MMO’s: Offering Players a Piece of the Action

by Baz Anderson on June 30, 2009

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Sphere packing
Creative Commons License photo credit: fdecomite

Lately I’ve been thinking about massive multiplayer online games. Players join them for the purpose of seeing new sights, explore new worlds and experiencing excitement in one form or another. For some it’s the excitement of a predetermined story; for others it is the excitement of being able to create their own stories by interacting with other players.

When developers give players access to tools or opportunities to create content rather than just experience it they open up a Pandora’s box of mixed results. That may be part of the reason why most developers do not go that route, and instead create a ready made experience that more or less fits everyone within its confines.

But what if a game integrated the idea of player created content into its storyline. What if players, being not simply run-of-the-mill individuals, were actually expected to change the world around them. What if they were expected to become important people – perhaps kings and queens or high administrators or celebrated inventors. What if swords swinging fighters could become famous not by making a series of blog posts or winning a tournament, but by altering the rules of the game and creating new variations that draw in more players than ever.

I wonder sometimes if there isn’t a way for games to be far more interactive than they are now. It seems like massive multiplayer online games are getting to a point where we as the players are simply being shuffled from pretty looking box to pretty looking box – each of these boxes being different cities, towns, dungeon areas… and instead allow us to break out of the metaphorical box. There is a disappointing simplicity in designs these days. Higher polygon counts and more sophisticated textures can make for more ornate boxes or “rooms” for our characters to stand in, but if the gameplay within those boxes is roughly the same as it has always been then MMO’s are not advancing. They are stagnating.

The solution would seem to be some sort of interaction innovation; some new way for players to interact with the game world, with each other, and with the overall idea of what the game is. I wonder if that innovation might be getting players more say over the story and the world they inhabit (virtually speaking) and fall in love with. Champions Online seems to be moving in the direction of having a single large server rather than a set of smaller servers. By having one large fictional world split up into channels, but channels that can be moved between freely, they may be able to present part of the overall solution. Having a single game world rather than fragmented versions spread out across different servers might allow for more focus on story driven by the players. Developers can create storylines and allow players to emotionally invest in the storylines through their actions and opinions. The result would be that the storyline can be more flexible, and the results of that storyline can genuinely change the world. For example if players don’t stop a giant marauding robotic Tyrannosaurus rex from destroying a section of downtown then they may have to deal with the consequences of the cleanup as well as knowing that the monstrous prehistoric creature is still around somewhere just waiting to strike again. In other words, creating multiple endings to advance might be too much if each server could have a completely different outcome. Each server with a different outcome would have to have assets created to reflect how the world looked and what storyline that world went off into. By creating several different possible scenarios, but only having to implement one of them, the creators can make each scenario or outcome more meaningful – with more long-term ramifications.

Whether or not developers are doing this, I have no idea. Listening to developers own words though seems to suggest that truly complex storylines and systems become very difficult to implement properly over the long-term. It’s certainly not difficult to conceive of such systems, it’s simply difficult to implement them and have them work as intended without breaking down into utter chaos or being so overly simplistic that they may as well have not been designed in the first place.

I keep feeling that somehow the players might be a key to this. Here you have a base of dedicated customers who have fallen in love with the story in the world that you have created inside your massive multiplayer online game. They want very much to interact with the world and often with one another. Given the proper tools and incentives they will do exactly that. But if we assume for the sake of argument that having one giant server is part of the solution to storytelling that has meaningful consequences, that still doesn’t answer basic question which is; “How do we change interaction between the player and the game so that it becomes more meaningful and creates new channels of content?”

For me this is not about the separate issues of what makes for good game design. Having an open world where characters can do nearly anything that they wish versus having a predetermined world where players merely have the choice of how they will interact with the world that essentially does not change – those type of choices are best left up to individual designers. Instead I’m wondering how an individual’s interaction with their own personal story can be enhanced. Getting players tools that allow them to create the kind of avatars that they want is one part of that. (Of course the more freedom any one player has to create a character, the more likely it is that the player will create something that does not quite fit into the world that has been created. Give players enough leeway in character creation, for example, and they will create a ridiculous looking character that obviously does not fit into the story of the game world at all. Designers have to find the balance between giving players a limited choice and creating only characters that fit into the designer’s vision, and allowing players more choice and risking their customers creating something that is unattractive, poorly designed or a poor fit with their virtual world.)

I don’t know what the answer is. I just feel that I have a good sense of what the questions are. How can we change player interaction with the game fundamentally so that we get new and exciting outcomes? Is the model that we have right now for most MMO’s satisfying the average player? Which also brings up the question “How much of this is the fault of the consumer refusing to play until new models can be designed?” How many times have players had the opportunity to speak with designers and asked about certain systems go find within the game that are more or less like every other system that ever come across except in the small details.

By the way, I consider myself guilty of this as well. I have been in chats with developers and asked questions that were meant to uncover new ideas, and I wonder if I could not have been more probing.

Perhaps it’s just me, but I can’t help feeling that there is something more innovative out there than what we have now. Somewhere there is a relatively simple idea or model that creates new ways that players can interact with with their own personal stories, and with the stories of the world around them. I feel that there is a model (or models) that incorporates relatively simple mechanics into the already established status quo of MMO game design, but will have an impact far greater than it might appear on the surface.

In tabletop role-playing games creating new content can be as simple as the Game Master creating a new NPC or object and describing it with his words. For massive multiplayer online games new content often means weeks if not months of work to create three-dimensional assets, sound effects and complex mathematical interactions. Somewhere in all of that interaction there has to be a way to alter how stories are told and how content is presented. Altered in a way that does not totally wipe away what MMO’s have already built up, but instead builds on that basic foundation.

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Looking at my life moving through pop culture, I can’t help but notice strong influences of my family. My family shaped me and influenced me in more ways than I could possibly express, but focusing on the idea of how they’ve influenced my view of pop culture, I can say that each member of my immediate family has had a very strong point of view that is colored my own.

My father was a military man. He was a hard-working young man who worked his way up to being an officer by willing to do more and learn more. My respect for my father and everything he’s done for the family is inexpressible. His influence on my view of art, storytelling and pop culture are a bit ironic because we are such different people. We get along well because we recognize we have such tremendous common ground, and of course we love one another very much.

But where I am a moody, volatile, melodramatic artist type, my father is a very grounded, hard-working and steady individual. He will see a film for the enjoyment and later not remember much about the plot because it’s no longer terribly important. To me on the other hand, every plot must be remembered because it represents something I can learn from. It represents the imaginary world of amazing relationships – presented well or not – that I can learn from is a writer. Even so, sharing some of my favorite films with my father has been a wonderful experience. The most recent example, the new Star Trek film, gave us an opportunity to talk about possible futures as well as different ideas of heroism and how the presented and pop culture. My father, who often feels he doesn’t connect with his beloved children enough (and what father who loves his children doesn’t feel that way?) took the opportunity with great gusto, and participated in the conversation with a smile on his face much of the time.

My father always had to work hard, so I didn’t get to see him as much as I did my mother. But I will always remember with great affection one particular birthday at around nine years old when my father was unable to attend because he was stationed in another city. His assignment was relatively short, so rather than uproot the entire family as he often had to do every three years, he chose to go off and do the work on his own so my brother and I could stay in school and in our community. My father regularly made these kind of sacrifices for the good of the family. I remember very little of the birthday party that I had. I remember some my friends who around, but I don’t remember what I got for my birthday. All I remember is seeing my father looking young and strong walking to the front door of our home and thinking that that was the greatest gift I could get for my birthday. At one particular moment in my life is one of the sweetest memories that I carry with me everyday of my life. So though my father was not an artist, and have very different temperament and outlook from me; his hard work, his trustworthiness, his solidity and his values all made my life and my explorations into popular culture possible. I would not be who I am if it were not for my father. If I have any talent at all, a great deal of the credit must go to the opportunities my father provided me, and the love he showed me many times over.

My mother was a bit of a contrast. She also served in the military, and became a registered nurse. But her temperament and outlook were closer to mine. Her influence over me began early. I’ve written about how she read Tolkien to me and my brother as bedtime stories. Her love of the fantastic opened up the window of my inner eye by forcing me to create pictures to the words she poured into me. My love of words would lead me to write, but also to read and to be read to a by modern audio books, and also to a love of old time radio shows that presented their stories for the listener to illustrate with their own imagination.

My mother’s constant reading led me to begin reading science fiction and eventually fantasy novels. My mother, like my father, loves movies. And I must say here that both my mother and my father took me to see films. My passion for popular culture was fed a great deal by my mother’s willingness to listen to my latest interests – whether they be Star Wars, Star Trek or any number of other things that she may not really have been interested in, but which she gave loving attention to for the sake of her son.

My only sibling, my brother, also had a large influence on me. Being three years my senior I was often in awe of my older brothers taste in popular culture. This is specially filtered through the wall we shared between our two bedrooms as I would hear many of the records playing on the stereo he inherited when dad realized that his son was beginning to have more records than his father did. In the 1970s popular rock bands like Van Halen, Yes, Kansas, America and Rush were just a few of the bits and pieces that I would hear flowing through the wall. And to say the least many of these songs and groups became almost a subliminal influence on my musical taste throughout the years.

Also my brother and I socialized sometimes. Sometimes we would speak about a common interest in a comic book or game. My brother had a very insightful mind. He would grow up to be a successful engineer, and start his own family. But before that I knew him as someone who’s sharp mind and creative spirit seemed to mix together many of the best things of both my father and my mother. He was able to appreciate pop culture in much the same way that I was, but was perhaps more practical than me in many ways. My brother served in the Navy for four years, and was even in the first Gulf War. I’m thankful for his service, and that he is alive and happy today. I was fortunate enough to visit him on the naval ship on which he was stationed when the Navy had an open family day. I was able to see the very impressive workings of one of the Navy’s most powerful sea going vessels, and am impressed to this day by the work my brother does.

All of this is really just the tip of the iceberg when it comes to my family. Their influence on me cannot be expressed in a single essay. My “Family of Influence” stretches far beyond my immediate family. My brothers own family – including his wife and his two children (my niece and nephew) – has had and will continue to have a strong influence over the way that I look at my life, and the way that I view and write about pop culture. More than that, my extended family has shown tremendous patience and love for a sometimes misunderstood, artistic and moody Me. And for that I’m eternally grateful.

I hope that this essay in some small way repays some of that patience and love, and shows that it is reciprocated. We are all influenced by people around us with their family or friends, coworkers or loved ones. If we are lucky we live in a world that is full of love, full of opportunities, full of all the good things life has to offer. Many times I think how fortunate I’ve been to live in a country, and a part of the world that has so much. And I try to be a citizen worthy of all the gifts that I’ve been given. If I can make a small contribution to popular culture through my words, through my relationships, my passions – and perhaps I can sleep at night knowing that I’ve made a contribution.

But the ingredients that went into the making of that contribution, and really the making of me, began at the root of the tree – with the family.

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We Were Champions Once….

by Baz Anderson on June 18, 2009

Flash getting interviewed
Creative Commons License photo credit: ÐIÐËO

More than 20 years ago I can remember playing the Champions pen-and-paper role-playing game where instead of playing generic swordsmen and wizards, each player designed their own iconic superheroic alter ego and played his or her superhero fantasy right there on the tabletop. At the time, video games were about as sophisticated as a simple toys. The most popular video games were to be found arcades, and most were worked additive and simple fare. Fast forward to an unimaginable future. Sophisticated video games – far more fantastic than anything found in an arcade of the past – now reside on our desktops, and role-playing is moving into an online age. The Champions role-playing game that once broadened our horizons on the tabletop is coming to the desktop.

The precursor to all of this, a labor of love known as City Of Heroes, was created by the same company that has now purchased the rights to the original Champions. Cryptic, the studio that brought us the original superhero Massive Multiplayer Online RPG, has learned from its first game and blown past its limitations to create something very much closer to its tabletop or roots.

The MMO space is cluttered with various human fantasies played out in any number of different permutations. Standard sword and sorcery fantasy seems to be the most popular for people trying to get a piece of the World of Warcraft pie, but with everything from Warhammer to Aion either already online or in the pipe – it is not unusual for people to want something a little different.

Champions Online stands out as a sophisticated step forward in creating a very different type of game. Many of the tried-and-true elements are there. Quest givers have exclamation points over their head; although here the exclamation points are surrounded by comic speech bubbles. Heroes are given quests with story names and a list of tasks to complete. We all know the drill.

But from the very beginning Champions Online, like it’s precursor, had to be more sophisticated in its approach to character creation. The designers at Cryptic rightfully divined that players would not want to start off with a boring level I character wearing a gray union suit and a ski mask for costume. Instead they have opted for one of the most complex character creation setups ever made available. Characters can choose to look like almost anything or anyone; barring copyright infringement.

From the beginning these iconic characters are thrown into crisis situations that simulate the kind of action comic book fans love seeing their favorite characters get into. The fantasy of being a super powered Champion in a world where all of our problems come down to simple, easy to define obstacles (like super villains) can be a heady one. Most games in the MMO genre built on the idea of an unknown character with little or no reputation attempting to make his fame and fortune in a rough fantasy world. It can be difficult to stand out with such limited choices. Race is based on a predetermined template as our jobs.

Champions Online, on the other hand, promises the chance to create a nearly fully fleshed out character that has the potential to stand out by nature of a player’s design ability, and their ability to tell a good story through costume and codename. Fighting through the initial crisis zone, characters will emerge and receive a travel power as well as a hero’s reception in the fictional Millinium City. Heady stuff indeed when most people are used to working for hours for no more reward than a shiny belt or shield with a few magical +’s on them.

In the end, of course, the MMO space defines its own. Its own successes and failures. Our personal preferences for what fantasies we wish to live out tend to get canceled out by the overall opinion of the crowd. If superheroes don’t appeal in this context , then perhaps Champions Online will go the way of it’s precursor.

But as the child of an era of towels clothespinned to my back, leaping from the family front porch, I can only say that I am ready to be a Champion again.

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In Praise of Geek Girls

by Baz AndersonJune 17, 2009

photo credit: RyanWelshPhotography.com
Geeks are a nation! Strong and proud!
Well, to be fair, many of us don’t do as many pushups as we should, and we hide in basements staring at our computers all day, but still…..(pause for comedic effect)
And like any strong nation, we need women. Straight or gay, a real geek appreciates women. [...]

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The First “Official Podcast”: Star Trek (2009): A Review and Overview

by Baz AndersonJune 11, 2009
 
 Standard Podcast [66:24m]: Play Now | Download

photo credit: jot.punkt
I thought about releasing this first “Official Podcast” where I ramble on for more than an hour about Star Trek (2009) and Star Trek the phenomenon etc.
After some deliberation here it is in all it’s bloated, somewhat unfocused and hopefully still interesting glory.
Enjoy,
Baz

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