I had a discussion earlier today that got me thinking on the nature of online gaming, and how it could be best achieved given our current technology. It started with a discussion about EVE Online.
For me, EVE has always been both a subject of much fascination, and a sign that a solid concept doesn't make up for lackluster execution. The game itself is supremely built and designed in the best interest of the player who wants to do something unique to themselves. It's a game that as easily rewards trading as mining, security for player guilds to piracy of the aforementioned traders, miners, and security. One can make their bread and butter as a transport ship as easily as they could any other build, offering to be an interstellar taxi should they so choose.
Then when you get out of the individualized play styles, which incorporate entire player-wide colonies of team members, coordinators, and player operated and established stations, then the malleability of the world as a whole is almost perfect. Add in the player-managed economy, and it becomes the sort of free market on which economists could write novels. It manages a free-thinking living breathing world. Something that more MMOs should strive for, but it also does that in a way that manages to be alienating to the individual players, and often give the villains of free-space too much space to be villainous. Cost of freedom is risk.
That, and a system which is designed to discourage casual play. Someone who wants a game to kick on for an hour every day and play a bit has no place in EVE. It's a monster that requires time, devotion, and for all of its efforts, provides very little for the player outside of more work for enough resources to continue working. Which is where Operant Conditioning comes into play.
The discussion devolved as Operant Conditioning became the work/reward mechanism for most of the titles we could think of. World of Warcraft, certainly. Ragnarok Online, Phantasy Star Online (and later Phantasy Star Universe), Everquest, Ultima Online... All of these relied on our stimulus-response to a game. "Ding!" is a noise that most WoW players should recognize, and almost immediately go to either congratulate a passerby/guildmate/party member/themselves, and often don't think about why they do this. Operant Conditioning.
We train ourselves into habits with a lot of online games, and when we stop to look at them from a distance, we have difficulty seeing the appeal outside of the interaction. Which is why when I think about this, I wonder where the "next step" of MMOs can be, simply because of the very structured nature of almost everything on the market right now.
So my big concern was how MMOs, especially the RPG types, can get away from this particular habit.
I find that RPGs especially have a bit of an issue with MMOs. The narratives can't possibly culminate to any epic, world-shattering/saving shift into the world and how the game works because the world would have to resume some kind of conflict for all of the players who weren't the absolute savior of the world. This tends to yield a lot of issue because most non-online RPGs focus almost exclusively on the "Save the World" arc, which has been consistent with the beginnings of RPGs, either in the western or eastern games.
Without that kind of narrative backbone, then the only solution is to either have a conflict that can't be solved terminally (IE, bosses that respawn instead of dying forever), or conflicts that work on a scale that's player specific. For example, uprooting the mayor of the player's birth village. This is large enough to be able to construct a campaign (as doing something similar would take years of effort in a real world scenario), and small enough not to shoot all of the other players in the foot while still being able to have a persistent impact on the world.
For the sake of argument, let's not talk about the world segregation techniques used in World of Warcraft and Guild Wars. It's a good idea, but since it's been done, we'll argue that it's too player-base dividing to be functional in a grand scale.
Then comes the combat and gameplay, which relies very heavily on the operant conditioning, and rarely is fun for its own sake. (How many times have you heard complaints about grinding or equipment micromanagement from someone who plays a game full-time, professes to hate it, yet continues to play? Operant Conditioning at work.) This is the problem that seems to crop up the most, and I see very few solutions to it. The problem is that most single-player games that use this mechanic can do so because while each individual level and item acquired build up to a certain level of skinner's box mechanics, it avoids reliance on the techniques simply by having a final goal and a narrative end. MMOs don't have that luxury. At least, not really.
Part of the reason I mentioned "given our current technology" in the opening line is because I like toying with the idea of an MMO DM AI. A computer that is capable of creating and maintaining five or six major, world-wide conflicts and ideas, making a sort of serialized conflicts that each have their own major consequences and effects within the game world, but can only be achieved by players once ever, and then that particular conflict cannot come up again once resolved.
Proceedurally generated narratives have the benefits of world persistence without the flaws of game-breaking for all of the other players, given that every player has the same chance to find and fix major conflicts, and once a conflict is resolved, a new conflict is around to take its place. Or has alternatives to be chosen.
The problem with this is that the technology is well out of the realm of possibility. That would require a server that could take stock of world situations, adjust the world accordingly for everyone, which involves manipulating to replacing NPCs, towns, textures, and entire worlds of other things. It's a level of procedural generation that has no peers. Not even for games as variable as Minecraft, Fuel, or Synth.
Despite that idea, I'm actually not too sure how MMOs can really get away from their current format without also changing the way the gameplay mechanics have been done for years.
So, conversation prompt time. What could be done to MMOs so that they rely less on very simple stimulus/response mechanics, and make themselves more fun, progressive, or different?
For me, EVE has always been both a subject of much fascination, and a sign that a solid concept doesn't make up for lackluster execution. The game itself is supremely built and designed in the best interest of the player who wants to do something unique to themselves. It's a game that as easily rewards trading as mining, security for player guilds to piracy of the aforementioned traders, miners, and security. One can make their bread and butter as a transport ship as easily as they could any other build, offering to be an interstellar taxi should they so choose.
Then when you get out of the individualized play styles, which incorporate entire player-wide colonies of team members, coordinators, and player operated and established stations, then the malleability of the world as a whole is almost perfect. Add in the player-managed economy, and it becomes the sort of free market on which economists could write novels. It manages a free-thinking living breathing world. Something that more MMOs should strive for, but it also does that in a way that manages to be alienating to the individual players, and often give the villains of free-space too much space to be villainous. Cost of freedom is risk.
That, and a system which is designed to discourage casual play. Someone who wants a game to kick on for an hour every day and play a bit has no place in EVE. It's a monster that requires time, devotion, and for all of its efforts, provides very little for the player outside of more work for enough resources to continue working. Which is where Operant Conditioning comes into play.
For those unaware, Operant Conditioning was an experiment wherein a man named B. F. Skinner trained various of animals to do a certain task after being given a stimulus. In this case, a light would flash, a sound would play, and they would have to pull a lever. If they did so, food would come out. If they did the wrong thing, they would be shocked. If they did nothing, nothing would happen.
This experiment proved that given enough positive reinforcement, the creatures learned to repeat the motion because of the light and sound, not for fear of reprisal or want of the food that dropped, but simply because they had been conditioned to do so. This stimulus yields this result. Almost without fail.
He proved that it worked on humans, too.
This experiment proved that given enough positive reinforcement, the creatures learned to repeat the motion because of the light and sound, not for fear of reprisal or want of the food that dropped, but simply because they had been conditioned to do so. This stimulus yields this result. Almost without fail.
He proved that it worked on humans, too.
The discussion devolved as Operant Conditioning became the work/reward mechanism for most of the titles we could think of. World of Warcraft, certainly. Ragnarok Online, Phantasy Star Online (and later Phantasy Star Universe), Everquest, Ultima Online... All of these relied on our stimulus-response to a game. "Ding!" is a noise that most WoW players should recognize, and almost immediately go to either congratulate a passerby/guildmate/party member/themselves, and often don't think about why they do this. Operant Conditioning.
We train ourselves into habits with a lot of online games, and when we stop to look at them from a distance, we have difficulty seeing the appeal outside of the interaction. Which is why when I think about this, I wonder where the "next step" of MMOs can be, simply because of the very structured nature of almost everything on the market right now.
So my big concern was how MMOs, especially the RPG types, can get away from this particular habit.
I find that RPGs especially have a bit of an issue with MMOs. The narratives can't possibly culminate to any epic, world-shattering/saving shift into the world and how the game works because the world would have to resume some kind of conflict for all of the players who weren't the absolute savior of the world. This tends to yield a lot of issue because most non-online RPGs focus almost exclusively on the "Save the World" arc, which has been consistent with the beginnings of RPGs, either in the western or eastern games.
Without that kind of narrative backbone, then the only solution is to either have a conflict that can't be solved terminally (IE, bosses that respawn instead of dying forever), or conflicts that work on a scale that's player specific. For example, uprooting the mayor of the player's birth village. This is large enough to be able to construct a campaign (as doing something similar would take years of effort in a real world scenario), and small enough not to shoot all of the other players in the foot while still being able to have a persistent impact on the world.
For the sake of argument, let's not talk about the world segregation techniques used in World of Warcraft and Guild Wars. It's a good idea, but since it's been done, we'll argue that it's too player-base dividing to be functional in a grand scale.
Then comes the combat and gameplay, which relies very heavily on the operant conditioning, and rarely is fun for its own sake. (How many times have you heard complaints about grinding or equipment micromanagement from someone who plays a game full-time, professes to hate it, yet continues to play? Operant Conditioning at work.) This is the problem that seems to crop up the most, and I see very few solutions to it. The problem is that most single-player games that use this mechanic can do so because while each individual level and item acquired build up to a certain level of skinner's box mechanics, it avoids reliance on the techniques simply by having a final goal and a narrative end. MMOs don't have that luxury. At least, not really.
Part of the reason I mentioned "given our current technology" in the opening line is because I like toying with the idea of an MMO DM AI. A computer that is capable of creating and maintaining five or six major, world-wide conflicts and ideas, making a sort of serialized conflicts that each have their own major consequences and effects within the game world, but can only be achieved by players once ever, and then that particular conflict cannot come up again once resolved.
Proceedurally generated narratives have the benefits of world persistence without the flaws of game-breaking for all of the other players, given that every player has the same chance to find and fix major conflicts, and once a conflict is resolved, a new conflict is around to take its place. Or has alternatives to be chosen.
The problem with this is that the technology is well out of the realm of possibility. That would require a server that could take stock of world situations, adjust the world accordingly for everyone, which involves manipulating to replacing NPCs, towns, textures, and entire worlds of other things. It's a level of procedural generation that has no peers. Not even for games as variable as Minecraft, Fuel, or Synth.
Despite that idea, I'm actually not too sure how MMOs can really get away from their current format without also changing the way the gameplay mechanics have been done for years.
So, conversation prompt time. What could be done to MMOs so that they rely less on very simple stimulus/response mechanics, and make themselves more fun, progressive, or different?