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Cinematic Computing
GameSpy
The History of MMOGs
The Pioneers
Designing for the Hordes
2003 MMOs
MMOs: Building Whole Societies
The Branded Worlds
2004 and Beyond

Game Spy - Week 2
Title:   The Pioneers


From the Editors of GameSpy

Subtitle:   MUDs, MMORPGs, and Mayhem
by George Jones
     
  • MMO: Massively Multiplayer Online…
  • MMOG: Massively Multiplayer Online Game
  • MMOPW: Massively Multiplayer Online Persistent World
  • MMORPG: Massively Multiplayer Role-playing Game
On August 9, 1997, one of gaming's most beloved characters was brutally and publicly exterminated mid-speech in the early beta stages of Ultima Online. The act heralded the dawning of a new era of PC gaming. The assassin, a Minneapolis software consultant named Rainz, belonged to a guild dedicated to maintaining the balance of power in Ultima Online (UO) and could not resist the opportunity to immolate the "ultimate wielder of tyrannical rule" in the series' fictional world:

"The servers had just been taken down to prepare for the huge influx of players for the speech Lord British and Lord Blackthorne were giving throughout Britannia. When the servers came back up, I strolled through Britain with Helios, my fellow guild member. We headed to Blackthorne's castle where the first speech was being given. LB [Lord British], Blackthorne, and their jesters were up on a bridge orating to the masses. Unfortunately I wasn't playing my mage character, so casting spells from a spellbook was out of the question. Luckily my character was a good thief who had high "stealing" skill. I desperately searched the backpacks of those around me and eventually came upon a fire field scroll. After that it was pretty simple, I just cast the scroll on the bridge and waited to see what would happen. Either LB or Blackthorne made the comment "hehe nice try", can't recall exactly who. It was a humorous sight and I ex pected to be struck down by lightning or have some other evil fate befall me. Instead I heard a loud death grunt as British slumped to his death. After that it was just pure mayhem, Blackthorne or another force summoned 4 daemons into the castle and people were dying left and

Lord British Screenshot

right."
-http://www.aschulze.net/ultima/stories9/beta.htm

Lord British, the alter-ego of famed Ultima creator Richard Garriot, was easily resurrected moments after the catastrophe, but the event served notice to the designers of a brand new generation of massively multiplayer online games: thanks to one critical and unpredictable variable -- human behavior -- the design rules and play mechanics for the next-generation of MMORPGs would differ greatly from the insular, controllable mechanics of single-player game design.

It would take years for game developers, even those steeped in MUD culture, to begin to get their minds around this concept. Some gamers would argue they still haven't.


Early Lessons From First Generation MMORPGs
Innovative, ground-breaking, and the model for countless MMORPGs, EverQuest and Ultima Online built on the prior successes and failures of the very first generation of massively multiplayer games. Not coincidentally, MUD Imps (short for "Multi-User Dungeon" Implementers after the original text-only multiplayer games) found themselves working for companies like Origin, Verant (now Sony Online), and Turbine Games.

"You have to remember…these types of games go back 30 years," says Jessica Mulligan, Executive Producer at Turbine Software (maker of Asheron's Call) and former author of Biting The Hand, a pointed column about online gaming. Mulligan worked with massively multiplayer RPGs and other games for AOL from 1987 to 1989, then GEnie from 1989 to 1992. She remembers the days when text-only online adventures such as Dragon's Gate and Gemstone 3 racked up hourly profits for their distributors. After racking up hundreds of dollars of online fees, Mulligan learned a critical lesson regarding pricing: flat-rates are far more appealing than clock-watching fees.

Early online RPGs, including the very first text adventure designed by Richard Bartle and Roy Trubshaw, named MUD -- short for Multi-User Dungeon -- were met with a warm welcome by gamers clamoring for a Dungeons & Dragons type of experience that transcended the solitary nature of single-player gaming. "The community already existed. We just gave them a place to congregate," Mulligan said.

Almost as soon as games like Gemstone 3, Avatar, and Dragon's Gate started popping up, Mulligan discovered one of the fundamental truths of massively multiplayer experiences. "In a successful game, people get attached to their characters, and then to the game world." This principle remains at the core of MMORPGs today.

Bill Roper, the former Blizzard ingénue who recently set off on his own, agrees that player attachment is critical in online games, but feels that players' initial experiences need to be much more accessible for MMORPGs to appeal to broader audiences. "We build these highly complex models, but there's not a lot of thought given to how we can introduce people to them," he observes. "These games are still directed at a very niche market. Every single game has a steep learning curve and tons of statistics. I find myself getting frustrated, and I'm a core, core gamer. How is a casual player going to feel?"

Sony Online president John Smedley couldn't agree more. "We'll fondly remember games like EverQuest and Ultima Online and Dark Ages of Camelot as the golden years of online gaming, much like Ultima and Wizardry are the golden years of PC gaming." But from this point on, he argues, the industry must make some major quantum leaps to grow from two million North American MMORPG gamers to ten million. "These games have to be much more impressive."


The Golden Rule: Humans Are Crazy!
Jessica Mulligan stumbled upon another fundamental principle of massively multiplayer games late one night in the late 1990's when she was checking up on GEnie's Dragon's Gate, an online RPG she was administering. "I looked through the logs to see what everyone was doing," Mulligan remembers, "And I saw there were 18 players in the game, which made me happy because that was a good total for four in the morning. But when I saw that all 18 players were in one room, that didn't seem like a good sign." Mulligan turned herself invisible and entered the room expecting the worst. "I found eighteen players trading recipes for peanut butter cookies!"

Mulligan laughs at the hilarity of the moment, but she hasn't forgotten the ramifications: community aspects of online games cannot be ignored. Events like this also underscored what is perhaps the most critical truth about MMORPG design, a truth that every single design team from Origin to Sony has learned, quite often the hard way: you cannot anticipate or control player behavior.


EverQuest: The New Model
Upon its release in February of 1999, EverQuest received rave reviews from previously skeptical gaming journalists who found themselves hooked. Its combination of sophisticated graphics (a 3D accelerator was required), action elements, group questing, and community quickly became the standard for nearly every single massively multiplayer role-playing game released in its wake.

For Bill Trost, Lead Game Designer at Sony Online, EverQuest is a direct descendant of the legacy left behind by the early MUDs and MMORPGs. "We had a lot of guys with MUD experience, so we decided early on that we were going with a cooperative model."

"The co-operative MUDs most appealed to us, games that were challenging and fostered a strong sense of community by creating interdependence on the players' behalf." Games like Toril Sojourner, Avatar, Trubshaw and Bartle's original MUD.

Even though Verant (now Sony Online) President John Smedley was slightly nervous when Ultima Online went live in 1998 and began making money in its first month based on a Player-vs-Player model (PVP), the EQ designers, including then-VP Brad McQuaid (who has since left Sony to start up his own online gaming company: Sigil Games Online) convinced him that their cooperative model would be even more popular than the PvP model.

Smedley is glad the team stayed the course. EQ quickly became the most popular online game in history and the template for all other online role-playing games, success both he and Trost are quick to attribute to the early text-only MMORPGs they were influenced by. "A lot of the EQ team were big MUDers," Smedley explains. "Over time that has evolved into a background for the style of game we make."

Roper, who personally admits to falling head-first into Ultima Online and EverQuest before getting completely hooked on Dark Ages of Camelot, occasionally wonders why game developers have consistently chosen EverQuest as the model for their online games while ignoring Ultima Online. "Maybe UO's early launch difficulties compared to EQ discouraged people, but who knows? It's just one of those things. Why did VHS get chosen over Beta?"

EverQuest's formula for success emphasizes player-initiated combat and action against AI-driven monsters and enemies. But even today, Sony Online, like all other MMORPG shops, finds itself experimenting to find the right level of immersion for players. Balancing the emergent style and sandbox mentality of the old-school MUDs, where gamers could leisurely explore and engage their fellow travelers, with the more directed and scripted notions of modern game design presents quite a challenge.

"I read the reviews of Star Wars Galaxies," John Smedley indicates by way of example. "The complaints I see indicate that maybe we went too much in the sandbox direction. People don't just want to be placed in a world and told to have fun. Some people want a little bit of direction in terms of what they can do."


Time Has No Meaning ... Online
As EverQuest developed a wildly popular and occasionally controversial following, lead designer Bill Trost and the designers found themselves surprised by the speed with which players were solving quests and accomplishing tasks the designers thought would take much longer. Notions of time and the randomness of players' behaviors quickly became the most unpredictable wild card in the early days of EverQuest.

"Gameplay-wise, we had this idea that time would deter different types of behaviors. But what we found was that, for a small percentage of gamers, time is essentially meaningless. So we saw the growth of camping and had to work around that."

John Smedley remembers marveling at how fast players were getting through the content EverQuest's numerous designers had meticulously crafted. "Gamers were solving problems in ways we had never imagined," he chuckles. "We had this dragon Nagafen … a real tough challenge that was designed to be taken down by 20 people. But the first group that tackled the dragon was 50 adventurers strong, and they destroyed Nagafen in five minutes." This early deviation from the plan shook up EQ's design staff. "Our designers' jaws were dropping -- they couldn't believe their baby was being destroyed so easily!"

EQ's designers quickly fixed the problem by giving Nagafen more hit points, but the ordeal quickly pointed out that the design and play mechanics of these MMORPGs would have to take into account accelerated notions of time and an unknown 'X' factor of regarding players' actions.

Part of this predicament is the fact that the very medium that created MMORPGs -- the Internet -- has also created an environment where players can solve a difficult quest and then immediately go online and post a full walkthrough for other players.

"In retrospect," Trost admits, laughing at his own naiveté, "It's like 'how did we not see this?'" Although EQ's design is flexible enough to allow rapid changes based on player exploits, when players exploit time via camping or move through quests in record time, their actions can unbalance the game. Additionally, extra pressure gets placed on the game's content designers.

One solution to this problem that the company is beginning to explore in the most recent EQ add-on, Lost Dungeons of Norrath, is the concept of randomization. By randomizing dungeons, monsters, and rewards, Internet walkthroughs will be less effective at allowing gamers to breeze through quests.

Turbine Games' tactic for handling players' accelerated behaviors is slightly different. The company updates Asheron's Call 2 every month rather than in a series of retail expansions. "We try to react faster, which gives us a slight advantage." But it also means that crafting epic content is difficult. Still though, at the end of September, Turbine has scheduled the largest update -- a new island, 100 new levels, and 50 new skills -- in AC2 history.

By the time EverQuest 2 is released, however, Trost hopes that his design teams will have figured out a few ways to allow players to control their time more effectively. "We're still figuring it out, though," he admits.


Many Lessons Still To Be Learned
When asked what aspect is most lacking in today's massively multiplayer games, Richard Bartle, who earns a living consulting with companies like Sony Online on their virtual worlds, responds with a single-word answer: humanity.

In his mind, so many MMORPGs have become so intently focused on automating and artificially motivating players to engage in the game world that at times, the experience feels a little too Disneyfied. "The world is virtual, but the players are real," he explains. "The relationships between the players should not be treated like they, too, were virtual."

Sony Online believes it can begin to address these problems by imbuing more life and realism into its AI-driven NPCs. "Look at how pathetic NPCs are in today's games, including ours own," John Smedley exclaims. "They're retarded. We can do so much better."

Smedley and Trost believe that EverQuest 2 will begin to address these shortcomings in a variety of ways. For starters, NPCs will approach the player and speak to them or offer quests. And they'll have long memories. "If you piss off a shopkeeper, they'll complain about you to the authorities, and you'd better not come near that shop again."

Interestingly, Smedley indicates that Star Wars Galaxies incorporated more human elements into its NPC behaviors, although few gamers have noticed it. "If you go into a Cantina and chat, when you leave, the bartender will start floating bits of your conversation to other people."

The impact players can have over time is gradually evolving. EQ2 will have player-driven cities (much like what is intended for Star Wars Galaxies) that will complement a player-driven economy that also borrows from the Galaxies model. Similarly, players in both games will be able to be elected Mayor of a town, and even be elected to a players' council that will advise and work with Sony Online during the development of enhancements, add-ons, and monumental decisions.

Another example of player impact occurred in the original Asheron's Call, and caught developers totally off-guard. A crystal held the soul of the demon Bael' Zharon and the storyline was to evolve where the crystal would be destroyed by evil players and the demon would be released, leading to the next episode of the story. This happened as expected on all servers except one. On the "Player vs. Player" server dubbed Darktide, a band of good players rallied around the crystal, setting up 24-hour watches to fight off all evil characters. The longer it lasted, the more acclaim the defenders received. It got to the point that the new story line could not continue. The developers finally had to intervene with high-level characters to destroy the defenders so the crystal could be broken and the story could continue. Even in defeat, though, the players showed they could have a strong impact beyond what was ever envisioned by the developers.


User-Generated Content: The Next Frontier
What becomes increasingly clear from speaking to the likes of Smedley and Mulligan is that the next frontier of online game development will focus on an aspect of gaming that single-player games have embraced since DOOM, and that the earliest MUDS heavily relied upon: user-generated content.

"It's impossible to be a hero if you can't have an impact on the world," Jessica Mulligan argues. "But in order to allow players to determine the outcome of our stories, we have to get our craftsmanship down."

Bill Trost agrees with this goal, but because of the complexity of these worlds, he wonders how long it will take. "Most MUDS were operated by a small group of people, and the player community was a tight-knit group, but when you're talking about something that's population dense...

"Everybody is thinking about it and trying to figure it out. I know we're interested in trying to implement the aspects of users contributing to the world by adding content or allowing actions that shape the world, but it's not easy. One of the big differences is that we're charging people for EQ, so we have a responsibility to deliver quality entertainment."

Still though, it's just a matter of time before gamers can begin to tailor their own quests and environments in massively multiplayer games. Given the competitiveness (and unpredictability!) of human nature, there's no telling what'll come of that...



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