The evolution, from the "mechanics" to the "metaphor"

Originally I was planning to write in this post just about the concept of "roads" in my dream mmorpg and its design implications, then I bit onto something.

It starts again from the long debate with Raph about the role and relevance of the "mechanics" and the "metaphor" in games. Raph thinks that the only essential one is the first, without which, we have no games. My belief is instead that they are strictly connected. And more than that, that one is the evolution and continuation of the other.

The raw theory behind these thoughts is rather simple to explain. We are cultural beings and we experience the reality only through the egg-shell of the "culture", rarely in direct contact (and no, drugs are symbolic and cultural. As are games). So our perception is filtered through that shell. As Raph says, games tell us lessons about ourselves and the world. This is why the strict mechanics are much less powerful than a "metaphor", because the metaphor is what adds the cultural value to something. Life-like patterns that are easier to recognize and that communicate their messages much more efficiently. In a word: immersion.

The basic critics I was making is that when we "simulate" something in a game we surely cannot replicate every other element. But we should choose the elements and rules that we are going to use to "make sense" in the game world. So, even if choosing a few elements, they must be drawn from a reality. If there are going to be five basic mechanics, those five should be "life-like". Immersive. They should tell something concrete.

Years ago when I was working on a MUD concept there was an idea I really wanted in. NPC guards that would enforce realistic behaviours. At that time I was only playing Ultima Online and always thinking, "the guards should take all these people going around naked and throw them in jail". And there were a lot of people running around Britain in underwear when I was playing. I couldn't swallow that. As I couldn't swallow all the stupid names that people used. I just didn't like how awkward was the simulated world. For me the immersion has always been everything, the reason why I play. I imagine a game as if I'm being there, as a movie. I don't think that a movie about Ultima Online would tell 50% of the walk-ons, "go sit in the set in underwear". It just isn't realistic and I always thought that if I was going to build a "world", one day, this would be as immersive as possible, in all its smallest details.

Let's see at this from a completely different perspective. Let's take the Doom's toilet. See, this means a whole lot. It tells us the evolution of games. The mechanics of FPS haven't really evolved much. But you can see a definite, fundamental trend in the evolution of level design. In the classic Doom the environment didn't make much sense. Raph would say that their function was exclusively about the mechanics. Long, narrow corridors, bigger rooms, moving walls, raising platforms. These had a role and this role was about creating a variation in the type of challenge, with a mix of different monsters and situations. Secrets to discover, puzzles to figure out. Everything was there with a purpose and the purpose was to create fun situations. The level design had the only purpose of creating fun and varied gameplay. Mixing the right types of rooms and environments with the right monsters.

That toilet represent the seed of an evolution. That toilet was out of place in that game. An anomaly, as it didn't create any form of "gameplay" on its own. Think about it.

The evolution was about moving away from those generic rooms strictly with a functional purpose to reproduce more "life-like" environments. Think at those elements that made Duke Nukem 3D so popular. The interactivity, the voice comments, the dancers in the bars. Compare the classic Doom to the modern FEAR. The level design in itself isn't so different. We still have walls, ceilings and doors. But today the designers and artist go in great detail to model these environments to look as realistic as possible. Instead of having rooms that are just rooms without a "metaphor" or an actual context, now we have enivronments that are reproduced as photorealistic as possible. We model officies, depots, parking slots, industrial complexes, and then desks, computers, cans, cables, ducts, sidewalks, manholes, posters and so on. More and more we go into the detail. And then we add physics so that all these objects also behave more realistically.

For me those levels in Doom that somewhat replicated more realistic environments were by far the most fun and those that I replayed more. Urban-like combat was the most fun to be had. The less linear was the level the more I enjoyed it. The mechanics weren't "better" in those cases, but the "metaphor" was much more powerful. The game communicated better with me and it felt much more immersive. Running around an urban environment was for me more direct and powerful than moving around rooms connected together with little sense. I loved so much Doom 2 because it moved in that direction. I remember that when I played in multiplayer with my friends we used to give nicknames to the different zones in a level, the "house", the "bridge", the "refuge", the "jail". We were parsing those environments to make them look more familiar.

Think about it and you'll see how the evolution we had is exactly that. We moved from the generic rooms in Doom, to reproduce realistic environments in the tiniest detail. Rooms that are linked together with a sense. Not because those details really add a lot to the gameplay. But because they add so much to the immersion and the results is significantly more powerful that you can imagine. These games communicate better. They establish a better link with the players. Today people love to play stealth games, from Metal Gear Solid to Splinter Cell. The immersion is everything. The only real difference from a normal shooter and a stealth game is that the latter replicates patterns that are more immersive. Where you have to think with the mind of your opponent, study his behaviour, follow where his eyes are looking, look around the rooms to locate the spots where you can hide better. The patterns that these games replicate are just more "life-like". More complex and immersive.

Take also the AI used in FEAR. It was the must praised element of that game but I didn't find so great as I expected. Imho the game isn't all that much more challenging compared to other shooters. What I noticed is that if you move around the level trying to mimic a realistic behaviour, leaning past the corners, duck behind things, the enemy AI seems to react much more realistically. But if you take the "run & gun" classic approach the game is even easier and the bad guys look as dumb as in every other game. The thought I had is that the AI in FEAR isn't harder to defeat or more challenging. It just tends to behave and react more realistically. And people love that. They like to go in a message board and write down a play session like a story. And this story makes sense. It's not just a game. It's pure... roleplay.

People seem to love to roleplay shooters. An enemy that yawns, sneezes or starts smoking. When they play a game and there's something that behaved realistically they go "Cool!". It's the "wow factor". (and take even the example of my short report about Sin) They call their friends and say, "Look at this!"

Is this more fun? Hell yes! That kind of "sophistication" isn't anything else that the link between the bare mechanics and the "metaphor". The life-like patterns. The immersion. "Being there". Communicating in the most efficient way as possible.

Games tell us about life. Reality and the world. But filtered through the culture. The level of the metaphor is what bring that culture in a game. We like sex and blood and things that go BOOM! in games not because they are more fun (oh yes, they are) but because they are metaphors. Nothing else.

Take someone who never played a game and that thinks that games, comics and animated movies are things for children or nerds. Then show him Pac-Man, Tetris and Bubble Bobble. Then show him that fake trailer of Killzone 2. What you think will impress him more? What you think could "win" him?

And this brings me to what I really wanted to write about. The concept of "roads" in a mmorpg and a simulated word. Right now we have various levels of implementation:

1- In some games the roads are nothing more than a different texture on the terrain to give that "life-like" impression.
2- Then in other games the roads are used to lead the player. If you follow a road you'll eventually arrive somewhere.
3- In fewer cases the roads are also safe spots, where wandering mobs do not pass, so a better choice if you don't want your travel continuously interrupted. In the case of WoW there are also NPC patrols to guarantee that the monsters stay away.

One thing that I really wanted in my dream mmorpg was varying running speed and an active role of the environment in the game. So that, for example, it would be more convenient to pass over a bridge to cross a river instead of just swimming through it. For me these are fundamental issues because, again, I aim to create game worlds that can make sense. That are immersive and where the elements have a purpose.

In the recent games we always have maps but I remember that when I played DAoC I usually had to stick to the roads to not get lost. With the maps, those roads become more like superficial graphic features than something that has a "role" in the game. In these game worlds the roads don't have a similar purpose like in our real worlds, where roads are sort of indispensable.

The idea was to change all that. What's a mount in WoW? Well, a mount is just a well-animated model below your ass and a bonus to the running speed. Then, if we nitpick, a mount defines also a social status. It says that your character is at least level 40, and if it is an epic mount it says you made a trip to IGE or that you catassed or cheated enough to get one.

The idea was, again, to change all that. Everything pivots around the keyword "realistic inventory". And then "realistic loot", but this one I won't discuss here. A realistic inventory means that I want the "weight" back in the game. It also means that a bag isn't an icon on the lower right of the screen, but a physical object that you have to wear in certain locations. And in that bag you can fit only something that is at least equal or smaller than the dimension of the whole bag. The quests tells you to bring back twenty goblin skulls? Well, you'll have to find a way to carry them.

Here plugs the idea of mounts and caravans. They are used to transport stuff that you do not usually carry with you. You can buy a cart and tie it to your horse. But the horse will run slower if you do.

And the roads. The roads will have a definite role because the carts and horses move much more quickly on cobblestones than they do on raw grass. And for sure they won't go up a mountain. If you want to transport goods between a town and the other, organizing a caravan would be required. The purpose is to give the environment a role, and more, a realistic role.

In a PvP world the players could control, camp and block roads because those roads aren't there just as a different texture on the ground, but because they were built so that the carts could move without breaking up. As it happens in our real world. This brings to an immersive game, but also to a game that has a better complexity, where the players can play actively with these elements because these elements have that realistic role that then behaves in a meaningful way.

Giving a purpose to the "roads" is just the first step to bring in the game another layer of complexity that enables the players to have a control over those elements. Patrolling and controlling roads will have a definite use. The game world would start to become more "life-like". More immersive and deep.

If you think about this, it's the path that we should take toward an evolution of these games. We always moved from a superficial reproduction of elements to then progressively add more complexity, more depth, more "meaningful" interaction. So this path is already traced, I'm only better defining it with concrete ideas. I believe it would lead to better games. Immersive games that communicate more effectively. Realistic loot, realistic inventories, realistic aggro behaviours, monsters attacking in teams instead of getting "pulled" one by one. One day these things will go away because they are only "temporary sketches", temporary compromises.

It happens everywhere. It happened when for the first time we killed the dragon in D&D to find piles and piles of gold, but instead of becoming suddenly rich the master said, "how are you going to carry all that gold?". And it happened in today's comics, where Brian Michael Bendis took the Avengers and made them live stories that are truly "dramatic". We don't have anymore Capitan America fighting against 100s nazis with a smile. We don't have anymore the superficial propaganda. Instead we scratch and scratch more on the surface. Give realistic and deep relationships to the characters, give every element a "weight". Even the random combat scene isn't anymore just a generic sequence of punches. Instead the backgrounds get more detailed and the action flows much more organically and consistently, with the "actors" respecting their positions and states. It's a more detailed and careful description. More realistic, and more immersive.

"What would you do if?" The roleplay. Immersion. Being there.

Simply put: immersive games lead to stronger bonds. They communicate more efficiently.

Re: The evolution, from the "mechanics" to the "metaphor"

I'm making an assumption, here, about your mind which you're free to deny if I'm wrong. I'm also a little off-topic.

The question I ask is this: why do you consider MMORPGs to be more evolved than any other kind of game? What is it that makes board games, card games, social games, physical games, text games, etc. less?

Re: The evolution, from the "mechanics" to the "metaphor"

I don't fucking know. And I have tried to figure it out.

Maybe Raph will finish his book and give us a simple explanation, but there MUST BE a fundamental difference between those kind of games you listed and those that I could define "immersive" games.

FPS, RPGs, mmorpgs. But you can take the large majority of mainstream games that arrive on consoles and PCs and they are all of the immersive kind. On this site I write about those and that's the only "superiority" they have.

I don't care much about puzzle games and the like and I'm describing the "evolution" of something else.

And you can see the evidence of that in the example of the transition from the first shooters to the realism of the recent ones. The transition from rooms without a sense to the realistic environments, settings and mechanics is UNDENIABLE.

So I don't know. But these we have two kinds of "objects" that must be defined in some way. I do not care about the other kind. I do not write about it. But of the kind I write the "mechanics" just cannot do without the metaphor.

Re: The evolution, from the "mechanics" to the "metaphor"

But of the kind I write the "mechanics" just cannot do without the metaphor.

I think that's because the metaphor is one of the mechanics.

Re: The evolution, from the "mechanics" to the "metaphor"

Wait, I thought you said you were going to post some boob screenshots?

On Roads: I like the idea that roads give something other then a texture in a field. As you mentioned this worked pretty well in WoW with patrols and the lack of nearby mobs. Problem with this in WoW was that the roads were only really important when you were in the level range of the zone. Why take the road to Darkshire when you can cut through the forest without even aggroing. This isn't too noticable as the roads tend to be either directly through the zone leading to borders or nonexistent.

One thing I noticed since I've been playing is that certain player favoured shortcuts have become more defined as the game has progressed. Two examples I can think of directly are the jumping entrance to BWL/UBRS and the route from Hammerfall to Menethil over a fallen tree. Roads are not in the game because travel might happen, they are there because travel already has or is happening. That's why I think that for a MMO with an aspect of trade or travel there should be some kind of system in place to monitor most frequently used travel routes so that the road system reflects travel rather then defines it. If 200 players a day take the same approximate path ( like the Searing Gorge shorcut ) then eventually that path should have no more grass, and slowly get wider. Once this path recieves enough travel an option to add stone could be pruchased from the nearest city or kingdom to upgrade the route for trade purposes. In the same vein, default roads could fall into desrepair and eventually become overgrown if people just stop using them. This would be interesting when applied to "sharded" servers to see which routes are more popular.

On Trade as a profession: Have you looked at Silk Road? The game is very focused on trade from what I gathered with the jobs being merchant, hunter and thief. Merchants try to move mass amounts of goods through the dangerous regions while thiefs prey on them. Its the hunters job to both remove mobs in the way but also to defeat would be thiefs. I think this system is the bare minimum of what should be possible in a natural trading game. You should be able to create your own caravans, prey upon the trade of others and then exact swift revenge on the highwaymen responsible.

I like the possibilities that an enhanced travel system brings with it. From blockades to shortcuts it's painfully obvious that there a lot of cool things that can be done if your game considers travel to be part of the gameplay rather then as a hassle that should be lessened as much as possible.

Re: The evolution, from the "mechanics" to the "metaphor"

That's why I think that for a MMO with an aspect of trade or travel there should be some kind of system in place to monitor most frequently used travel routes so that the road system reflects travel rather then defines it. If 200 players a day take the same approximate path ( like the Searing Gorge shorcut ) then eventually that path should have no more grass, and slowly get wider.

Ah, that's an idea that I also had for that MUD concept I wrote about.

But you forget that world builders CAN anticipate the way the players behave and then build the environment accordingly to be better "usable" (see my critics to DAoC's level design).

Btw, some of the mechanics I want applied to the roads already somewhat take place in Eve-Online. Where you can take the jump gates as those "roads".

Re: The evolution, from the "mechanics" to the "metaphor"

I think this would be more appropriate in frontier or exploration games where the cities haven't been created yet. Once the players decide to set up a new base between watersource X and iron mine Y they will need to find a short route back to good old city Z. Assuming the lack of some kind of sexy procedurally generated infinite landscape it would reasonable that you as the developer would know where the most suitable places to build are located. You could anticipate what the travel routes might be and let player "expose" the roads as they danced to your strings. ( Actually I like the exposed road idea but seperate from this travel discussion.. )

This terrain effect really just adds to the imersion of your game if you decide to go for a living world goal. It not only shows common routes for trade but it could also reveal paths that you intend to have kept hidden. The farming route that got you two more trips an hour would be revealed slowly to other players if you took advantage too often. Players can discover what other players discovered.

Re: The evolution, from the "mechanics" to the "metaphor"

You sold me right here..

The farming route that got you two more trips an hour would be revealed slowly to other players if you took advantage too often. Players can discover what other players discovered.

I'm definitely hoping the right people are reading this.

Re: The evolution, from the "mechanics" to the "metaphor"

I think this would be more appropriate in frontier or exploration games where the cities haven't been created yet.

I'm not saying it's a bad idea but my "dream mmorpg" goes in another direction, where the whole world is fully handcrafted in every detail instead of randomly generated. This mostly to overcome technical hurdles, like to prevent the effect of UO or SWG where the world "fades in" as you walk, which destroys every impression of persistence.

So all the buildings are already there, waiting to be conquered and used and only offering minor upgrades and customizations.

Your idea doesn't seem to have much of a lifespan, as after a week or so everything is probably going to be "discovered". What's left for players who arrive later?

And how you justify the development of such a system if it loses its weight after the first week?

There aren't many mmorpg based on the exploration, and it can be an interesting concept to develop. Not for PvP, though. As I think that PvP is about "managed space". Finite. Known. Where the players have full control.

You could break the game in two moments and consider the "exploration" as part of the first. Firstly there's the PvE, as the conquest of the new world, then the players settle and the PvP starts.

But again you are dealing with a system that remains transitory. It's not too far from a description of a Warcraft match. Where you explore, settle and then wage war.

It's just not too appropriate for a persistent world and rules that should retain a value in the longer term.

Re: The evolution, from the "mechanics" to the "metaphor"

And how you justify the development of such a system if it loses its weight after the first week?

Simply put: immersive games lead to stronger bonds. They communicate more efficiently.

So lets use the conquer and upgrade model for encampments. This doesn't mean you won't still try to sneak through the brush to ambush a city rather then rush head first down the road. This system lets the world comunicate with players about whether or not the area they are in is busy or deserted. Whether or not the paths become worn down is a matter of volume and time. In PvP you would have to choose the path you took wisely or you could give away the movement of your party. If your spoted by the enemy and trying to run away they might follow the trampled grass through the field only to run right past you. Short term trails effect the now and fade quickly while the larger routes eventually adapt to the purpose the players choose.

The reclaimation of unused lands by "nature" is just important as the trampling effect. It shows players where the least used spots are and encourages them to explore again after the area has faded from memory.

"Where does that old road lead?"

"There used to be a small dragon down there, but people stopped hunting it after the war started... I wonder if it's still there"

Re: The evolution, from the "mechanics" to the "metaphor"

I agree with you on this Abalieno.

Take a game about animals having sex for example: one game uses hedgehogs the another humans, both games will invoke very different emotions/interests.

Like a singing voice and a musical instrument there is SYNERGY when they're combined.

Comment viewing options

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