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?"
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.
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.