GDC Europe 2011: Freelance designer Ernest Adams talks about the problems with today 's online titles, and how they can be addressed.
Who was there: GDC Europe 2011 in this free panel discussion game design consultant Ernest Adams's problems with his storytelling in massively multiplayer online role-playing and how these problems addressed with a hypothetical World War II-inspired MMO called The Blitz Online.
Kill these stone giants 100 times, and he 'll still be back for more.
What he talked about:Ernest Adams has some problems with how the storytelling dealt with in today 's MMOGs. In short, it 'sa big between to separate what the game saysthe player is doing, and what is actually happening. The Lord of the Rings Online as an example, Adams 'was first problem that creatures respawn when killed. Can say the game, a player has killed the evil spider, but if you wait a few moments, it reappears. The problem is still there, and there will always be there.
He went on to say that in these games, the player 's actions have nothing to influence the state of the world. In another example of LOTRO, Adams was charged with the collection of some positions, so that could penetrate a group of non-player characters a city. But after he collected the material, the invasion never happened. Other players brought their materials as well, but it didn 't make a little difference. He liked the fact that the players simply left to themselves without the search results. The world didn 't suffer for him and not the players.
This isn 't change that game worlds in MMOGs say never. World of Warcraft, Ultima games and LOTRO have all expansion packs that have received their respective worlds changed. But Adams said the change doesn 't come gracefully. Instead, it happens to everyone, all at once, and it 's not usually \ the result of the player's actions. One day the world is one way and the next day, it 's very different. Once again "t feel as if he happen 'Adams doesn \ s a real influence on the world, he' s just watch it.
The solution to this problem is not just MMOG. It involves creating a massive world with a plot line that naturally produces several smaller ones. Traditionally, the story structure in the form of a massive expedition, an engineering or construction project, or a disaster-relief operation. The changes make the player, the world should be permanent, and their actions should matter. The game must have an end, and the quests should be unique to the individual player. And when players may die in the game, the death should be permanent.
All this may seem impossible, but Adams didn 't stop it. He continued to put his plans for a MMOG that all these elements (and more) used to create a world in which players' choice really matters. The hypothetical game online is called The Blitz, a free, educational online game about the civil defense during the Blitz in the Second World War. The flash refers to the sustained period of bombing attacks on several European cities by the Nazis in the early 1940s.
The game would take place in London during this dark time, and the conditions of the city would only be worse if the players act didn 't. Buildings destroyed dynamically, depending on when, where the bombs are made, and in some areas impassable even if they take enough damage. Players would be divided into different regions defined and assist in the relief effort than by their character class.
Help good players would rise to national morale. If the national morale reached a certain point, the Nazis would conclude that the bombing would isn 't stop with the desired psychological effect on the population and, thus ending the game. Otherwise the game on 10th May 1941, the historical date of the bombings no longer stop.
"I realize this game breaks almost all the rules."--Ernest Adams, on his hypothetical MMOG, The Blitz Online.
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