Showing posts with label massively multiplayer online games. Show all posts
Showing posts with label massively multiplayer online games. Show all posts

Monday, June 29, 2009

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Quick thoughts on motivation in MMO design

I wanted to take a quick break from my talks on technology and more serious stuff to share with you a couple thoughts I've just had regarding social dynamics in MMOs, and online games in general. I hit upon them reading this article from WebWorkerDaily, which mulls the sociological and psychological consequences of looking for a job in a crowded job market. The basic thrust of the article is that as the number of potential candidates for a freelance position increases, an individual's confidence in getting that position drops dramatically. This immediately reminded me of the psychological effect know as the "Diffusion of Responsibility". This effect is tragically exemplified by the murder of Kitty Genovese, a young women who was stabbed to death on a New York street.

What makes her case noteworthy and tragic is the fact that there were dozens of people who either witnessed the murder or heard it occuring, and yet nobody took the initiative to save her or even call the police. In both cases we see a parallel behavioral trait emerging. In situations where there is a clear goal which requires a active commitment, a persons' willingness to engage is negatively impacted by the size of the crowd present. This is a important effect that designers of online games must take into consideration when crafting both collaborative and competitive scenarios. This may be one of the reasons why random matchmaking is so effective at spurring competition. By limiting the scope of competitors any one player will encounter in a play session, the concept of winning becomes psychologically acceptable.

Collaboration is a much trickier system to balance, but the basic principle still holds true. Smaller teams tend to be far better at organizing to the task at hand than larger ones. This would suggest that systems which allow for high levels of stratification in leadership would be the most successful at promoting collaborative play. The trick comes in the assignment and enforcment of tasks, something which often is a stumbling block for many systems. For instance, Planetside utilizes a highly stratified leadership structure with player groups consisting of squads, platoons, outfits, and armies in order of ascending permenance and scope. Often however, there is a serious lack of organization and discipline within these rather stratified systems because there is very little by way of carrots and sticks to encourage unit cohesion. A top level "general" can demand focus be given to a certain region until they're blue in the face, but without any adequate method of incentivizing that focus, their orders come across far more as a suggestion than a imperitive.

Another factor worth considering is the perceived cost of acting. In most online games this cost is time. If a player perceives a activity with a high desirability but a large time commitment, and another activity with a moderate or low desirability but with little or no time commitment, a large portion will inevitably go with the latter option. From a competitive side, this is one of the big drawbacks to random matchmaking, as it requires all the participants to wait long enough for a match to fill enough slots to be worthwhile. From a collaborative end, it means that when given a choice regarding several available collaborative tasks that will help the team, the trend will be for players to choose the action with the least time cost, even if it is detrimental to a teams' overall chances of success. In the case of Planetside, there very well may be incentives in place, but if it is not immediately and inutitively accesible to the commanding players in a way that encourages its use, then inevitably those palyers will take the route which requires less time and simply rage on the chat channel.

So what are the lessons here?
  1. Keep group sizes small to keep competiton and collaboration fresh and personal
  2. Create stratified levels of leadership to prevent task overload for any one player or role
  3. Be mindful of the impact of large groups and how they can effect competition and collaboration
  4. Ensure that the cost of actions, be it real or perceived is balanced in a way that promotes the kind of behavior that is desired.
  5. Create leadership functions which allow for painless task assignment and role enforcement
Ok, enough with my ramblings. Back to building characters in Flash!

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Friday, June 5, 2009

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The Currencies of the Realm, Part 2

Ok, so it took a little prodding, two weeks of procrastination, and a weekend obsessing over the nightmare in Iran, but here we go with part two.

In part one I made much mockery of what could be called the standard MMO formula, and especially at issue was the ever present mechanic of grind, which exists for the dual purposes of leveling the players' character and providing a method of generating income. More often than not, this income is used to purchase gear to grind more efficiently. At the center of all of this is the imperative to gain experience in order for the player to be admitted into the next major segment of the games story narrative. Yet at the end of the day, experience seems to a somewhat awkward way to measure someones inherent immersion and affluence in a MMO. Its used as a one-size fits all metric for battle-prowess, story progression, social sway, and worldliness. All its really measuring, however, is how many hoops you've jumped through thus far. But enough ranting, you get my drift.

Experience points are really a holdover from tabletop role playing, a system where the player count is inherently limited and you are constantly under the vigilant guidance (be that helpful or not) of the GM. The job of a good GM is to provide a custom tailored role play experience that fits the current skill level of their players. In a MMO, the presence of literally thousands of players makes the task of such personalized story telling at this point completely impractical. So in order to compensate, the process is abstracted into a framework of preset quests and a environment full of generic beasts and enemies which act as a proxy to the personalized experiences a GM would provide. The core difference of course is that the GM is providing you with encounters as a method of furthering the player narrative, whereas in a MMO its really just used as a placeholder. A excellent example of the kind of bland game play experience this can breed can be found here in a excellent post by Eric Heimburg. Because of this fact, something has to rise in importance to fill the holes in the narrative. It needs to be something that you are striving towards, something that comes with a promise of more. Therefore, experience and level are elevated from their simple clerical function in tabletop systems where it is used primarily by the GM as a method of scaling the difficulty of the encounters. Instead, it becomes the driving force behind player action and in doing so loses what was fun about the system to start with. In some cases it is been taken to ludicrous extremes, such as Jade Dynasty (snarkily call AFK Dynasty) in which you can literally pay real money to have the computer grind for you. Colin Brennan of Massively.com has a amusing article on this, one which begs the question what is even the point of having a experience system if you are literally giving players every means possible to avoid confronting it?

So how do we create a system that meets the needs of a MMO? What would a system that promoted player interaction, the shifting needs of players, and accurately reflected all aspects of a character's influence? Ironically, the answer is to utilize some good old arbitrary metrics, but to do it more intelligently. Experience points aren't a problem because they are arbitrary, they are a problem because it is a metric ill-suited to the task at hand. So what do we want to measure? To my mind there are three metrics which really encapsulate a MMO experience: Economic Capital, Social Affluence, and Battle/Competition Effectiveness.

Economic capital is an obvious and already implemented feature in the vast majority of MMOs, be it coins, credits, very small rocks, etc. Aside from experience points, economic capital is probably the biggest motivators driving grind. However, its a essential part of any system where a capitalist framework exists. It would certainly be interesting to see a MMO or virtual world attempt to build a system without economic coinage.

Social Affluence is a feature which has at times been used by MMO's, but generally in a secondary role and most commonly only as a penalty system against greifers and trolls. However, such a metric could be used as a reward system for participation in social events, pro-social behavior, and generally any activity deemed to enrich the player community. In many ways this metric seeks to quantify a players contribute and inherent value to the continuing vitality of a community. A few posts ago I mentioned Cory Doctrow's Down and Out in the Magic Kingdom , a tale which featured a economy based completely of a social capital currency called "Whuffie." Whether a economy based exclusively on such a system is feasible or even desirable is a point of debate, and certainly one Doctrow explores in the book. But there is a definite utility in such a metric.

Battle or Competition Effectiveness is often the most common attribute associated with our old friend experience points. In simplest terms this is simply a metric for determining, well, your effectiveness in a competitive or combat related scenario. Often these are broken down into sub-categories of health, energy, stamina, armor, etc. There's nothing inherently wrong with this system either, but often in games there is a sense of inevitability and linearity that its association with experience imparts.

So up to this point, what's actually new? Not really that much, as all three metrics have seen some use in games. So why bother spell it all out? Because by abandoning the notion of experience points we can get to a core truism of the MMO: all three are really currencies. We don't generally think about them this way, but in fact that's what they are. The reason we don't think about them this way is with the exclusion of coinage, developers and designers tend to treat them in a very non-currency fashion. We can think of the game as a central bank with the power to print its own currency. This currency is handed put arbitrarily and incrementally to players for achieving certain goals, a meritocracy-based pay structure. Its at this point however, once the player has been given possession over their currency, that developers cease to treat it like currency. Players can seldom redeem their experience for anything aside from the promise of increased access.

So what if we did treat each as a full fledged currency from start to finish? What if a player could one day decide to cash in their battle-efficiency and purchase social affluence instead, allowing them to move from a play style centered on battle to one centered on socializing. As long as the developer finds clever and compelling services and products for each currency to be spent on, the market will for the most part balance itself. For a developer concerned about exploitation of the system, all they have to remember is that they control the spigots that allow each currency to flow into the system, and they control the cost of the goods and services. They can even control the exchange rates, should they choose to do so.

By making all these transactional, it allows developers to create activities which give rewards accurate and pertinent to the actual activity, and allows them to create self sustaining player dynamics by balancing the supply, demand, input and output of these currencies through the system. Admittedly, it seems counter intuitive to be able to trade ones physical attributes for money or social capital, but in many ways it fits better than the experience points model. For example, I could go to a blood bank tomorrow and depending on the blood bank, either donate my blood, thus gaining social capital, or sell it. Compare that to the notion that somehow by squishing 30,000 rats that a player is somehow qualified to slay demons. The only real world analogy which works here is that of muscle-building (which might as well be a form of real-world grinding).

This system need not spell doom for storytelling, which is still a vital part of any form of entertainment. Quite to the contrary it gives developers a greater power to influence player action and participation in the storyline. A story could very well roam from the battlefield to situations where social clout is necessary, to sections in which monetary wealth would be of great importance. By granting players the ability to trade between these three currencies, they are granted the flexibility for their character to evolve and grow over time. But as always, with great power comes great responsibility, and developers and storytellers will be harder pressed to create more rich and compelling worlds and story lines should they choose to use such a model. Perhaps for some developers the answer would lie in smaller linear narratives, much in the same way World of Warcraft includes new dungeons with patches. Others may be more ambitious and choose a branching open ended universe model, in which the narrative is defined by a constant set of conflicting choices presented by compelling NPC's and informed by a rich explorable world (Deus Ex was a early masterpiece in this regard). Still others may abandon developer dictated storytelling altogether in favor of creating game play mechanics which cause player-driven interactions to create stories of their own. The possibilities are nearly endless. It really boils down to the needs and desires of the developer. Some storytelling methods inherently are more developer intensive, and each carries with it a set of strengths and weaknesses which should be carefully considered.

After I wrote the first part of this article, a coworker who follows me online commented I was long winded. In retrospect I would have to agree, and hopefully this has been at least a tolerable read. I don't pretend that this system isn't without its problems, nor do I view it as a panacea to cure all the ills of MMOGs. This very well may be completely off base, but my hunch is that the MMO scene is looking for something fundamentally new, and this might be a good place to start.

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Sunday, May 31, 2009

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The Currencies of the Realm Part 1

This was going to be a single post, but as I've typed it, I've realized that no one in their right mind would read all of this at once.  So therefor, for your sake, here is part one of my rant on MMOG's.

Today I want to share with you something I came to realize while killing time at a Starbucks in the middle of rural Georgia (yes, I appreciate the irony too).  I've been giving MMOG design a lot of thought in recent weeks.  This may be due to the fact I've got a pet project in the wings that I'll share with you when the time is right, but for now allow me to continue.  I'm fairly certain I am not the only person in the world currently frustrated by the homogenous nature of the MMOG scene as it stands today.  With only slight variation and with rare exceptions, every MMOG released to date seems to simply be a repackaging of the same tried and true swords and sorcery formula which has changed little since our parents used to play it and it was called Dungeons and Dragons. This even goes for games which aren't high fantasy but are instead repackaged in a science fiction or "modern day".  That is merely different window dressing on what is essentially the same freaking window.  So what kind of a formula are we talking about here? Mostof us could probably rattle it off in our sleep, but for redundancy's sake lets spell it out:   

You are (insert character name here) a young and promising (insert gender, race, and profession here). You have arrived in (world name here) to find it a place full of danger, strip malls selling armor and weapons, and a seemingly endless supply of weak creatures to pillage and plunder.  Early on you are informed of the grave impending danger of (antagonistic power here) and are inevitably given a unavoidable quest which will surely lead to more unavoidable quests which will unquestionably set you on a collision course to go head to head against the dreaded (antagonistic power here).  But before you can Save the World (just like the guy who signed up right after you) you must prove your unswaying dedication to your goal and complete submission to the Powers the Be (the game devs) by grinding.  What is grinding you ask? Grinding is what game developers stick between Meaningful Content when they want to slow their players down. Its what makes MMO's financially feasible and it's what keeps the story team from absolute nervous breakdowns.  

But as a lowly player you're not supposed to remember any of that and focus on the task at hand.  In specific, you must plow your way through the faceless and oft nameless hordes of Slightly Weaker Beings in persuit of the coveted Experience Points.  Nowhere is it explained why on earth experience points(and their much more easily recitable cousin level points) are so damn important to everyone in (world name here) or even who in the world is even keeping trak of such a arbitrary statistic but its commonly accepted that they are Very Important indeed.  Provided you are a persistant and easily baited player, you will inevitably not only accumulate the sacred XP, but also a small landfill worth of Marginally Valueable Stuff which for some unexplained reason,  was being toted around at random by members of the faceless hordes you slaughter. 

Through your travels you learn that some of these items can combined together through some arbitrary process to create Expendable Items of Average Utility. They're always expendable, becuase if they weren't you might start to realize what a absolute drag grinding is.  Every blue moon or so, one of the faceless horde will drop the highly prized Rare and Obscure Item of Great Value, which of course can be used to either further your genocidal spree or to create a Very Expendable Item of High Utility. So you play on, as the quests begin to blur into each other, the story line lurching along in syrupy hiccups between hours of grind.  Then, just when you've fallen into the groove, the plot reaches its inevitable climax and you, the (gender, race, profession here) must summon your greatest effort and several friends with questionable attention spans and bad internet connections to defeat the One True Evil.  

Then its over.  You've reached the top and suddenly the grind has lost its meaning because now your experience points and your level suddenly seem so arbitrary.  After all, what does the person who has defeated the ultimate evil do after?  You hope that the developers will hurry up with that promised expansion, the one which will unlock a whole new world of faceless creatures and a extension to the plot, and along with it a reason to start grinding again.  But until then you are a lost soul, wandering about the world fighting the few surviving Very Difficult Creatures in the hope they will provide a challenge and more rare items.  But there's never enough of them, and even when you do defeat them, you've only joined the swelling ranks of the Players Who Have Done Everything, and you realize you look a awful lot like all the others. Depression sets in, and you stop playing, vowing to never play a MMO again.  Yet before long you find yourself sitting at your computer excitedly, with the brand new and highly marketed (game name here), hoping that this one is somehow different from the last.

I nearly fell asleep typing that.

 Now as I said there are exceptions, as there are to any sweeping generalization.  Games like Planetside and to an extent EVE Online try to mix things up by making it about PvP territory control. Some get more serious with their content creation tools, others try and mix it up with encouraging socialization.  But the truth of the matter is the sheer rank and file of the MMO scene follows the same pattern, and frankly as a gamer and as someone with game design aspirations, it's getting a bit old.  

Up next in part two of this rambling diatribe: I'll attempt to describe the beginnings of a system that actually lives up to the stratospheric expectations I've just set for myself.  

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