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	<title>Examining the MMORPG Genre.</title>
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		<title>MMORPG Conceptual Issues</title>
		<link>http://storymmorpg.wordpress.com/2006/12/28/mmorpg-conceptual-issues/</link>
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		<pubDate>Thu, 28 Dec 2006 16:53:00 +0000</pubDate>
		<dc:creator>Mythrax</dc:creator>
				<category><![CDATA[MMORPGS]]></category>

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		<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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=storymmorpg.wordpress.com&amp;blog=314736&amp;post=3&amp;subd=storymmorpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<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 &#8216;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 &#8216;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>
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