<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>Examining the MMORPG Genre. &#187; MMORPGS</title>
	<atom:link href="http://storymmorpg.wordpress.com/category/mmorpgs/feed/" rel="self" type="application/rss+xml" />
	<link>http://storymmorpg.wordpress.com</link>
	<description>Just another WordPress.com weblog</description>
	<lastBuildDate>Thu, 28 Dec 2006 18:06:40 +0000</lastBuildDate>
	<generator>http://wordpress.com/</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<cloud domain='storymmorpg.wordpress.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://www.gravatar.com/blavatar/81257cbcea46978b3998420ace2b1938?s=96&#038;d=http://s.wordpress.com/i/buttonw-com.png</url>
		<title>Examining the MMORPG Genre. &#187; MMORPGS</title>
		<link>http://storymmorpg.wordpress.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://storymmorpg.wordpress.com/osd.xml" title="Examining the MMORPG Genre." />
		<item>
		<title>MMORPG Conceptual Issues</title>
		<link>http://storymmorpg.wordpress.com/2006/12/28/mmorpg-conceptual-issues/</link>
		<comments>http://storymmorpg.wordpress.com/2006/12/28/mmorpg-conceptual-issues/#comments</comments>
		<pubDate>Thu, 28 Dec 2006 16:53:00 +0000</pubDate>
		<dc:creator>Mythrax</dc:creator>
				<category><![CDATA[MMORPGS]]></category>

		<guid isPermaLink="false">https://storymmorpg.wordpress.com/2006/07/20/mmorpg-conceptual-issues/</guid>
		<description><![CDATA[The struggle to create a good online RPG grapples with a couple of conceptual
problems.
This argument works from the assumption that the appeal of a story setting
is what draws players, whatever the intensity of their engagement in the
game story may be.
The need to have an enjoyable playing dynamic within the interface and social
mechanics of the game, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=storymmorpg.wordpress.com&blog=314736&post=3&subd=storymmorpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The struggle to create a good online RPG grapples with a couple of conceptual<br />
problems.</p>
<p>This argument works from the assumption that the appeal of a story setting<br />
is what draws players, whatever the intensity of their engagement in the<br />
game story may be.</p>
<p>The need to have an enjoyable playing dynamic within the interface and social<br />
mechanics of the game, balanced against an interesting and immersive storyline.</p>
<p>Consistently, online worlds are plagued by a problem of differing levels of<br />
interest game players have for one side or the other of this balance.</p>
<p>Some players are happy to pursue levels and loot perhaps because the storyline<br />
is too shallow, or doesn&#8217;t hold their attention.</p>
<p>Providing a fun and challenging environment without taking the game or oneself<br />
too seriously is complaint of the other portion of the playing population.</p>
<p>Some players are keenly interested in the story setting of an Online MMORPG,<br />
but are frustrated by the levelling treadmill, and the crass disinterest<br />
other players may have in engaging and maintaining the fantasy setting.</p>
<p>I have played RPGs, of the computer and paper and dice variety, MUDs<br />
and MMORPGs both as player and game-master, as player, admin, and<br />
level-area maker.</p>
<p>MMORPGs aim to incorporate elements of mythic literature and the thrill of<br />
modern mass communication.  The actual combination of the elements is part<br />
of the perennial human fixation with drama and story telling.</p>
<p>Drama is the universal form of human entertainment, played out in different<br />
mediums, musical, lyrical, and visual.  Drama is also social consciousness.</p>
<p>Drama in both its classical and modern context represents attempts by people,<br />
both individuals and groups to communicate some idea or context to the larger<br />
social body, both for edification and entertainment.</p>
<p>In a very primitive sense, drama is the universal human language, describing<br />
scenes of adventure, comedy or tragedy as the experience to be communicated<br />
usual a palette of words, music, and imagery to tell a story.</p>
<p>Drama however in order to have maximum appeal has certain constraints, that<br />
are inherent to its effectiveness.  Since mortality is one of the key defining<br />
aspects to human experience, it follows that most drama uses mortality as a<br />
fulcrum to catapult a story into the audience.</p>
<p>Death creates intensity, and is something we all face in various ways great<br />
and small throughout our lives.  Characters both villanous and heroic must<br />
suffer and die in order for a plot to be told, or even a point to be made.</p>
<p>The whole human equation plays out against the rule of mortality.  In both<br />
economics and morality, the &#8216;value&#8217; of a thing, all have to do with it&#8217;s brief<br />
and finite nature.</p>
<p>The experience of playing paper and dice RPGs was enhanced by the permanent<br />
nature many of its games took, once your character died, guess what. &#8220;You gotta<br />
roll a new character&#8221;.  For some a nuisance, for others the &#8216;point&#8217; of the game.</p>
<p>The idea of character itself is based also on the finite nature of &#8216;personal<br />
identity&#8217;.  Character is often thought of in retrospect.</p>
<p>The suspension of mortality common to most RPGs today totally dilutes the sense<br />
of character and story, the whole process of &#8216;retrospect&#8217; and results in creating<br />
an endlessly inflationary system of levels and loot, where character becomes<br />
meaningless, and players are defined by what levels and loot they possess, not<br />
by the adventures, heroic, mean, comical or tragic that they engaged in.</p>
<p>Some common arguments why people would never play a permanent death game:</p>
<p>(I will address these each with a suggestion for the handling, not to say that<br />
my approach is the definitive correct one, but to show that the problem itself<br />
is really a conceptual limit, that a variety of approaches could address.)</p>
<p>&#8220;Who would want to play a game where they lose a character they labored over<br />
for months who died because of lag, or a bug. ?&#8221;</p>
<p>There are a few iterations of this argument, essentially devolving around<br />
the idea that once your character dies you loose your hard earned effort<br />
to make that character successful.</p>
<p>There are a couple of relevant parts to this question, that need to be dealt<br />
with in turn.</p>
<p>1) What is the nature of a &#8217;successful character&#8217;</p>
<p>-Levels and loot ?</p>
<p>-Interesting quests completed ?</p>
<p>-Active involvement in an online guild/group ?</p>
<p>The question of levels and loot have a couple of aspects that could<br />
be addressed.  Firstly is that currently level and loot are inflationary<br />
and need to be balanced.  A system of more realistic difficulty could<br />
mean a game of fewer levels, that are more significant, or no &#8216;levels&#8217;<br />
at all, merely &#8217;skill ranks&#8217;.</p>
<p>The benefits of level and loot could be attributed to an account, not<br />
merely to a character.  In effect, one could have a character that<br />
attains levels and loot, some of the benefits of which are inherited by<br />
other &#8216;characters&#8217; created on an account.</p>
<p>Inheritance or allegiance systems could allow for a distribution of<br />
accrued benefits of play that could be lost through character death.</p>
<p>An &#8216;account karma&#8217; system could be used to award accounts based on<br />
playing style, group association, quests completed. Karmic accounts<br />
could also affect the type of characters that can be created by that<br />
account, good, evil, legendary type character classes, inherited<br />
skill bonuses, or items, etc.</p>
<p>2) Dying &#8216;permanently &#8216; could result from accidental forces, lag, bugs,<br />
griefing, player misadventure (Leeroy Jenkins), and alienate the player<br />
base.</p>
<p>An admin based arbitration could be present to resolve accidental<br />
death issues and grant &#8216;intervention&#8217; to save the character.<br />
In game mechanisms, whether player based, or AI could handle<br />
events that would count as &#8216;intervention&#8217;, such as healing, resurrecting<br />
etc.</p>
<p>Account karma and NPC/PC justice code can be an answer to the<br />
problem of griefing, with bounties placed on the heads of griefing<br />
characters, and a karmic &#8216;debt&#8217; attributed to their accounts for actions<br />
towards players and NPC&#8217;s.</p>
<p>With regard to the &#8216;physics&#8217; of &#8216;health&#8217; in game terms, these are skewed<br />
by the inflationary levelling system of difficulties of current MMORPGs<br />
and require very specific limitations on combat.  Health and hitpoints,<br />
mortal injury, death (of the temporary respawning variety), all occur on<br />
a collapsed timeline.  Mortal injuring and dying in most cases is actually<br />
a slower process, often allowing for some type of intervention (health care)<br />
to occur.</p>
<p>In games driven by level inflation MOB/NPC difficulty is driven by a need to<br />
challenge super powerful characters.  The experience of having your 7 foot<br />
tall, 350 pound, claymore wielding barbarian warrior cut down in his prime by<br />
rabid squirrels is not uncommon in contemporary MMORPGs.</p>
<p>Creature difficulty could be handled differently, allowing for hunting and<br />
adventuring with a different level of risk.  A risk that would be felt all the<br />
more acutely given the possibility that the character could &#8216;die&#8217;.  This<br />
&#8216;acuity&#8217; itself however potentially adds great interest to the game.</p>
<p>Many MMORPG&#8217;s today offer Epic and visually rich settings sparsely<br />
populated by story elements, but with a superabundance of XP and<br />
loot generating &#8216;mobs&#8217;.  This particular unbalance is necessary due<br />
to the xp and level mechanics of the game, requiring lots of creatures<br />
for exploring PC&#8217;s to kill and loot.  However that same constant and<br />
overwhelming abundance of monsters undermines any presence of<br />
meaningful dramatic story, becoming instead a shooting gallery in<br />
which the attention of bored players requires constant additions of<br />
loot to maintain interest.</p>
<p>Aristotle&#8217;s &#8216;Poetics&#8217; talks about the need for risk and loss in order to add<br />
intensity to a story.  An audience seeing a sympathetic character die is<br />
saddened, and becomes more focussed on the story outcome, hoping for<br />
the preservation of other sympathetic characters and story elements.</p>
<p>Heros must suffer in order for their &#8216;heroic character&#8217; to show, stories must<br />
involve a real sense of loss in order for an audience to show interest in the<br />
story, that loss has to be in terms &#8216;people&#8217; can feel, or relate to.</p>
<p>The locale in which a player acts, and the need for their participation in the<br />
storyline must be framed in terms of suffering, loss and danger.  There has<br />
to be some normalcy for players to relate to, and that normalcy endangered<br />
provides the basis for the dramatic tension.</p>
<p>But getting back to the idea of character meaning, and storytelling even in<br />
the current MMORPG context, the &#8216;Leeroy Jenkins&#8217; story illustrates my point.<br />
Stupid and ridiculous as the episode was, it actually became a story worth<br />
telling, watching and referring to.  It become for a time, an idiom of a the<br />
MMORPG culture.</p>
<p>One of the other problems of current MMORPG worlds is repetitive events.<br />
This is a problem of game mechanics, and the constraints of creativity.<br />
Real stories have to have a timeline in order to be meaningful.  Systems<br />
where the game &#8216;counts&#8217; to an arbitrary number and resets, respawning<br />
items and creatures, leech interest and undermine any actual storytelling<br />
since the repetitiveness itself becomes predictable and comical.</p>
<p>Having a believable timeline is possible.  Games, and stories often operate<br />
on a collapsed time line, where 1 second of real world time, is 1 minute,<br />
one hour, or one day of game time.  Creating a storyline that in broad<br />
strokes plays out over 5000 years, could be done with a game that in play<br />
time would require 5-10 years for that particular epochal storyline to<br />
complete.</p>
<p>This would create a world in which the sense of mortality is added to by<br />
time.  Characters would age and die, making their impact brief, but more<br />
intently meaningful.  A characters &#8216;individual&#8217; level would be less relevant<br />
than a persons involvement in a series of characters and storylines<br />
throughout the game world.</p>
<p>Common objections to this are:</p>
<p>-&#8221;People playing from different timezones could miss out on events.&#8221;</p>
<p>Aside from the fact that this is already the case in repetitive and<br />
inflationary MMORPG&#8217;s, there are a few interesting possibilities this<br />
question raises.</p>
<p>1) The question of a persistent timeline, and character persistence<br />
along the span of an individual characters mortality.</p>
<p>A persistent timelime would mean that everyone at some time would<br />
miss out at some points, this could potentially create an online<br />
atmosphere where people (PC/NPC&#8217;s) talk and have interest in the<br />
actual online events that occurred in previous sessions, hence adding<br />
to character and story.</p>
<p>2) The notion of one-time events occuring along an extended timeline.</p>
<p>There is no better way to make an event meaningless, than to put it<br />
on a repeat timer, eventually the story, the reason for the event, or<br />
NPC becomes irrelevant, the only thing generating interest is what the<br />
event or NPC &#8216;drops&#8217;, and its subsequent &#8216;uber&#8217; value in the inflated<br />
playing economy.</p>
<p>3) The question of offline playing.</p>
<p>A number of MMORPG&#8217;s have handled offline playing excellently.<br />
Learning and maintenance tasks are selected, and the person logs<br />
in to see the outcome of said tasks, learning etc.  And continues<br />
with those task and skill trees in game.  With the obvious benefit<br />
of in game learning being somewhat accelerated in comparison.</p>
<p>One of the most meaningful objections to the argument of a persistent<br />
timeline, story rich world is:</p>
<p>&#8220;It could never be done, having a environment that is continually<br />
new and interesting would require enormous AI.&#8221;</p>
<p>This objection boil down to two areas.</p>
<p>1) The AI portion of dialogue and story creation.<br />
2) Handline and creation of new and interesting content.</p>
<p>AI handling can be done in a variety of ways, from creator-maker<br />
mobs that build, craft, sell and perform a variety of NPC functions.</p>
<p>AI dialogue can be scripted and automated with writers and actors<br />
taking the part of screenwriters and directors, staging NPC dialogue<br />
against the timeline plotline of a particular area.  That level of writing<br />
combined with generic social dialoge and emote content is in large<br />
part responsible for creating the story, and is not much different that<br />
any storytelling effort.</p>
<p>Forbes magazine ran an article a few years ago which suggested<br />
large MMORPG game worlds with paid actors fulfilling the role(s) of<br />
a variety of aspects of a game from significant/insignificant NPC<br />
dialogue (think puppeteering) a few dozen NPCs.  Volunteer and<br />
paid writers and content creators contributing to the ongoing storyline,<br />
providing a base for paid actor/admin/puppeteers.</p>
<p>Player created content, subject to approval by admin/editors/writers.</p>
<p>AI/NPC- and PC Actors given latitude within the grand-epochal<br />
storyline. Consider the Lord of the Rings setting, from the Silmarillion<br />
to the LoTR trilogy, several millenia pass, events can be scripted along<br />
a large scale timeline, giving latitude to small scale timelines for the<br />
creation of new sub-plots.</p>
<p>I believe that each of these generically described objections could be<br />
handled in a variety of ways, not just in the theoretical ways I&#8217;ve described.</p>
<p>I think my main argument is that MMORPGs need to grow as entertainment<br />
&#8216;literature&#8217;, and in order to do so, must eventually adopt some of the<br />
constraints of real &#8216;dramatic&#8217; literature.  Timeline and mortality foremost,<br />
since ultimately human experience is shaped and constrained by the<br />
experience of both.</p>
<p>Suspending time and mortality is not conducive to the storytelling aspect<br />
of online &#8216;role playing&#8217;, which is in essence that age old fixation with<br />
dramatic retelling, and play acting as part of social consciousness.</p>
<p>Keep in mind that my suggestions are merely that, I am not proposing an<br />
unproven recipe for successful storytelling MMORPG&#8217;s but rather examing<br />
some conceptual approaches that could be taken in creating a more story<br />
rich MMORPG environment.</p>
<p>That MMORPGs are the venue for this, new dramatic medium is simply the<br />
collective human psyche finding a new stage on which to strut.</p>
<img alt="" border="0" src="http://feeds.wordpress.com/1.0/categories/storymmorpg.wordpress.com/3/" /> <img alt="" border="0" src="http://feeds.wordpress.com/1.0/tags/storymmorpg.wordpress.com/3/" /> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/storymmorpg.wordpress.com/3/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/storymmorpg.wordpress.com/3/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/storymmorpg.wordpress.com/3/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/storymmorpg.wordpress.com/3/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/storymmorpg.wordpress.com/3/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/storymmorpg.wordpress.com/3/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/storymmorpg.wordpress.com/3/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/storymmorpg.wordpress.com/3/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/storymmorpg.wordpress.com/3/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/storymmorpg.wordpress.com/3/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=storymmorpg.wordpress.com&blog=314736&post=3&subd=storymmorpg&ref=&feed=1" /></div>]]></content:encoded>
			<wfw:commentRss>http://storymmorpg.wordpress.com/2006/12/28/mmorpg-conceptual-issues/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/2221d7712e40111508e71771b20eee3c?s=96&#38;d=identicon" medium="image">
			<media:title type="html">Mythrax</media:title>
		</media:content>
	</item>
	</channel>
</rss>