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January 2001
Where
We SHOULD Be Going With Online RPGs
by Sean Patrick
Fannon
This article was
originally written by SEAN PATRICK FANNON in 1997. In
four years, things have changed -- but not enough, in
Mr. Fannon's humble opinion. Revised for the times, here
are some thoughts from the past that he believes are
still pertinent to our online gaming future.
Since the advent of
online technology, users around the world have been intrigued, enchanted, and enthralled with the
possibilities of creating and living in "virtual
communities" that they can access from their homes.
They have used these "communities" to create
personas, stories, and even entire "second
lives" for themselves, sharing these elements with
literally millions of other Internet users.
We have watched the phenomenon evolve through many
phases: MUDS, MUSHES, MOOS, directed and theme chat
rooms, graphically enhanced chat and conference areas,
and countless other variants. "Graphic MUDS,"
beginning with 3DO's MERIDIAN 59 and continuing on with
Origins’ ULTIMA ONLINE, Sony’s EVERQUEST, and
Microsoft’s ASHERON’S CALL, have expanded the market
for such games by many thousands of users. RPG-style
"monster-hack" games like Blizzard's DIABLO II
and Westwood’s NOX are very much the rage. Soon,
LucasArts will launch the long-awaited massive
multiplayer STAR WARS online game, and it is certain
that there will be many other character-driven,
multi-player environments to come. These environments
are the keys to the door of success for next generation
electronic entertainment.
For a time, many networks and providers counted on the
standard Action and Simulation games to fill the market
need for multi-player gaming. However, two realities set
in. First, the infrastructure of the very Internet that
they are relying on cannot easily or effectively handle
the burden of intensive, real-time interaction,
especially when using "bleeding edge" 3D
graphic engines. Second, there is only a fraction of the
totality of Internet users that are actually interested
in "flex-and-twitch" gaming. Once the
"masters" of a given game have accessed a
dedicated site, all other comers are mere fodder waiting
to happen, and this doesn't fill the recreational needs
or desires of a large part of the potential audience out
there.
These two realities are why many interested parties
(developers, publishers, and providers among them) are
looking to the "classic" model of the
Roleplaying Game (RPG) for possible answers in tapping
the perceived potential of the online mediums.
Unfortunately, most of them are looking too far back,
concentrating on the mechanical aspects of the classic
"dungeon-hack" gaming environments and their
controlled world appeal and easily-quantified task and
conflict resolution systems.
The results, thus far, have been what can be termed
"pop-up target" realms where the players are
encouraged to wander around together, slaying various
random beasties (and, all too often, each other) and
collecting whatever treasures or other goal-oriented
objects the game might provide. The acquisition of
experience is a goal unto itself - through this process,
the players can make their "game pieces" more
powerful (essentially less killable and more able to
kill). In the end, much of the same syndrome as
described above for "flex-and-twitch" games
can arise - the Masters gather and run off those
"less worthy." Worse, even the Masters can
become bored and leave (having "beaten the
game"), ultimately draining the game environment of
any continuity and leaving it a mere shade of what it
once was. Thus, all of the effort to create the
environment (including the unbelievable hours dealing
with the creation of a viable AI) are ultimately lost on
a dead or dying game world.
It is this concentration
on the "fire-and-forget," self-run
role-playing environments that is the problem. True
role-playing and storytelling (and, thus, total
character and environment immersion) are lost to the
endless game-speak that permeates such realms. These
games produce other horrors as well, such as abusive
users who only sign onto such a game to attack and
harass unsuspecting new players. Endless turnover
(caused by Masters being able to beat a game while an
endless succession of newbies come and go, usually in
disgust) creates an inconsistent environment that only
serves to exacerbate the lack of immersion. The problems
of this type of game feed on themselves like the
proverbial self-eating snake.
The "MUD" model, ironically, is still favored
even in the latest designs, with only a few variant
ideas creeping into the mix. It is clear that there are
designers out there that are trying to break the
boundaries, but the basic philosophy of such games goes
primarily unchanged. Thus, even though the graphic and
sound quality might be greatly improved, the quality of
the game world vastly enhanced, and the level of
administrative effort demonstrably greater, the inherent
problems of this type of game are yet omnipresent, and
the player's experience remains uneven and disappointing
in many cases. Even more distressing is the effort in
determining just how to actually make money off of such
a game in the ever changing, ever more accessible online
world without exploiting potential players unfairly.
The fact that these
models have persisted for so long without significant
challenge is more a testament to marketing and funding
people demanding a "proven" approach than it
is to their actual success. The churn rate on these
games alone should be a clarion call for true
innovations in design, and hopefully someone is going to
start listening.
The Need for Change
Which brings to mind the idea that the basic philosophy
of such games needs to be changed. The initial theory -
that roleplaying offers the best avenue for accessing
the potential legions of online devotees - is a sound
one. Any given night wandering on America Online will
reveal this. Millions of people are interested in the
social connectivity, and the realms of fantasy and
science fiction enchant the public like they never have
before.
What is required is a means to allow these potential
users to truly experience their ideal settings and games
- to allow them to completely immerse themselves into a
given world and enjoy the aspects of roleplaying that
are lost in more traditional Computer RPGs. After all,
what came out of the classic "dungeon-hack"
games in the dice-and-paper hobby were RPGs that focused
on character development, storytelling, and the thrill
of actually "being there," something that has
never really been translated to the electronic
counterparts of the traditional dice-and-paper games.
More importantly, these users need to be empowered to
create and develop their own experiences. One of the
most important discoveries in the RPG hobby was that
players wanted to be given the right tools to create
their own games and their own adventures. They wanted to
indulge their imaginations and their creative drives.
This is a proven assumption in the face of the rise in
popularity of customizable, creation-oriented game
systems over the more traditional
"class-and-level" games.
To meet these needs, a potential RPG developer needs to
strive to accomplish three objectives:
- To give the wide array
of current and potential Online Game and Story
creators (who are traditionally called "Game
Masters," or GMs) the ability to easily create
compelling RPG environments
- To enable the even
wider array of current and potential Online Game
participants (easily referred to as Players) to
interact intuitively with other players and objects
within the RPG environments
- And, most importantly,
capture the essence of Community and Immersion of
the classic role-playing session, while taking
advantage of the Multi-Media Theater that the
computer provides.
A well-designed and
intuitive interface, combined with an easy to use world
builder and editor for the GM, will enable us to meet
the first two objectives. However, the third objective
is somewhat intangible, and is the most difficult
objective to reach.
The first question we must ask is simply, "What is
the game play?" This is a tough question - gameplay
is everything from what makes a game fun, to what the
player does (when and how) at a given time or in a
particular situation. The question, "What is the
game play?", should be posed as two questions with
different qualities or perspectives:
- What are the
mechanical aspects that define this product?
- What creative aspects
make this product fun and interesting?
The "mechanical
aspects" refer to actions, reactions,
implementation of character abilities, task and conflict
resolution, and the actual rules of interaction. The
"creative aspects" refer more to the story
behind and the presentation of mechanical aspects. For
example, it is much more fun to -
"Pick an old
rusty lock on a wooden strongbox, inlaid with
intricate carvings, that is supposed to contain the
magic Dagger of Slicing that will enable the wielder
to penetrate the Armor of Karrg Storn."
than to -
"Pick a lock on
a box that contains a magic dagger."
A game has poor gameplay
if it is difficult to play, and/or written blandly. Good
gameplay keeps the players coming back for more, and
facilitates immersion of the players into the story.
A Note on Terminology
At this stage, it is important to create consistent
language to more efficiently communicate our ideas. For
ease of reference and comparison, we are using the
following terms:
Classic RPG
- Role-Playing Games of the
"dice-and-paper" variety, where numerous
participants play live with each other around a
table, one as the Game Master and others as Players.
Games like the original DUNGEONS & DRAGONS™
and VAMPIRE: THE MASQUERADE™ fit this
qualification.
Standard CRPG
or Standard RPG - Computer Role-Playing Games
in the model known and easily identified today.
These are, in essence, either variant Adventure Game
models (in the Single-Player mode) or multi-player
"dungeon hacks" (in the online
Multi-player mode). Such games as the ULTIMA series
and FINAL FANTASY series fall into this category, as
do such online "RPGs" as ULTIMA ONLINE,
ASHERON’S CALL, and DIABLO II.
The intent is to
reproduce, as best as possible, the gaming experience
found in the pencil and paper role-playing games
(Classic RPGs). As described in the above sections, the
Standard RPG model has focused on other directions that
do not address these elements; it is time to forge ahead
into new and exciting territory that will change the
face of Standard CRPGs and the online community as a
whole.
In all RPGs, the gaming experience is centered on the
Player roleplaying the actions and reactions of a unique
character in a (usually medieval fantasy) imaginary
environment. A system of rules is established to govern
conflict and combat resolution, and an additional system
(normally skill-based) is developed to deal with task
resolution - the efforts of a given character to
accomplish almost any given task in the environment.
What distinguishes a Classic RPG from the current
Standard models is that a Player's range of activities
are vastly expanded - they can try almost anything, go
almost anywhere, and have every expectation that their
story will continue regardless.
The reason for this is the extraordinarily important
role of the Game Master.
To best understand that role, we must look at what a
Game Master (also referred to as a GM) is responsible
for in an RPG -
- Story Creation (plot
and sub-plot creation, threaded environments).
- Narration (the
portrayal of rich and compelling environments, using
whatever resources are available and even creating
those resources as needed).
- Referee (Answering the
questions of: Who did what? How did they do it? To
who or what did they do it? Was it done
successfully, and to what degree?).
- Improvisational Acting
(portraying the personalities and roles of every
non-player character [NPC] in the story
environment).
- Improvisational
Thinking (able to think quickly and respond to
unexpected actions by the players, ad-libbing almost
everything at some point or another).
- Communication
(Informing Players en masse or individually of all
relevant information pertaining to their game
experience and the ongoing story of their
character).
The Game Master must be
able to do each of these things successfully, quickly,
and (most importantly) with ease for a group of players
over a LAN or Online.
It is also important to grasp what it is that the
Players are going to expect to do in a fully realized
role-playing environment. This includes (but is by no
means limited to) -
- Creating an
individualized and customized character.
- Having the artist of
the group draw a stylized representation of the
character or painting representative miniatures to
use in game play (in the case of our system, they
will be able to customize icons that represent them,
as well as attach art files to their
"electronic character sheet").
- Manipulating objects
in creative ways (using a sword to cut rope, or
using a rubber hose to siphon liquids or fashion a
makeshift slingshot).
- Having their
characters: Climb, crawl, jump, squat, roll, dance,
whirl, tumble, dodge, slide, crouch, swing, leap,
scale, sit, lie down, stab, lift, drop, throw, hurl,
ride, love, hate, gain power, seek revenge, buy a
hat, sell a horse, conquer a kingdom, etc…
- Showing their
character's emotional state by: Frowning, smiling,
hugging, kissing, waving hello, kneeling in prayer,
yelling angrily, whispering sweet nothings,
pontificating elaborately, pouting sullenly, etc…
In a Classic RPG, the
Players typically attempt to complete an objective. In a
Campaign (an ongoing story featuring the same characters
over multiple sessions of play), the players normally
attempt to complete a much greater objective, with a
variety of sub-tasks (or, if you will, story arcs) to be
accomplished during the course of the campaign. These
sub-tasks serve to develop the characters - not just in
terms of their power and ability (as is typical in
Standard CRPGs), but also in terms of who they are, what
they think, what they care about, and what their place
in the virtual universe is.
Typically, a gaming session is part combat and part
roleplaying; although a Player is expected to be in
character even during conflict resolution, the combat
portion of a typical Classic RPG session tends to be a
very distinctly different experience than the rest of
the session. More often than not, combat becomes too
focused on the rolling of the dice, statistics and
rules, whose turn it is, etc., and less of the
roleplaying.
This is the part that has thus far been most effectively
carried to the Online World - the combat portion of the
game. The computer can do it all faster, more
efficiently, and with greater audio and visual results,
but the real "magic" of being immersed in a
story is completely lost in the transition because this
is often focused on, instead of used to enhance the
experience.
Through utilizing the Game Master in the intended role,
the conflicts become less about mindless damage-dealing
hordes and more about real, living and breathing
opponents with an intelligent mind both controlling
their actions and giving them that elusive quality that
makes all the difference - LIFE. This removes the focus
from the number crunching, and redirects it to the
immersive experience and story.
Which brings up another important point - the ability to
portray emotion is CRITICAL. This is one thing that has
been done fairly well in the textual environments
(through the use of communication protocols and
emoticons), but not so well in the visual environments -
very ironic.
Through the use of demeanor selections that activate
font changes in the Player character's spoken text, a
whole world of emotional range and expanded
communication opens up. Combine this with the ability to
keep in-character speech in the game environment while
moving out-of-character messages to an external message
board and immersion is enhanced to a level not yet seen
in any CRPG.
Now to address the issue of effectively relying on the
Game Master model rather than create an elaborate
artificial intelligence system and a
"fire-and-forget," self-sustaining
environment.
Years of study and observation have revealed that people
want to create their own stories and their own worlds -
even their own rules of play. For example, there are
literally thousands of customized levels (and weapons
and monsters) that players have created for QUAKE™,
DUKE NUKEM™, and dozens of other action/adventure
games. In fact, an entire online subculture has erupted
around the creative use of the HALF-LIFE engine to
present the COUNTERSTRIKE online experience. Similarly,
there are just as many customized maps and scenarios
created for such strategic and tactical games as the
WARCRAFT/STARCRAFT series, CIVILIZATION series, and
HEROES OF MIGHT AND MAGIC series, to name a few.
More to the point, look at the communities that create
themselves in the current online games. The guild
system, lost to antiquity in the real world, is alive
and thriving on the Internet. The MUDS and MUSHES of old
and new alike promote a system of achievement, where the
rewards are gaining fuller access to the game system and
the ability to create world-shaping game elements and
adventures. In the more structured realms of the
pay-for-play games (where such "tampering" is
less possible), large numbers of players strive to
create story and society where there is none (or where
it is too artificial to relate to).
A healthy new philosophy would be to give the Players
what they clearly want - the power to create and run
their own games - their own stories and experiences, in
whatever way they choose. Certainly, a permanent online
environment must be part of the plan, but by giving them
the tools to do so and the necessary initial assistance
to get started, our Players will create the worlds,
environments, stories, and games for themselves. In
fact, proper integration and empowerment of the Players
will result in a lot of the work of creating and
sustaining an online world being done for the developers
by their own customers.
Players will run the hundreds of games possible because
they want to - because they have been waiting for
someone to give them the tools to make their own
realities.
BIO
Sean Patrick
Fannon, the author of The Fantasy Roleplaying Gamer’s
Bible and Lead Developer/Designer for the SHARDS OF
THE STONE project for Cybergames.com/Shards
Entertainment, has been a writer and designer for RPGs
and other games for over ten years. He has been an
active part of the creative process for such companies
as Obsidian Studios, Telepathy Entertainment, 8th Wonder
Games, Infogrames Multimedia, Hero Games, West End
Games, Interplay Productions, Vortex Media Arts, and
others. An accomplished game master and storyteller,
Sean is a strong proponent for interactive entertainment
and multiplayer non zero-sum gaming. Sean has been a
speaker at numerous other events, including the Game
Developer's Conference, DEVELOP, and DragonCon in
Atlanta.
Sean Patrick Fannon continues to develop his design
principles and philosophies of social engineering and
community design. He still believes the breakthrough in
next-generation online gaming is yet to come, and he
hopes to be an integral part of it. He is even now
searching for a good home for his talents and experience
in these fields.
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