How APB's Persistent World Will Work
Edge Magazine recently sat down with David Jones, creative director for Realtime Worlds, the studio behind upcoming action MMO APB. He spends some time talking about their thinking behind the game, and he also gets into how their persistent online worlds will work. Quoting:
"... you absolutely want 'moments' in the game. Even if it's just for thirty minutes, you want people to become celebrities — OJ Simpson on TV with the police chasing after him: you want those kind of moments in the game. We can't create them, so it's about what mission can ultimately lead to those kinds of experiences. We have what we call heat mechanics in the game, so if a criminal has just been on a complete rampage, recklessly blowing stuff up and killing people, heat builds up until eventually we unlock him to every single enforcer on the server. It's not part of their missions, it's just that this guy has become number one wanted and everyone has the authority to take him down. That's a fun mechanic from both sides; everybody who's a criminal is going to want to reach that and if you're on a mission for the enforcers you'll see that guy and wonder whether you should break away to get him. You get a lot of compound stuff which we never planned for, because it's a hundred real players interacting in ways we don't expect."
I thought the whole concept of persistent world meant you could build up your characters (level, skills, possessions etc). If you keep swapping between good guys, bad guys and celebs, how is it persistent?
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It sounds interesting, but I have to wonder about the long-term viability of a game based on legitimizing trolls. As we've seen on many discussion boards, trolls can cause a huge disruption with their presence. They say outlandish things, or do things which irk the existing audience. This leads to retaliation and "troll hunting" which doesn't serve the purpose of discussion or anything else. In the end, the troll is as successful in proportion to the disruption he causes.
So what happens when the prime motivator is to be a troll? There were several pure troll sites a few years back. Adequacy.org, Kuro5hin, and GNAA were all sites dedicated specifically to trolling. It ended up being mostly a circlejerk and these sites are no longer around or are so diminished in audience as to be moot.
I have to wonder what the result will be in APB when everyone is seeking their 15 minutes of fame. It sounds like something that may be fun for a short while, but when everyone is out to whore attention, the players lose their personal connections to each other.
I'm under the impression that such things are created and made famous (or infamous) by the community itself. Much like the community discussions regarding WoW's Leeroy Jenkins and EVE's various treachery, corporate drama and ISK embezzlements that make it into mainstream gaming blog and news sites.
It's that when game designers come up with ideas like "And then we'll unlock him to everyone, and they'll all hunt him blah blah blah" (where designers try to intentionally create spontaneity) is that it USUALLY fails to take into account cycles of adaptation.
If someone has managed to become the number one bad-ass on the server, is it really worth going after them when they almost certainly did it specifically to attract people into a trap/gank?