The Laws of Online World Design 64
Next Gen has an article up republishing Raph Koster's seminal laws of Online World Design. The piece is one of the basic texts used to think about the way to put a MMOG together. From the article: "Design Rules - The secrets to a really long-lived, goal-oriented, online game of wide appeal : have multiple paths of advancement (individual features are nice, but making them ladders is better), make it easy to switch between paths of advancement (ideally, without having to start over), make sure the milestones in the path of advancement are clear and visible and significant (having 600 meaningless milestones doesn't help), ideally, make your game not have a sense of running out of significant milestones (try to make your ladder not feel finite) "
Rule #2 (Score:5, Funny)
Rule #2: Ignore all of those useful insights when designing the Jedi class in SWG.
Re:Rule #2 (Score:2, Interesting)
Re:Rule #2 (Score:2)
Nothing.
What does earning 1000's of gold standing at the AH all day have to do with running instances at level 60? Not much. What does creating a new character that's a different class have to do with gaining reputation in the battlegrounds? They're all just different ways to play the same game with the same group of friends and
Re:Rule #2 (Score:2)
If you want a more linear game, then maybe single-player games would be more appropriate for you.
Re:Rule #2 (Score:2)
Re:Rule #2 (Score:2)
Re:Rule #2 (Score:2)
So, your problem with this is that it too closely simulates the real world?
Re:Rule #2 (Score:1)
Psst (Score:1)
A hot button for me. Since I just got slapped on the wrist by ESA for selling my WoW account on eBay, the one feature that I really want is being able to sell my account and its contents. I used to think that SOE is gay, but once I realized that I can retire for $400 I, like, totally re-evaluated my entire life.
Part of what's wrong with gaming today (Score:5, Insightful)
Is it a game?
It's a SERVICE. Not a game. It's a WORLD. Not a game. It's a COMMUNITY. Not a game. Anyone who says, "it's just a game" is missing the point.
I think this is exactly the WRONG point of view to be promoting among devs. Heh, I guess I miss the author's point, but to me he describes exactly the mindset that has lead to all these so-called games that are really just FIFO inventory models.
MMORPG's exhibit no required skill, they just present a time-sink that anyone with enough life-energy to click a mouse can participate in. Some make it to lvl 60 (or 100, or whatever the max is) quickly, others more slowly, and some never, but there is never any real test of gaming ability other than, "I'm more persistent at putting up with this repetative crap than you are, that's why I'm higher level."
Pen and paper D&D at least had an element of outsmarting the other players and/or GM. To succeed you had to think, act, strategize, out-intellegence, and talk your way to a victory. This type of experience is sorely lacking from modern MMORPGS, in my experience. It's more an excercise in collecting the sparkly eq that the giant glowing snail drops and selling it to noobs. MMORPGs as we know them are not games, in the traditional sense of video games, or role-playing games. I would suggest that they are barely even games.
Re:Part of what's wrong with gaming today (Score:2, Insightful)
Online worlds are a PLATFORM first and foremost. Putting games in that platform is certainly one of the top things you can do, and if you do so, you had better make sure thos
In theory it sounds good (Score:5, Interesting)
But in practice there are plenty of examples to the opposite too.
E.g., TSO comes to mind. It had a world, it was designed to be more of a community than any MMO ever made (there wasn't much else than social interaction in it anyway), and it was based on _the_ biggest franchise name in PC gaming history. (The Sims outsold all Warcraft games combined.) And it flopped. It peaked at about 35 times less players than WoW has, and again, WoW started from a less big franchise name.
The problem: well, it was everything _except_ a game. The "game" part was about as exciting and fun as watching paint dry.
E.g., to be nasty: UO. It _invented_ a genre (not to mention was based on the biggest RPG franchise name) and quickly ended up in third place. It peaked at about 1/14 as many players as WoW currently has, or 1/2 of what Everquest had without a franchise name or anything.
And again, we're talking about inventing a genre. Look at what Wolfenstein 3D did for Id, to understand by contrast the _massive_ failure of UO.
The problems were many, including, yes, an utter failure to even try being fun or balanced as a game. Gameplay was pretty much non-existent, whole skills were utterly useless (e.g., was there _any_ use for tinkering, except traps to kill newbies?) or conversely had 2/3 of the possible actions in the game under one single skill (ever seen even miners or sheepherds without magic skill in UO?), and so on.
Oh yes, it concentrated on being a world and a platform instead. At all cost. Even if it meant alienating the players. _Years_ were spent into trying to justify why it's good and realistic for newbies to be pk-ed on sight, for example, while players were leaving en-masse to AC and EQ because of it. Or in various failed band-aid experiments which were _already_ proven not to work on MUDs. Had the world and platform ahead of what the players wanted for so long, that it just lost most of those players.
"Online worlds encompass game worlds like EQ and WoW, social worlds like There.com and Habbo Hotel, user-created worlds like Second Life and Furcadia, educational worlds like MOOse Crossing and military training sims, research-oriented worlds like MediaMOO, and much more. Thinking that they are all games is exactly the point of this law."
Heh. Compared to the population of even the worst MMO flop, a MUD is a spit in the bucket. Even if some of those are examples of "but look, you can make an online world even without much of a game", then the rightful second half of that phrase is "and be an utter and total flop, compared to worlds which _do_ have a game."
We can learn a lot of valuable lessons about human interactions and such from MUDs, yes. But if we're talking about designing a world that's a _commercial_ _success_ on any reasonable scale, let's stick to the likes of EQ and WoW, please.
Plus, it's a skewed comparison anyway to compare a world which has a 15$ per month price tag, to a MUD that works for free through Telnet. Something that requires people to reach into their wallet and _stull_ has 3000 times more players, well, I'd say it did something a _lot_ better than those research MOOs.
Plus, if we are including free online worlds like MUDs and MOOs, and consider the genre as broad as to include pretty much anything online including those... then we also get plenty of games which are counter-examples to the "But it's also not that hard to make an online world that has a fun game in it and yet ignores the other factors of worldness, community, and service, and have a disaster on your hands" point. Th
Re:In theory it sounds good (Score:2)
UO just happens to be a prime example of that. It was a world, a platform, a great community, and... absolutely piss-poor as a _game_. And cared more about their world and platform than about what the pl
Re:In theory it sounds good (Score:2)
Well, that's all the case I was trying to make, yes.
"You don't need to turn the discussion into a rant against UO to make that case though."
I was just trying to give some examples from the categories (A) it has more world/community than game, vs (B) it has more game and the world itself doesn't even take itself seriously.
Basically UO was just supposed to be there an example of what sorta looks like the former. It has
Re:In theory it sounds good (Score:1)
Re:In theory it sounds good (Score:1)
Re:In theory it sounds good (Score:2)
Still, just to nitpick of the choice of an example:
Hmm... A quick trip to http://www.habbohotel.com/habbo/en/ [habbohotel.com] says "Habbos in the hotel: 5315". Doesn't look to me like that great an active population. I'm sure not only WoW, but even more minor players like CoH or AO can boast more players logged in at any given time. (At a wild guess, WoW only needs some 50 people or so on each server to beat that number.)
I'm assuming that's not total active pop
Re:Part of what's wrong with gaming today (Score:2)
Re:Part of what's wrong with gaming today (Score:1)
I assume you are reffering to WoW since you made a comment about lvl 60. Once you hit lvl 60 there is so much more you can do. MC and BWL runs to get epic gear. Then try to get rank 14 (which it is rummored only 5% of a server will ever get). Oh and did I mention you have to keep pvping to maintain your rank?
Re:Part of what's wrong with gaming today (Score:2)
I present this [nickyee.com] essay that does a great job explaining how every single MMORPG out there today (they use EQ as an example, but it applies to all) is one big virtual Skinner Box. Once that idea sinks in a bit, it does kinda kill the fun of all MMORPGs for you because you see exactly what buttons they're pushing, and exactly how it is drawing you in and how ultimately there IS NO FRIGGIN POINT!
That is why I find myse
Re:Part of what's wrong with gaming today (Score:1)
These MMORPGs are simply a grind based on an algorithm. Nothing more. Its because (and this is quite obvious) gaming hasn't progressed to the open universe that P&P RPG's can attain. Each successive "upgrade" in MMORPG's whether it is WoW or the next big jump are simply the result of two things: flashier graphics and a different advancement algorithm.
When a truely interactive physical world in which every action has a reaction
A Game is Finite (Score:2)
Bylaws vs. Rules of the Road (Score:3, Insightful)
I have to admit, the article is quite enlightening. I am most interested in the object and economic systems. Fortunately, Mr. Koster was a little shy on the macro-scale things, instead focusing on software design issues like: usability, maintainability, and scalability.
My own thoughts on the matter are entitled Virtual World Bylaws [christian.net] and are my own.
Persistence means it never goes away was a very pertinent topic and one that I address in much more detail. Problems here include: trusting the system owners to do good backups, proving proper transfer of world objects between owners, and avoiding client-side corruption. The Never trust the client problem has a potential solution in my paper. It's not completely solved, but corruption of in-world objects is at least trivialized.
He touches on in-game community, but has neglected the larger interoperability problem between games and vendors. Too many clients and connection methods. Game persistence lasts only as long as the operating system or game console are in use, which is absurd.
The idea that really tickled me was the economy theorem that was so obvious I missed it. "Players will hate having this drain, but if you do not enforce ongoing expenditures, you will have Monty Haul syndrome, infinite accumulation of wealth, overall rise in the "standard of living" and capabilities of the average player." This methedology really need connected with the Attention is the currency of the future and you will see the solution to the small-time MMORPG player and the 30+hours a week gamer. Us small-timers walk in and get creamed because these full-timers are super heroes.
Perchance, we ought to tie increased skill with increased responsibility, just like in real life. Level 30+ character, you must now lead larger missions. Short term players can now join the group, like showing up at the gym and playing a game of basketball with strangers. A couple of guys are there all the time and are either friendly or they aren't. Not friendly means no squads to go on more complex missions.
Re:Bylaws vs. Rules of the Road (Score:2)
> economic systems.
From your rules, you seem most interested in player *control* of the object and economic systems under a system that prevents unfairness. I don't think anyone can really argue that this is a *bad* thing.
But what exactly does this add to the *game*? It seems like a political concept more than a game concept. It smacks of "workers' control of the means of production" - not that I find it socialist at all, but it's the same basic class of idea. I
Somethings are right for a change! (Score:3, Interesting)
For example: His notion that macros will happen, so the solution is to not make any boring parts... I came up with this when I was the first person to create the drain health macro in Asheron's Call. Before me, there were no effective macros in Asheron's Call. But I made the drain health macro mainly to prove the point that the game should be not so easy that its tedious, and even had discussions with the devs. They chose to allow macroing for a year and a half, but never fixed parts of their game. I do have a soft spot for Turbine though, Asheron's Call was quality, Asheron's Call 2 was just an abuse fest, now I am waiting for DDO...
Which brings me to my 2nd point. DDO will be an action oriented MMOG. Most MMOGS of the future will be action. Why? Because of the lessons learned from the macroing. A simple game is not fun. If you make it complex and highly dependent on whats going on VS clicking the same button over and over... Then you get a fun game. The future looks very bright for MMOGS. It will probably take 15-30 years before seriously awesome MMOGs come out where you'll want to play for a lifetime. But the nice thing is, until the ultimate MMOGS come out, we'll have some MMOGS that have some good points that will tide us over.
Re:Somethings are right for a change! (Score:1)
Based upon the article summary alone (Score:2)
Ok so it has multiple paths of advancement, but you have to essentially start over if you change the path you start out on.
There are clearly defined milestones which come after you've wandered around killing enough random wildlife, you get a message saying you've earned enough XP for another skill box.
And those milestones disappear once you've reached a master profession, thereby necessitating you to either run around and kill more wildlife or essentially
Re:Based upon the article summary alone (Score:2)
True, but he knows that. (Most of these rules predate SW:G. I know mine do, and they're arranged roughly chronologically.)
These laws are an ideal in progress. Nobody implements them perfectly. Some of them are contradictory. Others present problems with multiple solutions, all of them bad.
One of Raph's biggest problems has always been that he needs approval from the management and cooperation from the design and development teams to make them happen. He's gott
Guild Wars rant (Score:1)
Oh yeah, it's FREE too.
Re:Guild Wars rant (Score:1, Informative)
Re:Guild Wars rant (Score:2)
A blessed scroll of genocide will help you with those brain-sucking mindflayers, you know.
Re:Guild Wars rant (Score:1)
this just in! (Score:1)
We don't need rules, we need someone with the balls to try something completely different. The only people playing today's MMOs are merely living in a dellusionary world where the misery invested waiting for King Orcfuck's Magic Dildo to drop will some day magically pay off and the game will become fun.
Re:this just in! (Score:1)
Re:this just in! (Score:2)
From the source (Score:3, Informative)
Anm
Identity (Score:2)
You will NEVER have a solid unique identity for your problematic players. They essentially have complete anonymity because of the Internet. Even addresses, credit cards, and so on can be faked--and will be.
While this is obviously a problem, doesn't a subscription system mostly limit this? If I'm a jerk, I get banned and have to pony up another fee, right? I guess I go away pretty quick (or make the company a lot of money).
I don't play mainstream MMOG's (mangband is more my style), so I'm wondering w
How to design another MMORPG like the others? (Score:3, Interesting)
See, if the objective is (and it is, read previous /. articles on gaming) to create a Virtual World where people have to ability to do anything they want, games shouldn't have goals, but it's "citizens" (gamers, users, call them what you want) may have and must have the freedom to have their own goals.
Re:How to design another MMORPG like the others? (Score:2)
Though I wonder without any goals, will people become very bored quickly?
A good example I can think of is secondlife. There are no goals, and often times you stand there thinking, ok theres nothing to do besides chat.
But secondlife is somewhat limited, as achieving any sort of goal you might want in the game requires lots of work and sometimes money to build what you want.
I don't know, it is a fascinating idea. But doing it so it is not boring is difficult. Very difficult. Eh it hurts my head try
Re:How to design another MMORPG like the others? (Score:2)
Re:How to design another MMORPG like the others? (Score:2, Interesting)
These may be set by ourselves: "I'm going to learn to ski!"
These may be decided for us: "Well, I need to eat or I'm going to die. I should find food."
And they may change organically over time: "I need to do well in high school so I can get into a good college" changes to "I need to do well in college so I can get a good job" changes to "I need to get a better job so we can afford to live somewhere with a good
Don't listen to the fool (Score:2)
His ego is even bigger than his gut.
All I want is The World from .hack//sign (Score:2)
So I went out and bought FFXII. And CoH, and tried SWG, and CoH, and DOaC.
Nothing was as good as the anime.
Instead I went out and bought the soundtrack to the show and just listened to that. Much more fun in my opinion then the current crop of games out there.
But one day we will have the intense immersive world that The World was in
Hey, this applies to any RPG... (Score:1)
Casual play (Score:1)
Re:Casual play (Score:2)
I've always thought it would be more productive to have a game with multiple unrelated objectives. Do away with the single measure of power, and let people figure out on their own what they want to do. In theory, the casual gamer will then settle i
Redefining "Casual Gamers" (Score:1)
In general, (which is to say in almost all cases), milestones are not skill based, but based on persistence and available free time. Now, I am a hardcore gamer, but I simply don't have the time it takes to achieve even what I would consider basic levels of usefullness. i.e. - I spent hours a day for months playing SWG and was still unable to face any sort of opponent that was remotely strong. After a while, crushing kitte
Re:Casual play (Score:2)
The idea is basic. If I spend more time on any game, theretically I will be better then you at it. If we are playing quake and I play 4 hours a day 7 days a week, and you play saturday and sunday for 8 hours each but cant during the week becuase of a job, I am going to have more time with the game and be more "on point" because I play frequently.
Like your know it all brother.. (Score:1)
SWG was his chance to prove his 'design theory' in practice.
Those who can, do. Those who can't write a crappy blog [legendmud.org] about it and promote their folk music [legendmud.org].
In regards to... (Score:1)
Obviously it's (Score:1)
Re:In regards to... (Score:1)
disjointed and largely obsolete (Score:2)
Which way is he looking? (Score:1)
Case in point, SWG. The box said I'd get to live inside Star Wars. I wound up hacking at small frogs with a survival knife. Earth and Beyond felt more like Star Wars to me than that, in all honesty. Yet in comes the revenue, thank you Luca$' $tamp Of Approval$.
Meanwhile any half-healthy MUX/MUSH can engross a player for mon