Monday, March 12, 2012

Take it Easy, Webster.

Our ubiquitous friend dictionary.com jump starts the discussion today, as I am wont to do when faced with a crippling fear of the unknown. Let's see if we can't break down the elements of the subject into manageable chunks:

Game (def. 3): a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.

Design (def. 2): to plan and fashion artistically or skillfully; and (def. 1): to prepare the preliminary sketch or the plans for (a work to be executed), especially to plan the form and structure of: to design a new bridge; also (def. 4): to form or conceive in the mind; contrive; plan: The prisoner designed an intricate escape; and not to mention (def. 3): to intend for a definite purpose: a scholarship designed for foreign students.

Now here's where I get a little creative.

Game Design (def. me): A preconceived artful or skillful plan of any competitive activity, including the form, structure, and overall purpose of said activity.

This blog is largely an attempt to chronicle the production of a coherent, embracive game design by yours truly.

There is more to be said on the subject of games, and this delves into some more philosophical theory I've garnered from other sources:

-That a game consists of freedoms, barriers, and purposes
-That a healthy balance of these things leads to a compelling game
-That all games are aberrative; that some games are fun, and
-That any game must also include the power of choice, or the determination of self, as an element.

The relation to existing virtual worlds becomes readily apparent.  Take Everquest as an initial example (this particular blogger's first MMO love).  A newly created character has the freedom to wander wherever they may, manipulate the objects in their environment, and inflict grievous harm to other objects in their environment.  Further freedoms are introduced as the newbie discovers his chat bar and begins interacting with (pissing off) other players, and soliciting npc's for exciting rewards (he has yet to spot the invisible 'N' in the game's title).  So that's freedoms.

Barriers are those impediments to progress, and for a level one at least, they are legion.  The level of the mobs, the money for the equipment, the time required to travel, and the depressingly sheep pen-esque box canyon geography are all culprits here.  Note that these things are very much one-third of the game's total design space, and without them, a game is (by my definition) not a game at all.

And then there are purposes.  Ding level 50!  Max out blacksmithing!  Find orc hill in Kelethin!  Kill Fippy Darkpaw!  These are not hard to imagine.  Consider however, that a purpose must be known to the player to be a valid one, and it's achievement must be desirable to the player to be a fulfilling one.  Not all such purposes are crafted so.  A game can suggest purposes; it can demand them.  In most virtual worlds, what's preferable is that the player maintains a healthy balance of goals that he garners from the system, and goals that he decides upon for himself.

In power of choice, we get what may be that elusive defining element that makes a game a game, and not a movie, a script, or a novel.  Note that the power of choice can be messed with to good effect.  I don't know about you, but I was perfectly entertained following FF XIII's rails, based solely on the merit of the combat system alone.  Or the artwork.  Or (VERY occasionally) the voice acting.  The point is that thing teetered precariously over the precipice of non-interactivity, but that didn't stop me from being engrossed in the strategic planning behind party composition, and the tactical minutiae of frequent paradigm shifts.  Whatever.  I'll get off the topic, as I understand it wasn't a great time for everyone exactly.

So we now have established our three (!) elements to a successful game.  Thus armed, I can finally begin the far more satisfying process of outlining my persistent world's game design and building my overall plan.  Or rather, wishlisting my impractical dream MMO.  Take your pick.

Saturday, February 4, 2012

(the place where) It Keeps Happening.

Welcome to the Persistent World!

Every labor of love has to at some point venture forth from the bottomless vaults of creativity into the harsh light of criticism.  I think blogs are pretty harsh.  I (also) think that 'some point' is almost always better sooner, than later.

Frankly, there's no easy way to introduce a project of such scope, especially not when it's sole proponent is a 20-something working stiff who hasn't touched a single development kit in his entire life (intuition tells me to 'keep it real' at this stage of promotion).

In the current market, it is statistically impossible to manufacture and produce a commercially successful, genre-redefining blockbuster hit in the MMO industry.  With a team of fifty professionals.  To reiterate (man, keeping it real sure is humbling), I am one guy.

So okay, there's no easy way.  Consider then, all my efforts henceforth to be 'hardmoding'.

Here I lay out the design notes in a coherent fashion for a triple-A, 3-dimensional, fully interactive open world MMORPG, perhaps the first of its kind since the original IT college MUD/MUSH thought experiments.  A true sandbox game, in the fullest sense of the world 'game'.  A place where the player can overcome obstacles, known and unknown, in the pursuit of any desirable goal covered by the game's robust set of broad interactive mechanics.

An impossible pipe dream?  For damn sure.

But the genus of this blog comes from just this cognition.  If I don't start putting SOMETHING down on paper, creating an idea into the future if you will, it'll just as surely never come to fruition.  The least that can happen is a rapid devolution into cynical doomsaying MMOG punditry.  And we certainly don't have enough of that on our blogrolls. ;)

The name of the game?  Epoch.

This blog is primarily a testing bed for all the design notes and concept work I will be doing.  Everything from theories to essays, rough drafts of systems to art motif sketches.  I don't really expect it to ever amount to more than that.

In the next post I take up opening conceits of game design, define a few terms and my stance towards them, and discuss (exhaustively, I'm sure) the significance of the number three.