May 312018
 

POSTMORTEMS book coverMy new book Postmortems is now available at various booksellers. The print edition ships on the 26th. Various sites may have the ebook already, some may not just yet.

This is the first volume of a projected three that gather together many of the essays and writings that I have been sharing on this blog over the last several decades. This book focuses specifically on games I have worked on, from LegendMUD up through social games, and is a book of design history, lessons learned, and anecdotes. Richard Garriott was kind enough to write a foreword for the book.

It’s not a memoir or tell-all; the focus is on game design and game history. There’s still nowhere near enough material out there in print covering things like the history and evolution of online worlds (MUDs especially), in-depth dives into decisions made in games by the people who made them, and detailed breakdowns of how they worked. So I hope that this will be useful to scholars and designers, and that players might find it a fascinating glimpse behind the scenes. Just don’t expect salacious stories and secrets.

Those of you who have been reading the blog for a while will find much in there that is familiar; if you have ever wanted the SWG postmortem series in book form, here it is in expanded form. If you have ever wished that the various articles on the UO design were gathered together, here they are, along with new chapters covering things like all the things we tried doing to curb excessive playerkilling. If you ever wondered what happened with Metaplace, this is how you find out, as there’s a new and extensive postmortem. Many blog commenters make cameos in footnotes.

The contents: Continue reading »

Consent systems

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Aug 272017
 

I was asked on Twitter recently for references for my mention of “consent systems” in my talk on “What AR and VR can Learn from MMOs.” I didn’t have any handy at the time but today I had some free time so I went looking.

Textual antecedents

The basic concept can be found throughout roleplay social virtual worlds such as MUSHes. (For example: Black Ops MUSH, The Lady’s Cage MUSH, Star Wars Omens). These sorts of worlds typically do not have combat systems, and rely heavily on free-form emotes (though the commands there more often have the syntax “pose” or “emit” or the like). Like any other full roleplay environment, of course, fights and conflicts happen all the time.

This description of how it happens in practice is pretty good: Continue reading »

Apr 272015
 

 

This is the last post on SWG for, well, a while. I am sure there are plenty of other things to say and more questions that could be answered, but… it feels like a natural stopping point. I must say, the response to these essays has astonished me. Here’s hoping you’ll all care as deeply about the next game I make…

Why now?

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I’ve gotten a lot of questions as to why I am writing this series of posts about Star Wars Galaxies now. Do I have something to sell?

No, I don’t have anything to sell. This past week was the fifteenth anniversary of that small SWG team first forming in Austin, refugees from Origin. We were a bit over a half dozen. It’s also ten years since the NGE, and in the last few years, we have seen a lot of changes for a lot of parties involved. I was asked some questions by a former player, and for once, it just felt like the time to answer them.

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So, was it a failure?

Well yes, of course. And also, no. It depends how you ask the question. There are a lot of assumptions out there about how the game did, particularly in its original form. So, let’s start by tackling some of those:

Continue reading »

Apr 222015
 

 

 

Last time, I talked about the basic skill and economic infrastructure that Star Wars Galaxies provided. Fundamentally, these were about equality. They made the different roles played by players have the same standing in the game. However, it’s still a game, after all — players are going to engage in radically different sorts of activities, probably some will be more fun than others, and nobody is going to just “work a job” for their leisure time.

femcharsswgjpgThere was every expectation that combat was still going to be at the heart of the game. Few social MMOs were out there at the time, though they were achieving impressive numbers. Second Life did not yet exist when we began (they actually came to visit me at the office during the early development of SWG, to talk social design and tech). The skills and actions available were dominated by fighting, and this was by and large what the market expected.

However, we could still try to reinvent what people thought fighting meant. In the classic Diku model that players were used to, you basically had classes that were alternate types of damage-dealers. Some dealt it fast, some slow. Some could take a lot of hits, some only a few. Today we think of these as tanks and nukers. The lone support class was the healer type, who basically replenished the combatants so that they could keep going: basically, an indirect damage-dealer more than someone who actually healed.

Given our emphasis on making a social web, we needed to think in terms of different kinds of support.

Continue reading »

Apr 212015
 

Once upon a time you could drop things on the ground. It’s one of the first things a baby does, one of the most human things to do. You pick something up, drop it somewhere else. You build piles. Piles turn into houses. They turn into furniture. They turn into gathering places, into churches, into seats of civilizations. Dropping stuff on the ground is pretty important to who we are.

swg player city Solace

In the last post, I talked about the technical underpinnings that allowed us to provide a dynamic environment in SWG. But really, all that was in service of something bigger: having a living society. One of the challenges in creating online worlds is that societies are powerfully shaped by the environment they are in. A static, unchanging world will inevitably give rise to certain sorts of behaviors: spawn camping, for example. Players flow like water around gameplay obstacles; if a game doesn’t offer them the ability to run a shop, they’ll set up their character as a bot and sit online for hours to replace the system — or rather, the standard human social structure — that is commerce.

A lot of MMO design, especially in the last decade, has been about preventing behaviors, rather than enabling them.

Continue reading »