World traveler: "gated content"

I return again on the fancy term "gated content" to focus more on some concepts that were misunderstood.

It's already frustrating not being able to convince the few who care to read what I write. Even more frustrating when I discover that not only I didn't convince anyone, but that what I wrote was also completely misunderstood and that I'm being criticized for things that I didn't even thought. In particular because I put a lot of effort trying to explain what I mean in the most clear and direct way. Receiving critics is always good, it's less good when what I write is misrepresented. There's no worse failure for me than that.

In these two articles I associated the definition of "gated content" to the "endgame" and the "world traveler" concepts. To understand things better you could also use this reference (tripartite model).

1- There is no "endgame" in this model because the idea of "gated content" erases a "before" and "after" in the flow of the game. What your character does and the different gameplay patterns he can have access to are defined by a personal choice. Your own preference. Not impositions. Not obligatory passages.

One of the steps to reach that goal is about removing "level mechanics" in favor of a skill system. The purpose here, as it is widely known, is to reduce the power differential, but, in particular, to remove the bad habit of using levels to decide the content that you can access and the content that is out of reach. With a skill based system there may be still a significant power differential between a newbie and a veteran, but it is at least possible for people to group together without the game mechanics getting in the way, crippling the experience you gain, limiting the loot you can use and not allowing you to be in certain places. The gap is narrower and more natural. The game doesn't put artificial barriers between you and your friends. This is the part that should be more familiar of the idea.

The other part involves the content in the game. "Gated content" means that there are "contemporary" realities. The "world traveler", aka the player, can switch between these realities following his own preference. While in other games you move from solo to groups and to raids, in my idea I separate the direct ties and make all those "contemporary". As your character is created you can decide, for example, to solo, to group, to PvP or to raid. Do only one of them, do only those you care about or all together. It's your choice. The game doesn't force on you a pattern, nor it cripples your character because you didn't do a specific thing.

2- I've been accused of being willingly to remove the story component from mmorpgs and since this cannot be more FAR from the reality, here some precisations in that direction.
Quoting myself again:

I NEVER wrote that the stories should be removed. This cannot be more false since it's NOT what I think.

The point is that a mmorpg shouldn't be about just ONE story with a start and an end, because simply that's not what a mmorpg should do.

Story elements CAN and SHOULD be integrated in that "world traveler" model, aka the "gated content".

EACH WORLD, or sub-world can have its story. The character IS YOU. You don't need other characters to experience more stories, and those stories in those worlds CAN and SHOULD "end". But not the game and not your character.

Each "gated" world, each reality, correspond to a different story that you can live. A different character that you can become.

The "game", as the overall structure that supports and contains all these worlds/realities, never ends. The NeverEnding Story. The real ideal behind these games. It's over only when there aren't anymore ideas, when there aren't anymore players who want to hear and be part of fantastic stories.

Instead the stories you can experience within each of these worlds WILL and SHOULD end. They can be linear and represent finite story lines. Maybe where to return one day when something new happens that destabilizes the temporary calm you achieved in a previous mission. When the designers of the game decide to move that particular story onward. You step in the gate and become once again that hero in that world. Like when you went back to Britannia with each new chapter of Ultima.

In WoW you cannot go in the Deadmines or Gnomeragon with a level 10 character. When the flying isle of Naxxaraxxwhatthefuck will be released with the next patch you won't be able to see it and play there if you aren't already part of a selected group.

Imho it make sense when your devs puts months of work to release a new zone to let it being experienced by as many players as possible. Instead of cockblocking it behind severe accessibility barriers.

With the model I'm describing you can. There are no barriers separating you from your friends. Everything in the game is offered. And it's you to determine your experience by making your choice. You could just PvP, just soloing, just raid if it's what appeals you. But it's your own choice and all the other possibilities would be always open to you in the case you decide to try something else.

The "gated content" is a model used to actualize the possibility of contemporary realities.

The player "travels between worlds". A world traveler.

You can travel to a world and become a knight, travel to another and become an adventurer, and then a merchant, an hunter, a member of a revolutionary movement that is trying to overthrow a regime, a partisan, a diplomat, a crusader, a paladin, a jester, a doctor, an exiled, a "stranger in a strange land", a demon from another world, a spy, a noble, a soldier taking part on a large siege, a thief, a treasure hunter, an explorer, an archeologist, a wayfarer, a beggar, a mage in search of knowledge, a sailor, a pirate, a revered king, a fugitive, an outcast. A predator or the prey.

A level 50 character or a level 1. All these things at once.

No, you don't "shapeshifts". But the dwellers of these worlds can see and treat you in many different ways. They can have many different points of view and offer many different perspectives. In some worlds your powers don't work, and in others they are much stronger.

These realities preserve their linearity if it's needed. In the case of the world where you are part of the revolutionary movement maybe you cannot just start the revolution as you put your foot in that world. You'll have to first organize things and all the rest that the story is setting for you. They can then be independent from each other or intertwined. For example you could need a special key to reach some place that can only be obtained from another dimension.

Such is the multiverse.

But the most important element is that there are no "you need to be this tall to enter" accessibility barriers.

If you want an even simpler definition think about a game as an aggregator of multiple, possible stories. That is my sandbox ideal. The early Ultima RPGs had already a beginning and an end, but in between they aggregated many different stories, characters and situations that you could discover, learn about and interact.

Re: World travelers: "gated content"

Hey --

I for one agree with your thoughts and (think) I understand them. Not sure if 'gated content' is the word to describe one of the ideas you have, perhaps something such as 'parallel content,' with a deliberate reference to the concept of parallel universes... A gate to me implies some sort of barrier, where with parallel content there's the concept of a seamless transition between content areas.

Being able to live multiple storylines in whatever order a player chooses without having to mindlessly grind faction/resist gear/reputation/experience/anything at all would be wonderful.

My only concern, and thus question to you, would be how players would preserve the feeling of 'progress' -- the ability of a level 60 to come back and single-handedly destroy a newbie town is important for some folks, especially in terms of seeing a visible change in power. If instead that level 60 is 'scaled down' so that that newbie town is once again challenging for him, he might feel cheated of all his effort? Or is that merely an artifact of the old worldview that I haven't yet quite freed myself from? An example of what I think is this problem in action lies in Oblivion, where the world is dynamically scaling around you (rather than your idea of the player scaling to the world) and thus nothing is easy but nothing is impossible...

Have been reading your site for several months now ever since I stumbled upon it.

All the best,

Alcaras
subcreation.net

Re: Worlds traveler: "gated content"

My only concern, and thus question to you, would be how players would preserve the feeling of 'progress'

"Progress" and "power differential" are directly proportional. My goal is to keep the power differential narrow through the use of a percent skill based system. That's a step.

Another step is about decoupling the progress from the simple character growth to the *story*. In a FPS, for example, the character development is zero, but there still can be a sense of progress through the game. The same for the Ultima series, the character growth and character development (and even the gameplay itself) were quite awful. Still the story gave a great sense of progress and accomplishment.

The possibility to kill a monster could come from the acquisition of particular powers or tools. This is again another simple pattern that offers "progress" without messing with the character.

RPGs can be extremely rich. The current trends have removed so many of their innate qualities. One of my goal is to recuperate those. Give back some complexity. (see my ideas on questing)

Btw, the world is NOT scaled. The persistence is obligatory and I hate when it is denied. Your character, though, can be scaled. As often as possible through excused means that are coherent with the setting and not as an out-of-character intervention (for example your magic could be weaker on a particular plane plane).

You continue to progress, but your progress is partly bound to yourself (so you bring it along, as skill values, stats etc...) and partly bound to a sub-world you have visited. If you enter a brand new dimension that you never visited, your progress there will be zero.

This is just an overall structure that should frame the game. Are the designers of each single world to decide when and how to use those possibilities. I'm just providing the scheme and the tools.

In theory you could start naked and without a single power on a new dimension. Then slowly grow your character there and gain powers that are going to work only on that dimension.

Finally there's the PvP (see the tripartite model). The PvP world is persistent and player-centered. My ideal game is focused in particular on this part. It's here that the players can see a concrete progress and be part of something.

Re: World travelers: "gated content"

I'm only responding to the top of your comment. I'm interested in what you write (which is why I read the feed at all), and I can definitely sympathize with your inability to convince people that what you write matters and express it in ways they understand such that you have good communication.

You can kind of sympathize, in this way, with myself, and with Raph and probably any number of leading figures in some particular thought: ideas are hard to communicate. People simply don't seem to get it.

And my sole advice to you, before I get back to the term paper I was working on, is don't give up. People aren't going to grok your ideas easily. You'll have to try again and again; you'll have to speak to people one-on-one and address them /personally/, rather than on a one-to-many forum like this; and you'll have to be inventive about expressing them every time you do so.

As to what you write, I admit it's a bit beyond me, because I don't have the same experience you do (since I don't play any of the games you do), but your ideas provide a lot of fodder for my ponderings on design. I can't think the way you do about the same things, but they are sometimes inspirational. =P

Re: World travelers: "gated content"

Read the actual post this time, and I think you might find the concepts I try to express here helpful:

The Difference between Story, Game, and World, and Where MMORPGs fit in
http://raccaldin36.livejournal.com/895599.html

World through Story through Game
http://raccaldin36.livejournal.com/898457.html

The very fact that they can even conceive of taking story out of it suggests that it's worth considering what it means to have story in it at all.

Re: Worlds traveler: "gated content"

[quote]The very fact that they can even conceive of taking story out of it suggests that it's worth considering what it means to have story in it at all.[/quote]

Because it is impossible to have repeatables in a world that doesn't have a beginning and an end, or a definite sense of linear progression. You cannot simply remove the concept of progression and still have people moving in any direction. What is the gain? What is the incentive to continue or do a parallel world?

MMORPGs that try to parse out a linear story while allowing a repeatable experience are exactly where we are right now. The answer is to just consider the *first* time you do a story and all the rest are the video-game repetition fodder - that don't make sense.

Whenever the story has attempted to justify the mode of experiencing the story in a MMORPG, it has an unsuccessful dissonance: "Yes, you didn't actually kill us, uh, you killed our weakened forms so that's why we respawn. Oh and you go back in time now... except, well, you keep all the treasures. Uh... yeah!"

You can't possibly consider that every bit of content in the game would only be visited once (as it is only relevant to a storyline the first time, unless you are unlocking content on each visit, say, like a Molten Core progression where you cannot win until you have a certain amount of faction, ie, clears up to a certain point needed to summon one of the end bosses).

Even in a "parallel universe" system of MMORPG narrative / progression, there is definitely a beginning (when you start playing), middle (when you are going through everything the first time) and end (when everything in the game is pure repetition).

Doesn't matter if its a progressive level lurch, or if you have no levels... you simply gain experience with the game and when content runs out you are at "the end" of the storyline.

In WoW right now, beat everything once and you're at the end. In "Parallel World Traveler" MMORPG, visit every Parallel World once and you're at the end.

Re: Worlds traveler: "gated content"

In "Parallel World Traveler" MMORPG, visit every Parallel World once and you're at the end.

Creating infinite amount of content has NEVER been the goal of the idea about "gated content".

The idea was instead to give the players the possibility of choice without obligatory passages and selective content that you cannot access. So that those patterns that are usually confined and obligatory when you reach the "endgame", like raids, are instead ALWAYS open and NEVER mandatory.

The point is to valorize the content in your game so that the large public can experience it and focus, if they want, on the part they like more (like PvP or solo) without their characters being penalized.

And this "parallel worlds" idea is just one of the three layers (see the tripartite model). The other two, like the PvP conquest system, a much more open to the replayability. Since I agree that the stories HAVE to have a beginning and an end.

The point is: the PvP conquest system is ALSO part of the "gated content", in the sense that it is accessible right away and always. So you can dedicate to it completely, or ignore it.

It's simply a matter of repositioning these layers where they belong. This is what I'm doing. The PvP is appropriate as a "repeatable experience", while the "stories" aren't. This is why these two correspond to two different layers in the game.

Re: Worlds traveler: "gated content"

I disagree that a character needs to progress. Assuming the story progresses or the parallel world moves forward then what you the player gets is progression.

True, the possibility that I've totally misread the arguments here exists but I'll attempt to put into a WoW perspective what I've taken out of Innsmouth's idea. (god i hope I'm not wrong).

The only thing in WoW that shows any progression is the avatar. You gain levels, you gain items but the world itself is static, ie no change whatsoever.

The premise of gated content or parallel worlds is to put each story into it's own setting and actually give it a conclusion and where is the loss in that? You put the defias quest chain into it's own world and there is no need to worry about a level because the story is the hook, the avatar progresses the story, not their own selves. At the end after killing Van Cleef there is a distinct change in the world. How often do you redo the deadmines in WoW after you've finished your goal? Get rid of respawn of mobs and you have progression straight away.

Right after finishing that world you move straight into the Onyxia quest chain world and move that story to it's conclusion.

Quite frankly the idea of a multiverse that is open to my choice is an incredibly heady idea and I'm quite taken with it. Taking my various avatars around the World of Warcraft I have no sense of accomplishment in the world; even the premise of two factions is useless because no action in the world has any lasting value. I could go take on the undercity but really, why would I?

Find me a way to progress a story and I'll sign up month after month after month because the story progresses with me then. My pace defines the experience.

Of course, there's every possibility I've totally misunderstood the ramifications of the original idea but on a personal aside, the greatest moments I've had in WoW have all been as a function of story and the ability to interact with any story at any time is powerful incentive to sign up.

If I could have accessed every part of World of Warcraft at any time, actually rid the mines of Kobolds, foiled the plans of the defias, tracked down the kidnapped king, destroyed Raz frostwhisper, helped reunite Tyrion Fordring and his son, saved little Pamela, discovered Onyxia in the throne room then the game would still have that allure; a sense of accomplishment.

Right now and again using WoW as an example, there is no sense of accomplishment because my character progression has stopped because I don't have the time or desire to raid high end instances.

Gated worlds offers up the possibility of world consequence for the avatar. Take the avatar away from levels and items and tie consequence to their action which can happen with a story driven world.

I may have gone off on a slight tangent there but I remember the thrills Planescape Torment gave me or star control 2. Yes they were linear but in both cases the story brought me into the respective worlds, furthering the story was why I played it.

Progression of story for me trumps progression of an avatar.

Mechanically, I've no idea how it would be done, but we're talking ideals and ideas here.

Ask the WoW playing population if the World Event of AQ was exciting and 95% will probably answer overwhelming negatively because for them it was a grind. Ask the 5% who actually did the quest chain (the raid guilds etc) and they'll probably say it was decent and I'd put that down to the story moving the events.

For me, the gated world approach allows the possibility of story driven consequence to be more central.

So in summation, there must be story and there shouldn't be anything to prevent you from entering that story. Create a hub and create 300 worlds that shift in and around that hub. In short form, for me, it would be Planescape. :)

-illaraphaniel

Re: World traveler: "gated content"

Repeatability with storyline worlds could be built into the game premise for a game like this (set in something like Zelazny's Amber universe, is how I imagine it -- or something like Portal Corp in City of Heroes).

Here's how you'd do it: After you've been to a world and done the storyline there (helped the revolution, slain the dragon, invented the wheel, overthrown the evil usurper and returned the true prince to the throne, whatever) then you go back to Portal Corp or Earth or the Court of Chaos (wherever your base of operations is).

Your contact at your op base will tell you, "oh, Lady Sunray, thank you for overthrowing the evil usurper in the Kingdom of Catatonia 3.4! Now that you've done that service, there is a neighboring dimension that also could use your help. It's a similar universe so many of the powers you were able to use in Catatonia 3.4 will work in Cataplexia 3.6, but the evil usurper in 3.6 is more powerful and has more influential nobles on his side! Can you help them?"

And then you go do the same quest but with the enemy buffed a bit. Then you can save Cataphraxia 3.8, Catatonicity 3.9, and Catalystia 3.97. However many times you want, with asymptotically increasing power and decreasing exp returns.

A Brief Defense of Leveling

First, without a more concrete example of what you mean by "power differential", I feel like I'm reading a distinction without a difference. Is there a distinction between a power differential and a leveling barrier? Probably. Is there a difference? Not that I can see.

For instance, suppose I sign up for an MMO that my friend has been playing for the last year. He's deeply immersed in the storyline and events of the world. I arrive, dust off my bags, and look around, awed by my surroundings. He gives me a helping hand - using his fiscal power differential to assist my weakness. We move on adventuring - I have questions: he can answer them. This overcomes a barrier somoene else might face: a lack of knowledge or understanding. We group up to go killing: I get little gain from it, because he's "doing things for me" - mostly I gain from understanding so when I return, I'll be equipped to handle things myself.

If this is what you want to preserve: 1) I don't see where it's being hindered today; 2) With regard to where it is being hindered today, I don't see how your approach is fundamentally different. If game designers want to 'force' players to progress incrementally (by, say, stopping cash transfers between characters outside a given level range that exceed a certain value), then they disagree at a philisophical, not an implementational, level. Which brings me back to my point: I get the distinction--I don't get the difference.

With that being said, let me breifly say why I like levels--and I'm mostly stealing from Thott, because he already said it so well. In fact, let me copy his thoughts:

Why do levels exist in a game at all? Lets consider the early game of most any level based RPG. Generally the player starts at level one, walks outside, and starts killing mobs around his level. The level one player can't travel very far, because mobs quickly become far too powerful to defeat, and happily eat level one players that wander out of their pen. The character is thus confined to the newbie areas, where there are mobs that he can kill. After an hour or so, the character reaches level 2. Now the area the character can kill in increases. After another level or two the level 1 mobs are no longer worth killing. By this point, the character has completely left the area he was killing in before, and is killing in a new area. Elapsed time: about 10 hours.

What if there were no levels? What if all mobs were level 1, and all players were level 1, and never advanced? There is nothing preventing the player from leaving the newbie area right away. Instead of 10 hours in the newbie area, the player spends 5 minutes there, then travels to the next area. And the next. And the next. Instead of taking 40-100 days /played to explore everything as it did in original Everquest, it would take at most 1.

Exploration done so easily has little value. Everyone would see Nagafen and Vox ["boss" creatures] on the first day, and since Nagafen and Vox would be level 1, they would easily be killed by whoever felt like walking there. There would be no sense of accomplishment, no sense of wonder, no anticipation and desire to see these rare places, because they wouldn't be rare.

Add levels and suddenly the game is far more compelling and interesting. Levels also add another dimension: replayability. This isn't just playing a character up from level 1 a second time, this is visiting the same place visited before, but at a different level. The location is unchanged; the monsters are the same level, the zone has exactly the same geometry...but it's fun, different, and exciting, because the player changed.

It's the player changing the makes the world vibrant and dynamic, not the content itself.

UO had no level system, and very little progression in their skill system. There was thus little barrier to consuming content, making UO a short term game. The long term selling points are PvP and Community, both of which are nice, and both of which are worthwhile. There are plenty of games (FPS) that are pure PvP. There are plenty of things that are pure Community (IRC). Both approaches are compelling to the people that enjoy them.

Levels (or a good substitute) add a great deal to any game. The key points being the limiting of consumption of content (and this is far more than just saving development time, the wait and anticipation is often more enjoyable than the actual consumption, true entertainment comes from within) and the game world as a dynamic place through the change of the player.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.