My old SWG PA’s still going and set me a note they’ve moved to Guildcafe. Some nice toys over there and as I was poking around I stumbled across this older article by a gamer named Aaron Smith. Some neat stuff but it did get me to thinking:
Here’s his article:
http://www.guildcafe.com/Vox/04073-Smith-Dynamic-Worlds.html
And here’s my response in a PM to him on an MMO oriented site he runs:
Just ran across this and thought you’re coming from a very good place. This is stuff I’ve been talking about here and there for a decade and change. Back in the days of the Computer Gaming Magazine’s forums I put up with alot of very confused and irritated folks when I talked about the importance of “social” advancement as opposed to “personal” advancement when designing MMOs. My experience was limited to Asheron’s Call back then but as a an old, old school, tabletop roleplayer (look up Chivalry and Sorcery for a 70’s roleplaying game with realistic politics, economics and mass warfare) and a strategy/sim gamer I could tell what was missing right away.
Politics or economics in a game, assuming a believeable setting and mechanics, with real stakes would be fodder for roleplaying even for nonroleplayers. The game systems dictate what will be talked about and if they’re doing a good job of invoking the local reality players will adapt to what’s going on and start sounding like characters from that setting. Just listen to SWG players in the old days going on about prospecting or the best designs for various items. Effortless immersion thanks to smart game design. Pity they didn’t do as good a job with arguably more important iconic elements and, here’s where I start diverging from your premise, in this particular case PvP was a setting killer.
The problem with PvP is the players. Players aren’t very good at creating an immersive environment for other players even with the best designs. They’re tourists at the RenFaire at best - drunken biker tourists at worst. In SWG even a brilliant, dynamic, design for conflict would still have had us dealing with Stormtroopers that talked in l33t and insisted on teabagging opponents.
If you want a believeable world as your end result, the very justification for a dynamic design, the game must first be designed with a setting in mind. To the extent a world setting can embrace t-bagging, or whatever equivalent, wide open strategic PvP is the best answer. Post apocalyptic settings, modern urban settings, rough and tumble frontier settings, barbaric settings - these all have room for gang mentalities and behaviors that a modern player might intuitively indulge in. Sure, add in resources and settlements and all that other good stuff. Hell yes, make it destructable too for that matter.
For other settings you need to think how the natural behavior of players, which you rightly point out can be fodder and motivation for wonderful emergent stories (whether the players recognise that or not as they’re in the middle of it - most of us are Rosenkrantz and Guildenstern) in dynamic systems, might not serve an immersive end.
In SWG, for example, there can’t really be any question that Imperials should have been NPC foes so that the Star Wars setting would have been preserved. Without a scarey, monolithic, uniform Empire pressing down everywhere you can’t have Star Wars. But give The Empire all the advantages it should have and you don’t have much of a PvP game. Even trying to play with the formula would lead to very stilted constructions that probably wouldn’t please anyone for long and would be inherently uneven - like two kids on Christmas they’d each decide the other got the better gifts. And, plus, teabagging doesn’t cut it in that melieu.
Another caution about PvP comes in the form of the more recent Pirates of the Burning Sea. I’ll just link to a post I made recently called “A Vacation From My Vacation” to discuss the stresses of 24/7 PvP in a strategic context. I love everything about this game but I can’t have a game become my life. Way too much stress and it never ends:
http://www.burningsea.com/forums/showthread.php?t=20011A dynamic game with dynamic conflicts absolutely must conform, first, to the setting. Absolutely have to have PvP and contested resources in an Star Wars game? Make it all about the Underworld. Hutts v. Blacksun. Smuggling, illicit goods, dodging the Imperials and the Rebels while fighting with each other for turf. Leave the iconic Rebel vs. Imperial conflict in developer hands where they can do it justice. See? A teabag accessible zone. It works here. Balanced sides, rude behavior. Immersion.
Secondly, a dynamic game with dynamic conflicts must have an entertaining way to participate and feel like you’re contributing without directly exposing you to the PvP conflict. Otherwise you risk burnout. In Eve Online you had a setting so vast it was easy to get lost and just recoup, rest up, build your warchest. You could quit one group and join another entirely. In Pirates of the Burning Sea the missions, the economy, even grinding NPCs almost always could end you up in a contention zone. That’s no way to take a break! The pace of the conflict was so fast, and the RvR design made for such imbalanced populations, that it seems unlikely a casual gamer could keep up or would want to.
Also the bad behavior of players, again, wrecked immersion. If this were just a game about pirates that would work but it’s also about Master & Commander like nationals, honor and duty. Seeing them cussing and taunting like, well, drunken bikers at a Renfaire…that’s anti-immersive and, thus, defeating the purpose.
Long letter but I hope you had a chance to read it. I’ll be posting this and a link to your original in the quartertothree.com forums for discussion.