You are already used to this, no? Blah, blah, blah and blah.
[i]I have a new principle.
Not only I want the story back. But I also want all the related content soloable from the beginning to end. And absolutely free from time constraints. The game should be enjoyable whether I have ten minutes, an hour or five hours. Duoing should be the norm.[/i]
An handy solution for every problem
I come from a five hours, incessant discussion with a friend about game design and mmorpgs. It was so absolutely useful to talk with someone in my own language. I could elaborate so quickly so many concept and I was able to summarize most of the work in the last three months. All at once.
This discussion was so absolutely useful for me because I was able to make a better synthesis of all I read, thought and wrote along these months. Too often I analyze a problem taken out of the general context, delving in the detail but losing the correct reference. Sometimes I forget how things are interconnected and how each solution to a problem must be coordinated and not contradictory with another one. As I often repeated, I always design starting from problems. I isolate some fundamental problems in the mmorpgs (socialization, pvp balance, narrative, emergent play, healer classes and so on), identify all the traits and then try to derive my own solutions. So all these ideas start from crucial points and I always try to suggest alternatives that I believe are valid and worthwhile. This is design for me. I have a problem and try to figure out effective solutions. Minimizing the side-effects (or “deficiencies” as Raph calls them, see the end of the article).
Recently we touched so many fundamental points. About the limits and accessibility problems of a sandbox, about the linearity and staticity of a narrative, about the unexcused, negative transition from the levels being a way to progress in the story (classic pen&paper RPG) to the story being a way to progress through the levels (classic DikuMUD progression). We have lost the story. Some also said that we lost the possibility to affect and change the world, like branching quests that open up different possibilities.
I wrote my own opinion about all these points and suggested many solutions. But it’s always hard to make a synthesis of all that. It’s hard to have a “one size fits all” answer that is truly satisfactory without those “deficiencies”. I wrote that some of the problems, goals and solutions are antithetic. You cannot find a solution for everything because one will be opposed to the other. I gave up here. I’m not good enough to think something that works so smoothly. A story, to be a very good story, needs identity and authorship. Control. It has a start and an end. It’s more or less linear, even if you can segment it and let the player follow a personal order. But all the pieces would still be there.
At the basic level: a good story has an awful replayability.
After you have spoiled it, part of the fun of the exploration and discovery will go away. Yes, we could chase the myth of of the branching possibilities. So that you can repeat a story and find out different possibilities. But this makes the development time increase exponentially and these games have budgets, and these budgets depend on time. This would also not remove the artificiality of a falsely persistent world where you can go back and repeat something to see it going in a different way. It’s a paradox, a false solution.
Mixing together the needs of a strong narrative, an accessible, deep sandbox and a satisfying character progression (along with an healthy socialization and community cohesion) IS JUST NOT POSSIBLE. They have antithetic requirements. The narrative needs a start an an end, it needs deep characters, stories and myths. And it needs to be accessible without mandatory grouping, without other players asking you to skip reading the text because you are wasting time. Without these other players IMPOSING STANDARDS on how you experience the content. I fucking hate this. I want to play the fucking game at my own pace, in my own way, screwing up the way I like, in the order I like and without hearing a fucking annoying noob getting in my way, getting me killed, criticizing what I’m doing or spoiling me the whole thing.
I FUCKING HATE OTHER PLAYERS IN MMORPGs.
What’s this? Me going nut? No. These are the requirements of a GOOD narrative. When I read a book I immerse myself into it. The world outside STOPS TO EXIST. Noone can dictate me how to read, what to read. It’s all about me and the book. I isolate myself hermetically from the outside and the same happens when I’m enjoying an old RPG. It’s about me and the world. My exploration, my experience. The Full Immersion. This type of narrative CANNOT require mandatory grouping. It CANNOT require you to play five hours straight, all at once. It CANNOT require you to plan your life around a game. It CANNOT require you to catass to victory. I want a game that is accessible: 1- When I fucking have the time to play 2- Right away without making me dependent on other players. Without forcing me to adapt to other players. I want my own game. At my pace. For my enjoyment. I am the measure of my game and I fucking DON’T CARE if someone out there is advancing way faster than me. I don’t want the competition here. I want the story and me in the story. I want to zone out of that crap. Fuck the socialization, other players suck. I have enough of depending on them, their time, their pace and their classes.
This is not me going nut (again), this is what other players out there are demanding. The first things everyone wants to know about a new mmorpg, every kind of mmorpg, is if it’s possible to solo or not. Peoples are SICK of depending on other people, of impassable barriers that make content inaccessible. Of mandatory 40-man raids lasting 5+ hours as the only way to progress. Peoples are SICK of that sort of design. Peoples have enough of adapting their life to a game. Peoples are sick (literally) when their houses smell of cat ass. People want games with a value, not excuses to chase carrots-on-a-stick. People want interesting stories, deep characters. An immersive world that simulates different elements and isn’t just combat, combat and more combat. People want broader worlds, good stories, a deeper interactivity. Something that is truly valuable as an experience and not some “fill in” grind because the developers are at loss.
How can you put together all these pieces together? I have no solution. It’s impossible to build a game about other players when these other players are its first problem. You want “x” and “y”, together. But where “x” is the contrary of “y”. Where one breaks the other. I want a mmorpg where I’m not dependent on other players, but then aren’t mmorpgs just about other players? What the hell, go playing a fucking single player then.
Yes, you can try to mingle all these aspects together, trying to discover the games of the future that will do everything right, all at once. You can call this “rich world simulations”. Imho, you are just entering a tunnel that you’ll never exit and risk to break more than you can fix. Maybe it’s possible, but it’s not viable right now. Not even worthwhile. The best solutions are always the simpler ones. Those that make you wonder why you didn’t get the idea before, after someone else had it. Intuitions.
I don’t have intuitions here as I don’t have one solution for every problem. But I can try to do my best with what I have available. My principle from the start has been about reposition each element we have in these games where it is more appropriate. Where it is most valuable and can be used as a resource, instead of a source of problems. So I don’t have one perfect solution, but I have it as collection of parts to place every problem where it belongs, making the game work better and, hopefully, making the players enjoy the game at the best of its possibilities.
My “dream game” is built of three different layers. I’ve tried to simplify and abstract as much as possible here to close all the points I’ve risen above. Offering my own solution: