"Out Of Character" design

Exhuming comments written months ago brought back many thoughts. In particular the very last line where I linked a well-known story written by Raph. As always as a provocation, because I'm naturally a provoker and that's the aim of most of what I write.

The problem is that after months have passed I had some difficulties to remember what exactly I meant with that conclusion. At that time Raph replied with:

I'd love the answer to who is out of the box there, Abalieno. :)

But I didn't give the answer simply because I thought it was obvious and that my point didn't need further explanations. Now I'm not sure if what I was trying to say was that clear, in particular because now I see how it was deeply interconnected with many other topics that were evident only to myself.

The "OOC design" was a conclusion that I figured out at the end of the last summer, after weeks spent to discuss Star Wars Galaxies on Grimwell. Trying to understand how the game should be developed, what were its natural strengths, what went wrong and needed to be addressed but still preserving the true nature of the game and improve on that path instead of derailing it somewhere else. Now the actual development of the game turned out to be worst than our expectations but this isn't the point. The point is that, after many reiterations and simplifications, I managed to figure out the origin (from my point of view) of the pattern that brought to many design problems in the game. Escher's drawing hands.

This is what I consider Raph's basic mistake and that I believe he still hasn't fully realized. From those discussions I started to write a lot, on this site and on different boards, so what I was trying to explain couldn't be more obvious to me. I was writing endlessly about it to the point that I started to put everything for granted even if the topic became more and more complex. I moved from criticizing the specifics of SWG to the importance of the "symbolic shared systems" (the myth) over the "formal system". At this point the hyperlinks (in my head and on the internet) become countless. On this same site Raph commented:

I think you're wrong about abstract games, btw. There's a LOT to learn from them, and they are not necessarily less fun because they are abstract.

Which brought to my my considerations about Raph's speech at the last GDC. Where again I underlined the importance of the culture and its archetypes over the formal system.

Now I have the occasion to go back and explain that somewhat cryptic comment I wrote months ago on Lum's blog. With the possibility to even add one more hyperlink, maybe.

The mistake of the "Out Of Character design" is about giving the precedence to the formal system (the shape) instead of the myth (the content). It's the attitude of the designers that begins to build the general structure of the gameplay only to adapt it afterwards to a specific setting. The setting itself comes after, the rules are built "out of character" because the game-world still doesn't exist, it hasn't an identity, it doesn't share a myth. I underlined all this in SWG exactly because the mistake is more evident. Star Wars is a myth before it is a formal system. This is why you cannot plan the shape without considering beforehand the myth itself. It's "Star Wars" that should define the gameplay, that should inspire the mechanics, that should trigger the creativity. Not the formal system emptied of any ties with a particular setting.

Now give a look to the recent discussion about crafting and mini-games on Ubiq's blog. In the comment I wrote there I explain that, from my point of view, mini-games used to make crafting more fun are just a design shortcoming. As Ubiq wrote and Ray summed up concisely: "it's either an annoying hoop or it excludes those people who would naturally fill the crafter role". But it's not the crafting that I want to discuss here. What interests me and that ties to what I'm writing here is the repeated pattern of "OOC design". Crafting shaped up as a mini-game is clearly a solution created by a designer and not the projection of the desires of a player. Now go back to read Raph's story. What he writes and evocates there is PURELY about the projections of a player immersed in an environment with a cultural value (so a "myth"). If the player starts to "dream" about the possibilities and scope of what he could do, this means that he starts to design his own projection of the game from within. He becomes a possible designer of an "In-Game design" that is the opposite of "Out Of Character design". The scope of what he is thinking is naturally coherent with the setting and the fabric of the game because it is MADE with the fabric of the game. The formal system that can consequently build these possibilities comes after the myth, not ahead of it.

I believe this examples helps to explain my point. The prevalence of the myth over the formal system. Where it's the myth and its requirements to set the behaviour of the formal system and not the other way around. It's a matter of priority. It's a matter of who defines who. Who is the consequence of who.

We know that Raph still keeps enjoying tinkering with abstract formal system. This surely helps to understand and learn important elements of the gameplay, but I fear that ultimately it keeps shifting the focus on a level that should come only after the actual content. The focus on the "shape", forgetting how the content is way more important and from where all the rest should come as a consequence.

So. That last line at the end of the comment was a provocation. I quoted Raph against himself to show once again where the contrast is between coherent design and abstract design. I don't think that this point is trivial and that should be dismissed, so I keep bringing it up till I figure out where I'm wrong. At the same time it's another occasion to underline another core concept of "beyond".

That I commented just before on Grimwell:

The fact is that the genre could be a lot more than a pointless and endless character advancement. It's like if we took the form of an RPG and emptied it completely of any content. What is left is the advancement and nothing else.

Can't you see that these games and genres can offer MUCH more than advancement paths and combat?

Can't you see that these games are much more than formal systems?

I can see what you're saying

I can see what you're saying - game designers have a clean canvas to work with, but they limit themselves to the archetypical gameplay mechanics set up way back when. Understandable, because it is *hard* to pluck something completely new from the ether that will be:

a. Entertaining and engaging.
b. Profitable and worth the risk to those investing in the project.
c. Replayable and hospitable to a variety of player types, player group sizes.

And so on.

In addition to that, it's really very hard to convince both publishers and gamers to move to something new and innovative - especially when a company like Electronic Arts can pump out the same sports games with updated rosters every year and make billions. That and people tend to go with "what they know" and what they are familiar with anyways, because that's what they are comfortable and happy with.

Hence why we see the population imbalances in WoW - pretty, "human-like" characters are easier for average people to relate to versus "monsters".

This isn't to say that this excuses the lack of gameplay innovation in MMOs - not at all. Those of us who can (who are in or involved with the game industry) need to chip away and keep trying to encourage change - moving away from the "holy trinity" of DPS, healer, tank, moving away from crafting being unrewarding for the effort involved, moving away from all these tired "formal systems" that folks are very familiar with.

What might help, if you or any other folks are inclined to do so, would be to provide examples or metaphors for what you'd like to see in a MMO or particular MMO systems, but leverage the examples using the familiar (old) game mechanics used now. Yes, it's frustrating to have to keep explicitly explaining this stuff in excruciating detail, but sometimes it works.

Keep up the good work and rants Abalieno.

A good system perhaps, but the wrong place for it

I agree with your analysis of the OOC design of SWG; developing the system and then adding the content. It's why the game doesn't *feel* like Star Wars, though it certainly looks like it. The art is great, the gameplay is not, at least for the setting. It's why I never bought SWG, even though I was REALLY looking forward to it - I'm a huge SW fan, I saw the original movie in the theater over 30 times - but after seeing the gameplay, I thought 'what's the point?' (A buddy of mine was in the beta, and subscribed for a year, so I got to see how the game worked, and not just looked.) At the time, I didn't think of the design process of course; I just knew the game would be a waste of money for me, it wasn't what I had been hoping for.

If they had done a better job, and made a game that actually fit into the Star Wars mythos instead of a fantasy rpg with blasters, I'd have played it. And would probably STILL be playing it. I suspect that I'm far from alone in this, that the game would have been far more commercially successful if they'd gotten it right.

Here's hoping the LotR Online people don't make this mistake too. Middle Earth is arguably a stronger myth for our culture than Star Wars. (Though perhaps it's easier to make a formal system fit a fantasy setting, at least that's where most of the development has been so far.) If you have any thoughts on that upcoming game, I hope you'll share them here.

Never go on an adventure without a hat!
Indy

Ramblings...

Abalieno,

In response to your "OOC Design" comments:

The festering scab you are picking at here is indeed the myth of MMO game design. There exists a culture of designers that believe that they know best and can design best. This sheer arrogance leads to non-gamer oriented solutions to game problems. It’s not that these are bad people, it’s just that they are the ones being asked to make a decision on topic after topic and it’s easy to lose yourself in the “how do we handle the masses� mindset and forget what the game is supposed to be about.

You cite the crafting mini-games as an example and I think it’s a good one for the reasons you state. A game element such as crafting needs to be looked at in a new light and find out what makes it interesting or attractive in and of itself and work to make that enjoyable and integrate it to the main game, not bolt it onto the side. Too much of MMO fare these days are implemented as workarounds to poor initial design and being caught in the general morass of “well this is how things are done�. This is the losing proposition. The challenge for success is to build what needs to be built, not what worked for the last company.

Much of computer gaming history came from smaller shops or even individuals who had a vision and worked towards it. They took bold steps and embraced innovations. Some were successful. Some less so. In today’s corporate managed MMO design, this vision and innovation is lost. The games being produced are, by and large, a re-hash of the first-gen MMOs. Just as we had mile-high stacks of Doom clones in the 80s and 90s, today we have vast wastelands of EQ clones.

Where are the games where you start off and begin making personal choices of quests and activities that define your character’s powers and abilities instead of working the level treadmill? Where are the new genre’s of crafting where it has nothing to do with sitting in one spot for hours at a time or is done merely to get rich? Where is the game where the implementation of crafting makes it so fun and so enjoyable in and of itself that it required no smoke and mirrors or mini-games to cover for it? Where are the games where I can always group with my friends regardless of level, class, possessions or “advancements� and still have a fun, productive time for all?

Designers have a difficult task. They must produce a game that is deliverable, enjoyable and maintainable. But when caught up in the overall game view, it’s easy to lose sight of making the game enjoyable. I see too many games where the relationship with the devs is apparently “keep the users at bay� design. Users need to expect more and demand more. Designers need to start seriously listening to the voices of the users when it comes to fun. You may have a few great ideas for “solving problem X� but it’s the users that play the game and they generally know what they like or dislike and if you listen to a smart group of them, you can learn a lot.

Game design (and especially changes in a running game) must be done –FOR- the players, not –TO- the players. Players are fickle after all and the next new shiny is always just arriving.

Ultimately Games are like great movies. They need to have vision, soul and a sense of self if they are to succeed. This almost always comes from a visionary /writer/designer and rarely, if ever happens by corporate committee. This visionary person is the one who grasps what the audience wants or will enjoy and seeks to deliver it. Designers today seem to have become too far removed from this, the source of their power, to fill the role anymore. In it’s place, we need to start looking for the MMO equivalent of the visionary director/writer. In the massive complexities of MMOs, that is probably not a “lead designer� or a big name holder of “The Vision™� and may instead be informed, intelligent users who just want to have fun and enjoy the game.

It’s time for us to take the next step beyond the chest thumping Neanderthal approach of “Me designer. Me god. Me tell you what you play� and move on to more progressive models. But the corporate stranglehold on MMOs makes this transition unlikely in the near future. I think instead the biggest advancements in large scale MMO design will come from the smaller MMOs that come and go but bring new ideas to the show. Cannabilizing these ideas will be the feeding grounds of the large MMO houses.

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