goods and everyone needs to interact with the market. If weapon smithing is lucrative for some reason a genuine supply/demand market makes weapons cheap enough that it's no longer the case. There will always be short term advantages to being in different groups but they balance as the market pushes people to correct for it.

    The game administrators have two ways of influencing the market.
    By tweaking the tax system and economy dampers they change the overall availability of goods.
    Adjusting the demand for a particular good or the rate that it's produced will change the number of people in a given profession. This also impacts on the overall economy.

    I don't think safety rails are necessary. A game with a dozen people will make the economy start to tick over. However if safety rails are required (NPC's producing food etc) then the prices should be punative. Selling at least 5x more expensive than a human farmer would sell the product for and buying at least 5x cheaper. People should not regularly be buying or selling from the NPC based market.

    The big downside to all of this and the reason the game developers don't do it is because it forces you to interact with the market. Which isn't cool if you just want to go around and punch monsters.

  44. Would much rather put the weapon generator by PotatoHead · · Score: 1

    into the hands of the gamers and let their interactions "evolve" the content.

    Where is the "game" in this?

  45. It's all fun and games until... by DanJ_UK · · Score: 1

    ...your game's evolutionary algorithms become self aware and start turning the weapons it's created on you.

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    - Dan
  46. Noctis by improfane · · Score: 1

    You will love a game called Noctis. (SCII is one of my favourite games and agree with you there)

    A SCII/Noctis hybrid would be awesome although I prefer a fixed sized universe.

    http://anywherebb.com/bb/posts.php?t=409

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    Slashdot needs Geekcode | Can anyone recommend any good SCIFI? My tastes: Foundation, Startide Rising, CITY, Ringworld,