Showing posts with label MMO. Show all posts
Showing posts with label MMO. Show all posts

Wednesday, October 14, 2009

MMO storytelling and NPCs

Storytelling in MMOs might be the greatest challenge any storyteller could ever face: trying to include hundreds or even thousands of audience members in one story, making it personal and meaningful for each of those persons, and then giving each person room to interact with and even affect the story. Frankly, MMOs are a writer's worst nightmare.

If I could change one aspect of MMOs to truly involve all players in the story and unite them, it would be to allow players to affect the factions, motivations and even moods of NPCs.

Some NPCs would be static, as is par for current MMOs. Let's call those characters followers. But other NPCs, particularly the pivotal characters, could be influenced by player actions (combat, dialog, crafting... all actions). Players could coax them to new goals and alliances, give them hope or cause them despair, give or remove the power to accomplish their goals, and more.

Crafters could be involved in both building and dismantling. They could create or destroy bridges, armories (imagine stealing resources by dismantling weapons and armor), repair or damage city fortifications, etc. What they do and to what extent they were successful could convince NPCs that certain goals are possible or impossible. Or NPCs might try their intentions regardless, thereby succeeding or failing due to crafters' efforts.

The dialog choices players make when interacting with these NPCs could affect how those characters treat the next players who interact with them. NPCs could have moods which gradually swing one way or another depending on the mission reports make to them, the news brought to them, or the subjective dialog selections players make. An NPC might be kind and courteous to you one time, even offering special aid or opportunities, but be irritable, dismissive or threatening another time. Some NPCs would change moods easily, while others are hard to sway.

Loyalties, too, could be affected through dialog. A somewhat mercenary NPC might change allegiances depending on where players make his life easiest (mood-affecting choices, bribes, news and misinformation, etc).

Combatants could make decisions that affect NPC plans. If certain resources are not gained, certain areas cleared of enemies or protected, the right or wrong enemy NPCs defeated (not necessarily killed), then it might change the sort of missions NPCs offer. It could change whether those NPCs speak of those plans with hope or despair, and how daring or timid their plans become.

The trickiest part of accomlishing this would be determining the numeric/code circumstance under which NPCs would be, or could be, affected. Most of it would likely be subjective. I would use percentages, rather than hard figures, as the points of change; relative, rather than definite, milestones. In other words, it's not "NPC changes once [x] number of combatants have killed [x] number of FactionA soldiers in battle", but instead what has been accomplished by one player's faction in relation to an opposing faction's counter-actions. It doesn't have to be an even balance between them, either. It's perfectly acceptable, even desired, that more players should choose one faction, class or other path than another.

Anyway, the specifics are not as important as the general goal I'm aiming at. I think making NPCs more dynamic and giving players influence on NPC behavior is a key way to strengthen storytelling in MMOs. There's already been some efforts in that direction, but it doesn't seem to have been a focus of many developers.

Friday, September 11, 2009

MMOs and motion control

When I read the title of this article, "The Secret World Might Be Microsoft's Killer App", I immediately thought of Project Natal. There's no mention of Natal in the article, but it got me thinking...

Has anyone thought about how gesture control systems like Project Natal could be used to design an MMO?

Wednesday, August 19, 2009

birthdays and games

Today, my family celebrates a birthday.

Every year, each person is celebrated on their own day. On that day, the person is treated a little nicer by everyone. There might be gifts, a feast or a party. Visitors might gather from all around, including distant places. And there are likely to be stories shared about the celebrated person and birthdays past.

Birthdays could be excellent inspiration for game features, particularly in MMOs and other online multiplayer games. Each individual player has their own day, and on that day the player is given more than a congratulatory message.

In an item-centric game, perhaps the player can pull something from a grabbag or select from a variety of free items.

Or the player might be granted one day's access to a special play-scenario (the access could be saved for another day).

Or the player's stats might be boosted for a day. Experience points might be earned quicker, health/mana/etc refreshed quicker.

There are a thousand possibilities. The gist is that every player will have one day during which they will be appreciated as an individual and reminded that he or she is important. If you can get fellow players involved, great, but the feature should be able to stand on its own. No matter what schedules are like, no matter where everyone is in the game or what they have at their disposal, the celebrated player will experience a special and memorable day.

Tuesday, August 04, 2009

the thrill of victory

Jason repeats a common criticism of MMOs post-Everquest. He thinks they need harsher penalties for failure in order to make victory feeling like a bigger accomplishment.

I would deepen the thrill of accomplishment another way. Instead of making penalties harsher -- and I've written before on that subject -- make challenges more difficult. And make some so difficult that those victories are not inevitable.

I'm not against player setbacks. In fact, I wrote another article about getting players to accept setbacks. Of particular importance is the section on power:

....The other ingredient, keeping the gameplay fun despite the loss, is more difficult, largely because of an inherent importance of optimization in current MMO models. In the player's eyes, it's not the character's circumstances which have been reduced; it's the character. If the player's character is merely a medium of power, then the loss of power is a loss of identity. The character is diminished, rather than the same character having to approach challenges in a different way.

Think about running out of ammo for your favorite gun in Halo, Goldeneye or some other first-person shooter. You probably cursed your luck and thought about how much more difficult the gameplay was going to be without that weapon. Maybe you were even asking yourself how long you'd have to fight with an inferior weapon before regaining your prized instrument of destruction. But you didn't turn off the console. Why? Because the weapon was just something your character was using...it was not representative of your character. Bond loves his PP7, but he's still James Bond without it. The Master Chief is equally the Master Chief with an assault rifle, pistol or needler.

Whether or not the penalties for failure in combat should be more severe than merely respawning depends largely on other systems in a specific game, as demonstrated above. There are also many penalty systems, like this, which haven't been explored deeply.

In other words, the question "Should a game/MMO have penalties for failure beyond death?" is not a simple yes/no question. But, generally speaking, I still believe in two basic principles: (1) players should experience low moments as well as high moments; (2) the main penalty for failure should be a player's disappointment in him or her self, rather than a judgment made on the player by the game.

Tuesday, November 04, 2008

console MMOs

Playing off Tobold's insights, here are some thoughts of my own on the advent of console MMOs.

First, PC gamers should be excited about console MMOs even if they don't intend to play them. I agree with Tobold that console MMOs will necessarily be different from PC games. Yet they'll still compete with PC games since many, if not most, gamers who own a console also play games, at least occasionally, on their computers.

Any way it happens, the design concepts in console MMOs will bleed into PC MMOs. Each will affect the other design-wise. As a result, we might see more variety in PC MMOs. Certainly, console MMOs will more often focus on real-time combat. That's one feature which will bleed over.

Second, keyboards might not shame console controls in versatility much longer. Voice commands, ala Tom Clancy's EndWar, aren't very popular now, but they will be once a console maker comes up with a more comfortable headset. We could eventually see something as small as Bluetooth earpiece, and voice recognition technology will continue to improve.

All console manufacturers are also making headway on gesture recognition software and hardware. If a console can tell which way you're tilting your controller, which way your body is moving, where your eyes are directed, then that's further control which can be offered intuitively to the player. Advancement of such technology is certain, though intelligent use of it is not. I'm not saying this tech will greatly empower console MMOs, but it could.

Communication isn't a problem, though console communication must rely on voice chat. By next console generation, voice chat will probably appeal to more gamers due to exposure. And voice masking technology continues to improve, so by next generation no one will have to know whether your young or old, male or female, etc. Still, I won't say voice chat isn't without its drawbacks. For one thing, most people are particular about the style and quality of their voice, and those who don't like the available voice masks are likely to not chat at all.

As for payment, I'm sure multiple strategies are possible, including subscription models. People are already accustomed to paying monthly fees on top of their basic subscriptions to cable and satellite TV for additional programming (such as sports packages or movie packages). So paying a fee on top of a monthly subscription to Xbox Live is likely a feasible business model. Of course, Sony doesn't charge for the PS3 online service, so subscription MMOs might be easier for them.

Xbox Live already has customers accustomed to microtransactions, as does PSN. Many people have downloaded additional content for Oblivion, Crackdown, and other games.

Free-to-play models are possible, but I've never seen a free-to-play MMO of the graphical quality that the PS3 and 360 demand. The production costs such quality requires might not make sense for these games. If a free-to-play MMO were released on Xbox Live, I expect it would be released via the Live Arcade.

What other issues might arise in the shift from PC to consoles for MMOs?