This is the archive of all my old postings, interviews, columns, etc. The feetofclay.us archive was recovered from bloglines. I'm going to paste in the old interviews as well, if the original hosts mind they can let me know and I'll pull them down and substitute a link, *if* they will send me a contract promising to keep the original up and/or to provide me with notice before they delete it.
It's not that I think that what I've written/said is particularly worthy of preserving, just that it's a series of snapshots of my state of thinking about online games. I find it useful to go back through it and reconsider it, and I hope that others will as well.
Monday, December 31, 2007
Welcome to the Morgue
Posted by
Dave Rickey
at
12:37:00 PM
f13 Interview, September 2007
Originally posted to http://www.f13.net/?itemid=618
It was reading this that made me realize I needed to take drastic action to salvage my career. I was saying many of the same things I had said the year before, even to the Kangaroo Jack reference, and I was forced to admit that I hadn't really moved forward either professionally or intellectually in the entire time in between.
I had co-billing with Scott Jennings on this one, we were getting to the end of the show and the f13 guys were going to have to catch their plane so they doubled us up. Me and Scott worked together at Mythic, he was the one I'd go and bitch at when I didn't like the direction Camelot was moving. We had a good dynamic going in this interview, and Scott was very gracious at f13 adding me to an interview that was originally supposed to be him alone.
AGDC07: An Evening with Dave and Scott
Commentary , Blogosphere , Rants , AGC'07Posted by: yoru @ 15:27:20 on 11/12/07
Towards the end of the last Austin conference, F13.net was lucky enough to snag a dinnertime interview slot with two of the more interesting figures in modern-day online game development: Scott Jennings, formerly Lum the Mad, and Dave Rickey, formerly of a lot of places. As neither Dave nor Scott were able to tell us about their upcoming titles, we instead did was we must, because we could: ask random questions and then try to keep out of the crossfire.
F13: So, we're here at a Mongolian barbecue restaurant with Dave Rickey and Scott "Lum" Jennings...
Scott: Don't you have a cool name?
Dave: Mahrin Skel, but what the hell.
F13: Everyone knows you as Dave anyway, it's what you sign all your posts with.
Dave: (chuckles) Yeah.
F13: So, what got you guys into the industry, what attracts you to the game industry in general?
Scott: Insanity.
Dave: It's show business for geeks. I mean, you've worked as a programmer. Did you know any programmers who didn't at least occasionally mention how they'd like to work on games?
F13: Very few.
Dave: Well, I was a programmer working on insurance rating software and inventory control systems, and I kept thinking "Gee, I really wish I could work on games!"
Scott: And I worked on databases and wrote a whiny blog.
F13: And which whiny blog was that, Scott? I think some people might not have heard of it!
Scott: And I think it's probably better they remain without that knowledge.
Dave: Thank God for web-rot.
Scott: Yeah, really. The only people who hit me up about my old website now are other game developers, it's kind of eerie. The memory of the internet is measured in microseconds.
F13: Jumping back, Dave, how did you get into the industry?
Dave: Okay, I was playing UO, and right after UO came out, I had a really bad car accident. I mean, like, month in intensive care, the whole works. Major life altering experience, I just realized there was not enough money in the world to keep doing work that bored the shit out of me. I had to do something more interesting. Right about that time, the buzz for EverQuest was picking up, I got active in the community for that, ran the EverQuest Vault for a while. I made connections inside the team and actually got a job as the assistant junior wannabe-head game master on EverQuest for Verant. And then I just kinda never looked back. I did that for about six, eight months, then I went to work for Mythic, and then I went to work for Mutable, and then I went to work for Orbis, and here I am!
F13: Scott?
Scott: Pretty much the same thing, but with different names, and like I said, there was a whiny blog in the intervening time. Basically, I was a database programmer who was woefully underutilized in my job, so in between being the human load-balancer for NT Support servers, which meant that I basically watched them and waited for them to bluescreen so I could hit the reset button.... Needless to say, this was not a constructive use of my time, so I spent a lot of time writing for my whiny blog. This was way before blogs became vogue, so writing for my whiny blog meant typing into an HTML page and uploading it to the internet. It became somewhat popular among the internet microframe group of users who played MMOs, which at the time were one, and then eventually two. And then the Dot-Com explosion happened, and the company I was at decided they couldn't afford to pay people to watch NT servers bluescreen any more, so I posted to my whiny blog "Holy crap, I'm unemployed, heeeeeeelp!" One of the people who read that was Matt Firor over at Mythic Entertainment, who said "Hey, doesn't Scott work on databases? We need a database guy. Maybe we should talk to him." So they did, and I packed up my entire life and moved to Fairfax, Virginia, and the rest is, well, not quite history but something of the sort.
F13: Collectively, what's your favorite project you've ever worked on? Why? ... Uh-oh, Dave's got a look on his face. Out with it!
Dave: Both favorite and least favorite.
F13: Sure!
Dave: I really, really had a lot of hopes for Wish and what we were planning on doing. And I was really, really disappointed in how things turned out.
F13: Why?
Dave: Well, one, because I worked on it for like seven months, we were barely started getting the stuff I wanted to do in there, and then I couldn't do it any more. And then they went on auto-pilot basically following the designs I had laid out but not calling it by its right name, for another year, and then, just kind of, it died. Moral of the story, never work for manic-depressive Germans.
Scott: What about manic-depressive Americans?
Dave: Eh, at least you speak the same language.
Scott: So in my case, the favorite project I've worked on is the one I'm currently working on, which I can't talk about at all. The reason why it's my favorite project is because it's my first chance at actually practicing what I preach, working on design. And, for some insane reason, they're actually entrusting me with coming up with all the systems design of the project. The nuts, how the game works, basically.
F13: So, how have you dealt with the transition from engineering to design?
Scott: Well, I've always been an armchair designer from back before I worked at Mythic. I mean, my entire whiny blog was basically armchair design, so it just moved from armchair design to full-chair design, I guess.
Dave: They let you design in a driveway.
Scott: Yes, they let me design in a driveway. Most people at MMO companies are frustrated designers, because design is where the cool stuff happens. Design is where you actually get to talk about gameplay and you don't have to worry about things like plumbing and how you're gonna keep the servers up and where you're going to host the database servers and things like that. It's more like the cool stuff that you actually worry about when you're off-duty and are actually playing the game you were actually working on for the previous twelve hours. And in my case, it consists of typing into a wiki a lot and pointing at other people and saying "Hey, tell me where what I'm writing is full of crack." I'm not getting a whole lot of comments on things that are full of crack, so I'm hoping we go public soon so the general public at large can tell me where I'm full of crack. I have great faith that the internet will tell me, precisely, how full of crack I am. ... Including, probably, people at this table.
(laughter)
F13: So, if you had to name three people, who would you say are the three people you look up to most in the design world, and why?
Scott: You first or me?
Dave: I'll take this first. Will Wright. I mean, probably saying the same things that everyone else puts in their top three. Definitely Will Wright, he gets the good drugs. I want some of what he's having. A lot of times Peter Molyneux, although he can get a little out there sometimes, follow an idea further than he really should. It's really hard to name a third. I'll just pass to Scott at this point.
Scott: Oddly, my list is completely different from his. First on the list is Richard Bartle, not only did he invent this whole beast, but he still has a lot to say about it, which is very interesting and usually very much on point. Oddly enough, when you think about this stuff for twenty years, you start to come up with some conclusions. It's a crying shame that he's not actually involved in a live MMO at this point. Somebody needs to hire this man, I keep saying this, I'll say it again, I'll keep saying it. Another one would be Raph Koster. I know everyone loves to bash on him, especially message boards and people who've played his games and what not. But say what you will, the man thinks deeply. He treats MMO design as a very serious challenge, he gives it the gravity that it deserves. He's responsible, more than anyone else, for pursuing MMO design as an academic discipline and as something that can actually be taken seriously. Third would probably be Shigeru Miyamoto, simply because he was the first person, the first game designer, who came up with the concept of "Hey, I'm gonna make fun stuff." Everything Miyamoto makes is fun, everything Nintendo makes when they're hitting all cylinders is fun. That's why the Wii is kicking everyone's butts right now, because it's fun! It's not the highest-level tech, it's just a repurposed Gamecube basically, with some cool hardware, but it's the cool hardware that makes it. They actually looked outside the box and said, "Hey, let's have people wave things around!" and stuff like that. It's just another way of thinking, basically.
F13: You mentioned treating game design seriously. What do you really mean by that?
Scott: Well, most people dismiss games. Most people dismiss... Okay, it's games, we're going out and we're gonna make D&D On-line, no offense to the actual D&D Online, we're not gonna think too seriously about this, we're gonna slap together some monsters, slap together some levels, put together some quests where we kill ten rats for the rat skins, because there's an inexhaustable series of people who apparently want to buy rat skins...
Dave: Beyond that, I mean... Game design is an art, but it should also be a craft. In any art, there are matters of technique. There are things that work, there are things that don't work. There are things that almost work that you do just because it's "artistic", and that's when things start to fall apart. But the point is, we're nowhere near that phase. There's a lot of matters of pure craft and technique that we still need to learn, and Raph is one of the guys who's working really hard at establishing what those issues are.
F13: Just what are some of those issues, by the way?
Dave: Just for starters, his whole game notation idea. It's an attempt to have a way of talking about games that doesn't describe them in terms of other games. Some objective reference system that isn't just pointing this way and that way...
Scott: "It's like WoW but with chimpanzees!"
Dave: Exactly.
F13: Now, you were also working kind of in that space, you've retreated in your Miyamoto Musashi manner to make games for girls. So, what are your feelings on treating design seriously, then?
Dave: Well, yeah, I mean... I think you have to. We don't know what it is, but we know it's very important. Games live or die based not on tech, but design. We are not in the technology business, we're in the entertainment business. A competent movie director can take the stupidest idea you've ever heard of, Kangaroo Jack anyone? And make a watchable movie out of it.
Scott: Kangaroo Jack was watchable?
Dave: I didn't turn it off. It was the number one movie when it was out. The point is, why can't a competent game designer take a laughable or even stupid game idea, and make something at least playable out of it? The fact that we can't do that is an indication of just how primitive our craft is. So, I was trying to figure out how to make games for people who are as unlike me as possible: 13-to-30-year-old women.
F13: So, what have you discovered over the past year, since we last spoke with you?
Scott: That he is, in fact, a 13-to-30-year-old woman.
Dave: I've gotten in touch with my feminine side.
(laughter)
Dave: No, I mean, seriously, that women do think differently than we do. And you have to be unafraid to confront stereotypes, because there's always a grain of truth at the bottom of the stereotype. I won't name specifics, because that'll get me, "Oh, you're just a male chauvinist pig, blah blah blah blah..."
Scott: Oh, I'll name specifics all day. Women are guild leaders. Men are PKs.
Dave: Women are... At the head of most powerful in-game organizations, you'll find, generally, a man-woman team. Not necessarily in a relationship, but it'll be the man that leads and the woman that is the glue that holds everything together. Almost without exception.
Scott: Women tend to be community leaders, because women tend to assume a nurturing role, whether they want to or not. And I've talked to some women who absolutely despise being thrust into the nurturing role, but they get pushed into it because they're the den mother, they're the woman. Men, on the other hand, seek to have pretty explosions, they seek to destroy. Now, of course, I'm wildly generalizing. There are plenty of female PKs, there are plenty of male guild leaders. But when you speak of stereotypes, you speak of generalities. And generally speaking, when you look at large guilds, at the core of them there's a woman somewhere.
F13: So how do you exploit these psychological tendencies, then, to draw women in as an audience?
Dave: Well, again, don't be afraid to confront the stereotypes, but don't be afraid to kick them out the door either. Women are not necessarily casual players. I told the story last interview that we did, about how my mother is hardcore at bridge and backgammon and other games played online. She puts in thirty, forty hours a week playing these things. That is not casual by anyone's definition. But everyone says, oh, but Club Penguin is casual, CyWorld is casual. If you look in there, you don't see a lot of people just putting in the five-minute game experience. They're binge-playing. They'll play that game hardcore for a week and then move to a different game. The point is, women are different in what they're looking for in their game experience, but in their actual playing habits, they're not all that different. They want a game that is fully going to engage them and is going to give them an additional life on top of the one they already have.
F13: Now, is that a matter of different mechanics, or different subject matter?
Dave: Subject matter... can be very critical. Mechanics can be critical. Women do not want to go in, in general, they do not want to go in with big guns and blow up things in huge showers of gore. There are always exceptions, but this is just general. They're much more interested in building things, in managing things, in the social environment that grows up around all the rest of this.
F13: All right, since you mentioned it earlier, where do you fall in the spectrum of considering that games should be art, or that games should be entertainment?
Dave: Yes.
F13: Yes. Explain?
Dave: Games should be art, games should be entertainment. Movies can be both art and entertainment. Movies that try to be pure art tend not to be very entertaining. Games that try to be pure entertainment tend not to be good art. What's the problem? We just need to figure out what that spectrum means for games.
F13: What do you think?
Dave: I think we're going to see a separation. We're already starting to see it with the serious game movement versus the sequelitis you see in the mainstream. And, how will it sort itself out? It probably never will. We'll still be arguing about it, just like we do with movies, we'll still be arguing about it when we're in our seventies. It'll be... it's just not going to happen. The more we know, the more questions we're gonna have.
F13: So, how do you get your research data? You found out a bit about the gaming habits of women and girls. Did you just have to iterate? How did you approach that?
Dave: Well, fortunately, I was able to start working off of what my business partner had already put together with [Virtual Horse Rancher], which was really... The core of VHR is all hers. I mean, she built it just because she wanted to play it, and then a bunch of other girls wanted to play it. It's just a matter of... you have to watch. It's a lot of cultural anthropology. You try to observe without embedding... without influencing. You spend a lot of time being there but not letting them know you're there, or at least not that you're watching. And you see how they play and what they do, and try to infer from that why they're doing it. Because, if you ask them, two people who play exactly the same ways for the same exact goals will give totally different reasons for why they're doing it. Asking them their motivations is the worst way to find out.
Scott: My personal target audience is me. So, when I do research on what I like, I peep into myself and go "What do I like?" Seriously, Dave is very brave in making games for 13-to-30-year-old girls, I do not do that. I am someone who doesn't pretend to understand what other people want, other than myself; I make what I want. I try to watch out for what other people would want, because I realize that not everyone wants to play the penultimate Russian Civil War sim where everyone dies of dysentery. But at the same time, generally, we write games that we want to play. That's how we make good games, because we're gamers ourselves. We want to play good games. I'm in the MMO industry because I really love MMOs, I really love playing MMOs, I really get off on the whole global nature of connections that MMOs have basically invented in terms of gameplay. So, in terms of what research I do, and what people do, I read a lot of boards, I try to talk to as many people as possible, but, in the end, I can't rely on... you can't do market research on what a 12-year-old thinks fun is! I can only... when it comes to fun, in Orwellian Newspeak, it's bellyfeel. It's what you think is fun. And that's something that each person can only answer individually. Now, obviously, once you get the game made, you can do market research out the ass to make sure what you've made doesn't completely suck, but when you first start attacking it, you make something you think is fun.
Dave: Beyond that, there's the old anecdote about Isaac Asimov going to give a presentation at his college about one of his stories, and the students absolutely insisting that he was totally wrong about what the meaning of his story was, and what did he know, he was just the author! And there is something deeper there. Just because you thought you were making a certain game, that's not the way everybody's going to play it. They're going to find fun in things you put in there just because they fit into a hole.
F13: So, how do you go about finding that fun then?
Scott: Finding fun?
F13: Yes.
Scott: You mean do I go out on a corner and look on a street corner...
F13: Yeah, do you root around in the trash like a hobo?
(laughter)
Scott: I guess you're asking how do you first design a game that is fun?
F13: Yeah, what's your work process like?
Scott: Well, my work process is, I start from a very vague outline of what I want the game to be and what I want the game to accomplish. Usually involves writing an executive summary. Completely theoretically, if I had to describe to the CEO of the company what I'm spending millions of his dollars on, then, you know, it's a two-page executive summary of what I want the game to be. Then you drill down to the various parts. You want combat? Okay, what is combat? How is combat gonna work? How are players gonna fight each other, ARE players gonna fight each other? Do you want crafting, if so, why? If not, why not? How is that gonna work? And you keep drilling down. Now, the problem with doing nothing but drilling down is that you lose sight of the fun, because then you're basically micromanaging every small part of it. So every so often, and this is really the lead designer's job, or the producer's job if the lead designer isn't doing anything, basically, someone has to step back and take the bird's-eye view and say, "Well, what is this game, what are you doing? If I log in, how am I going to spend an hour, what am I doing?" And, is it fun?
Dave: Where did the fun go?
Scott: Yes.
Dave: The infamous "I WILL TAXI TO VICTORY" screed? That was a case of somebody who completely lost track of where their fun was.
Scott: I had a lot of fun!
Dave: You had a lot of fun making fun of it!
Scott: Well, I was drunk.
(laughter)
Dave: But, no, they had a firm idea of what they were trying to make, but they drilled down so deep on what they were trying to make that what they wound up with what was a really rigid simulation that had taken most of the fun out for all but that hardcore grognard who doesn't mind spending three key-presses to line up a shot with his rifle.
Scott: Actually, they way they describe it now, it's seven. And apparently they posted that on their wall as an inspiration to the others.
Dave: (throwing up his hands) Okay!
Scott: So now we both have done that.
Dave: Cool.
F13: So, moving back around to something you started to say there for a second... What really inspires you to start making a game, to start designing a game? Where do you draw your ideas from?
Scott: Books, movies. When playing other games, thinking "oh, I could do so much better than that". Which, honestly, everyone does if they think more than five minutes about it. Everyone who works in the game industry has ten game design ideas in their back pocket. That's just a fact of life. And, you know, getting to actually pitch a game involves taking one of those ideas and refining it. But as far as where the idea comes from to begin with, just everyday life, you know? I was only half-joking when I said eventually I want to make a game about the Russian Civil War. That's a fascinating period of history that most people know absolutely nothing about. I mean, it would make a perfect MMO. There were many sides fighting each other almost completely at random, there was lots of drama, the Czar's gold being carried around on carriages, a Czech legion which was fighting for a nation which didn't even exist yet which was sent to Siberia for a completely different reason, there were three different Communist factions all fighting each other, oh and the Americans were there too but nobody knows about that because we don't study history. This would be a kick-ass game. But, it's a kick-ass game that I would enjoy, but would anyone else enjoy it? Probably not, unless they're a complete turbo history geek. ... Actually, I see a lot of people at the table raising their hands, which is kind of frightening me.
Dave: The problem you get, and this happens over and over again in this industry, is that we set out to make games for ourselves, and we compromise that to make it more marketable. Then we go to make the sequel, we have more authority, we make it even more like what we really wanted to make in the first place, and, in the process, refine down the available market. Maybe we get to do one more round, and the next round is something either so completely watered down and completely tasteless that nobody wants to play it or so refined that there's like ten people on the planet who actually enjoy that game.
F13: So, you mentioned movies and books. If you had to pick a passage or quote from a book, or a scene from a movie, what would you describe as your most inspirational or most influential on your design?
Scott: The scene in Return of the King, the book, where Eowyn is fighting the Nazgul lord, where Tolkien literally choreographed every blow of that fight. I mean, he literally had it in his mind. Eowyn raising her shield and having it shattered by the huge mace, and being knocked to her knees and all that. Reading that as a child, I was inspired. I wanted to be there, I wanted to pick up a sword and kick ass and fight alongside her. That was probably the most inspirational passage in literature I've ever seen in terms of gaming. And that's why we all make fantasy games, that kind of literature speaks to us. We all want to be that knight that kicks the Nazgul's ass. That's something that speaks to everyone, really.
Dave: I'm afraid mine has nothing to do with inspiration for what games to make, although it does sometimes affect the way I play them. It was a science fiction story, I don't even remember the name of the author, but the title of the story was "Stars, Won't You Hide Me." And it was all about... Basically, you have a human pilot being chased by alien pilots at relativistic speeds, time dilation... they literally chase him to the end of the universe, and because he managed to survive right to the very end, humanity didn't really lose the war. That was just inspiring to me. And sometimes, a lot of times, that's the way I'm playing a game. I'm not going to win, but damn it, I'm going to be the very last one to lose.
Scott: So reputation grinds are your fault?
Dave: Probably.
F13: You mentioned everyone wanting to be a knight or something like that... Now, I'd say a lot of games, at least in modern times, are based around that kind of adolescent power fantasy. Do you think we need to move beyond that kind of narrative in order to grow as a genre, or grow as an entertainment medium?
Scott: The problem with growing as a genre is that, remaining safe is inherently a safe bet. If you want to make a fantasy game, chances are good you're going to make some money out of it because everyone loves fantasy. If you want to make a science fiction game, it's a risk because less people buy science fiction games. If you're going to make a game about something entirely new, like history or the Old West or what have you, fighting in Ancient Greece like Perpetual's doing, that's a risk. It's not something that's been done before, and not only is it a risk to bean-counters and businesses, it's a risk to customers. Customers like the familiar. I mean, World of Warcraft sold nine million copies not because everyone was a Warcraft 3 fan, okay? It's because it's familiar, it plays on those familiar tropes. Everyone knows what an orc is, everyone knows what an elf is. Everyone knows that elves are stalwart and shining, everyone knows that orcs are bestial and they probably beat people with axes. These are narratives that don't have to be explained in great detail. You fill in the blanks. It's what I like to term narrative bandwidth. If you have a new story that you have to explain, then you have to have a lot of narrative bandwidth, you have to describe everything. If you're making high fantasy, you don't have to describe jack. You put an elf there and everybody knows what it is.
Dave: It's like, okay, you look at the movies from the thirties and forties, when they were just finally figuring out how to really make good movies. But you didn't have a lot of complexity - you had good guys, you had bad guys, you generally could always tell who was who. It wasn't until the fifties, and especially the sixties, that you started to see conflicted heroes, anti-heroes, the bad guy who reaches redemption in the last act. All of this kind of narrative depth didn't occur until both the medium and the audience had matured beyond the simplistic.
Scott: And, just to back him up, the game industry obviously is a young industry and it hasn't matured to that point. We're still making silent movies, especially in the MMO space. I mean, we're still learning how to tell stories. There's a lot of technical hurdles that we're still leaping in terms of just telling nonlinear stories. That's really hard to do. It's really hard to make a well-crafted story that millions of people can participate in simultaneously.
F13: We're still learning to keep servers up.
Scott: Well, I think we've got that down...
F13: I think you're both saying that the audience has to learn along with the developers.
Scott: Oh, absolutely, the market needs to mature, and the audience is a part of that.
F13: We've all learned what a bad guy looks like in a movie in the 21st Century, we can pick 'em out very easily, we all know what a movie is like. Do you have any ideas of what we can do in the game space, how we can help perpetuate this, help the audience learn?
Scott: A lot of that is sort of a meta-tutorial process. I mean, you train the user as part of the game process in what the story is. That's one thing that WoW does very well with their quests, is draw you in to their story, they teach you that, no the Orcs...
Dave: You want the meta-narrative on how you make more complicated good guys versus bad guys? Red vs Blue. Why is the Red side good? Because we're the Red side. Why is the Blue side bad? Because they're fighting us. We don't need any more justification, that's all that's necessary. We need more complexity than that, but that is a good start. It indicates that the players are ready to accept this absolute moral relativism, where everything is judged from where you stand. And that's the only important viewpoint, is where you stand.
F13: So, since we were bringing up stories in games, what do you think the relationship between a dense narrative, or a good narrative, and a good game is?
Scott: I think narrative has been extremely underutilized in games. I'm very much an advocate of narrative, I actually like to call it context. I like to think there's a reason things are happening. If I'm being told to kill ten wolves, I want there to be a reason to kill those ten wolves, I don't want it to be just because I have to fill the quest journal to get quest number 32 out of my journal and get five more XP. I want it to be because there's some reason the wolves are attacking the town.
Dave: And beyond that, I want there to be some resolution to it, beyond the fact that I get the shiny wolf fang dagger.
Scott: And then thirty people lined up behind me have to go kill wolves as well.
Dave: Yeah. We need to... people want to be at the center of their story, but they also want their story to have meaning. And right now we're not doing that very well. We're not giving their stories meaning except in their relationships to each other. Their relationship to the world pretty much remains unchanged because the world remains pretty much unchanged.
F13: What do we need to do to take steps towards that sort of thing? How do we inject that kind of context into a game?
Dave: Okay, well, as you know, I'm real hard-core on EVE lately. Lately being the last year and a half. Once you get out of the so-called Empire areas of EVE, everything is about the players. If the players didn't build it, it isn't there. If the players don't bring it, it's not gonna happen. Everything is about the interrelations between the players, their politics, their wars, their plans, their dreams. Yes, it seems pathetic, this is just internet spaceships, it doesn't really matter, except that it always matters, it's about the relationships, the relationships are always real, even if the world isn't.
Scott: Actually, the world is real, because it contains people and thus it is real. When you have the wars in EVE, you have the wars between Band of Brothers versus RedSwarm, GoonSwarm or whatever, those are real wars. Those are people who are fighting each other. They may not be literally picking up sticks and beating each other, but they definitely get angry enough that they just might. If you read interviews that people give, like that one that was posted on Shacknews with the Mittani, the intelligence weirdo with GoonSwarm, I mean, he is metagaming the metagame of the metagame! There's so many layers there that I don't think he knows where they are any more. How is that a part of the game any more? He's not part of the game, he is metagaming the community that has formed around the game. He is at war with another community, he is not at war in the game any more. Now, is that a bad thing or not? Probably not. He's having fun, the people he's playing with are probably having fun.
F13: That kind of overflow from a game into real life, is that something we should be encouraging? If so, how should we do so?
Dave: Everybody always reflexively says "No, we shouldn't encourage it!" because the first thing they think of is the street gangs that track each other down in Korea, guys from different PC baangs that track each other down and beat each other to a pulp.
Scott: Because nobody ever dies in Asia except because of an online game.
Dave: Exactly, we've got crime regardless. And yeah, there's stories about things that have happened in EVE, like people tracking down the enemy commander's address and going up and cutting the power to his house in the middle of a battle. Do we want to encourage that? Of course not. But on the other hand, the relationships are real. There's no reason why games should be any less a part of somebody's identity than music. Both are equally virtual, both are equally meaningless in and of themselves. Nobody thinks twice about describing someone as goth or punk or a metalhead or whatever. Why should we think twice about describing someone as a WoW player or whatever? There's no reason they can't be part of our identity. Right now, it's a niche activity, it's a little creepy. The stereotype is the guy who's in his parents' basement, with acne and 300 pounds.
Scott: It's handy to be demonized by politicians. I mean, no one has ever managed to do a political career off of "I'm pro-gaming, gamers are cool." No, instead, it's today's comic books, it's something they can safely say they're taking action against the cultural filth of America.
Dave: Hail, hail, rock and roll!
Scott: Exactly. History is repeating itself once again. Once you get gamers into the political process, and once you get gamers who are actual politicians, which is actually starting to happen... There's a legislator in Guam or something that's actually is high-level WoW raid leader.
Dave: When you think about the depth and the intricacy of the politics in EVE, and you think about the fact that the guys that are running these things are in their early or mid-twenties? And you think about what's gonna happen when these guys finally start running for office... How highly refined, compared to your typical congressional staffer, are their political skills going to be?
Scott: Yeah, they've had a lot of practice.
F13: So do you see the modern political focus on games as a social ill as a boon or a threat to gamerdom?
Scott: A threat, it's definitely a threat.
Dave: It's just that we're changing the social order. It's a socially-disruptive technology. Which is always scary. Old revolutions good, new revolutions bad. This isn't the same as rock and roll, rock and roll was just good wholesome music, and this is like, my God, the kids are actually in there!
Scott: The problem will be when you get clueless legislators that actually start making laws on things that they know nothing about. What happens if someone wakes up tomorrow and says, "there's too many people spending too much time in World of Warcraft" or "there's children being exploited in Second Life", or whatever? And then you have people start passing mandates, like they have in China, like you can only play MMOs four hours a week. And the company has to maintain that. Well what will happen is that the companies will shut MMOs down because it won't be cost-effective to maintain them in such a legislative environment.
Dave: When gaming is outlawed, only outlaws will game.
Scott: Yeah, BNetD will rise again.
F13: Okay, let me fire off our little closer here because we're already running pretty long. So, presume you had an infinite amount of time, an infinite amount of talent and an infinite amount of money. What do you make?
Dave: My own universe? I mean... at that point I'm God...
Scott: Infinite is pretty big.
F13: What I mean is, what's your dream game, what do you really want to make at the end of the day?
Dave: I don't know yet, I don't know enough about how to make games! I know what I would do as my next step is, do I know what I ultimately would make? I don't know what the limits are.
Scott: Yeah, I back that up. I mean, we're still figuring out how to make games, really. Everything is iterative, really. Players complain because there isn't the perfect game that comes out, there isn't a game that actually fulfills what everyone wants to play. Well, that's because we're still learning. And not only are we still learning, the businesses are still learning, they're still learning what's profitable, what we can do, what we want to do. I mean, WoW was a huge surprise to many designers, because it proved that massively parallel gaming was viable. By massively parallel, I mean people basically soloing to the end game. Prior to that, you had the EverQuest contingent which believed that if you didn't force people to group, the game would fail, because you wouldn't have social connections to form. Well, it turns out that people like playing their own little game in conjunction with everyone else playing their own little game, and within the world that springs up from that. So, we're still learning things like that.
Dave: At the core of it is the fact that we're talking about a social change in where people look first for their entertainment. For the last two generations, it's been television. If you had nothing better to do, you turned on the TV and found the least objectionable thing that was available. Now, if you're a gamer, what do you do if you have nothing else to do, there's nothing new on TV, nobody's going out tonight? You log in and start playing your game. That's your default leisure activity.
F13: Okay, any closing comments?
Dave: We suck.
Scott: He sucks. I rule.
F13: All right, thanks guys!
Posted by
Dave Rickey
at
12:21:00 PM
f13 Interview, Septeber 2006
Originally posted to http://www.f13.net/?itemid=281
This was done at AGC 2006, right around the time we were wrapping up VHR2. I felt flattered that Schild had decided to do the interview with me rather than the one with Raph. It wound up a hybrid of a normal interview and an email interview, the guys interviewing Raph had the recorder and Schild was typing our conversation into his laptop. Later we filled it out in email exchanges, I tried to keep it to what we had actually said but in a few places (mostly as parenthetical insertions) I went a little further.
Interview: Dave Rickey
Commentary , AGC'06Posted by: schild @ 02:37:40 on 10/16/06
While some other hooligans were sitting down with Raph, I sat down with Dave Rickey for a compelling conversation about the state of the industry, his work at Orbis games, Wish, the female gamer, where things are going, and his own life. After a long period of silence - mostly due to Eve and his day job (you know, that Game Designer Thing) - he's decided to start talking again.
Schild: So, WoW. With all of its polish and shine, it still doesn't hit all the bases. But in terms of visibility it seems to be getting the bulk of gamers. Sure, they're a loud minority, but 6 Million People Grinding is an insane amount of money.
Dave Rickey: I was in Damion's session talking a little about this. There's a tendency to think that the most successful game is doing everything right, that success implies virtue. Maybe WoW wasn't the perfect MMO, it was just a good game with a great brand. Blizzard slipped a lot of release dates and busted a lot of budgets to establish that, and WoW certainly did not tarnish the brand. I wouldn't say it's the perfect MMOG. It's a good game that hit at the right time and sucked all the growth out of the MMORPG market for a solid two years. Is WoW good? Are there incremental innovations in its features worth emulating? Yes, of course. And yes, it raises the bar. It's what Blizzard has always done. But everyone has gone into a state of collective shock, and they don't know what to do. What games do we make with 50-80M dollars? How do we even run a 50-80M dollar project? Where do we get that kind of money?
Schild: Which takes us directly into the rant.
Dave Rickey: Well, Scott said "quit doing stupid things." It was Lum the Mad in full form - and it was great to see. Everyone else was playing to their potential investors. And for a change you had Sony and NCSoft up there, also. It's not just people like Greg Costikyan and me just going "What the Hell?!" Part of that is because the barbarians are inside the gates, people who used to be saying that from the outside are now inside the big companies.
Schild: But what about Bioware? These people are well-funded.
Dave Rickey: They're not Blizzard. They've defined the western RPG since Baldur's Gate, and they're one of the stronger brands in games, but they don't have the global reach of the Warcraft franchise.
Schild: And what about their new blood? (Vogel, Schubert, Gordon)
Dave Rickey: It looks like they went looking for the best veteran talent they could find, it's not an unlikely pairing. These are guys who have known about each other for years, Gordon Walton goes back to the Kesmai days, as old-school as it gets. Myself, I've fallen into the gap of whether I'm the last of the old school or first of the new school.
Schild: Well, you obviously don't want to be the last of the old school...
Dave Rickey: The old guard dies but never surrenders. I don't have the credentials or track record to get the funding or brand backing like Raph or these other guys. But being "old school" leaves me with nowhere else to go. So I'm trying to go another way. I'm learning to make games for people who are not at all like me, finding my own answer to the question: What does it mean to be a game designer? What do you have to do to make a game happen? Twenty plus years of making team projects and we still can't explain what a game designer does.
Schild: And yet the same people keep getting picked to make these games?
Dave Rickey: Look at game design in general. People who consistently deliver critically and commercially successful products. Miyamoto, Will Wright, Sid Meier. Will and Sid have put out some bombs, sure. Even some of Miyamoto's stuff - but thankfully that hasn't come over here. But that doesn't seem to rub off, you don't see proteges of Will Wright or Peter Molyneux going on to become great designers in their own right on anything like that on a consistent basis. Whatever happens inside the mind of a good designer, it's a black box, even he doesn't understand it well enough to teach it to someone else. So all we can do is bet on experience, even if it's someone practicing their failures.
Schild: When I look at the 360, I see Sakaguchi, Itagaki, and others from Japan and what they're doing. They're focusing on the west a bit (in the case of Itagaki - a lot) more now. Is this a threat to the old school American folks? Can we even stand up to the old, old school of Japan? Anime isn't getting any less popular and that ridiculous type of storytelling that bombards you from every direction isn't getting anything but more popular. How long before a Japanese Company (Read: Nintendo) successfully abuses one of these licenses (Read: Pokemon) and blows everyone to Kingdom Come? It's only a matter of time...
Dave Rickey: And it is. Up until now we've had two markets divided by the Pacific. Almost none of that crossed. But those that did crossed in ways that are unrepeatable. We'll both learn more about how to make games, they'll learn more about making games, and teach us something in the process. When you try to make games for people that aren't like you, it's a totally different experience. It's totally different from making games you want to play. A competent movie director can make a watchable movie out of something that's completely foreign to him. It won't be a great movie, especially if the premise is ridiculous like Kangaroo Jack, but it will be watchable. Why don't we have game designers that can do things like that and make a playable title from an arbitrary premise that they themselves don't find interesting?
Schild: Which is a good place to talk about your company and what you're doing. Talk about the woman gamer, you've got a good amount of exposure to them with your new projects.
Dave Rickey: Don't patronize her. Just accept how she's different, in the end women are like men in only one important way, they want to play games that are interesting to them.
And to see how they are different, you can look at the handful of games they both play, and see how they play them differently, like The Sims. Women play with the virtual dollhouse part like little girls playing House. Men play like little boys torturing bugs. Generalizations like this can be useful, as long as you remember they are just generalizations. People think differently, and although there are definite general patterns to how the sexes think, over all, as a general rule, most men and most women as different from the gender norms as those norms are from each other. So making games for women becomes a more extreme case of making games for "people who aren't like me".
Schild: And your game? VHR? (Virtual Horse Ranch)
Dave Rickey: Yea, pretty much. The Idea of cars with big guns in Auto Assault resonated with many men. Pretty horses with pretty stables resonate with many women. Women care about the animals. They're so large and yet so fragile. To men, a horse is a tool - it does farm work. To women, well, it's more than a pet, it's like a child. But you have to deliver the gameplay that speaks to that resonance; you can't just make a silly game-like construct that happens to have horses in it but has the complexity of pre-school edutainment.
Schild: And how does that translate into the game?
Dave Rickey: They have their horses. They train them. They breed them to make better horses - chasing a particular attribute or breed pattern. Men don't understand this. Men look at these things and say "how do I win?" Breeding requires more than one person, it's not a competition. And it's not a "casual" game, it's a deep management sim, as complicated as your typical Fantasy Football system.
Schild: Ok, so take that non-competitive social mentality and mix it with WoW. And you get the golden question: "How can these ideas coexist?"
Dave Rickey: If I knew that, I'd be busy programming. There's no reason they can't coexist. I'm trying to examine how that works.
Schild: A while back you wrote that piece, MAISE, for us. And now people are talking about new types of gamers and such - like the "dormant gamer." What do you think of this?
Dave Rickey: Right now I'm working on something new that examines why things are fun and why our brain wiring says something is fun. I want to know why that happens.
As for the other papers, like the one that just came out from Parks Associates, the "casual gamer" tag was really artificial and with this they're onto something. The division was always arbitrary, how can a puzzle game played 20 hours a week be casual while 20 hours a week of WoW is hardcore? Is what they came out with accurate? It's probably a more accurate approximation than the artificial Casual/Hardcore dichotomy we've been using.
Schild: Speaking of dichotomies, what about the Bartle Equation?
Dave Rickey: The Bartle Equation is what MAISE was about. MAISE was about people in games pursuing goals. If you assume that they are a certain type of gamer who plays in certain ways, it blinds you to how they don't always play the same way. It's circular logic, they play this way because they have these goals, and you can tell they have these goals because of the way they play, it doesn't take you anywhere. If you assume they pursue goals that change, or that a different style of play may be a more efficient way to reach their goals, then a lot of apparently bizarre behavior starts to make sense.
Schild: I've been thinking about that aspect myself a bit. The hardcore and casual mentality end up being the same.
Dave Rickey: Well, the goals ARE different. The play IS different. But the end result... is the same. Just as it is possible to apply "rational actor" analysis to "altruistic" behaviors and show that a lot of "selfless" behavior can be explained as rational self-interest, you can apply "goal oriented play" analysis to some very fuzzy, meta-game goals and show that a lot of apparently undirected play behavior is actually goal-oriented. Does it take a lot of the mystique and romance out of it? Yes, and that's exactly why it's good.
Schild: Right, so there has to be a hook in the fallacy that these people are "different" types of gamers...
Dave Rickey: The fault is that people are thinking they always stay in the same category. Someone RIGHT NOW might be a hardcore PVP type. A few months from now they could be weeding a garden in Animal Crossing. Did they have a brain transplant, or did we fundamentally misunderstand why and how they were playing? It's just a matter of how we go about achieving the goal. My mother is hardcore, but for what?
Schild: If she's anything like the mothers I know... Spades, Mahjongg, Bridge?
Dave Rickey: Exactly. She'll kill 40 hours a week playing online Bridge and offline Mahjongg, and the traditional definition says she a "casual" player because of the games she plays?
Schild: You know, she's watching less TV now too. Touch on that, if you will, when did TV become the big competitor?
Dave Rickey: One of my two posts at Terra Nova was about how the LA Times was reporting on a disappearing TV audience and the Wall Street Journal was reporting about selling product placement to market at an emerging gamer audience. Hm, maybe there's a connection. Nick Yee's survey about playing revealed people who played more games, watched less TV, in an almost direct correlation. When a gamer has time on their hands they don't start channel surfing, they think, "What game can I play?" It's direct competition for mindshare with bad TV, reruns and pointless filler. And we're winning.
Schild: And yet, somehow, the vast majority of our games are rehashes. It's becoming homogenized. Much like TV. Especially in our tiny corner of the industry.
Dave Rickey: WoW caused a collective filling of the shorts. The costs jumped. The market jumped. How do you follow that? After a long period of shock, you go every which way. You go head-on, you go into different types of games, you run the opposite direction. You go Any Direction You Can. There's a lot more money on the table than we had ever realized. But the big-money projects are going to take the safest bets, make "WoW plus X" where X can be better PvP, a different license, whatever. And the big money will get the biggest press, so it will look like nothing is happening but more Diku-derived fantasy games. Then something will come out of left field and deliver even bigger numbers, and that will be the new thing to copy.
It's like back in the 60's when you couldn't get a new TV show approved unless it was a western, and we got The Rifleman, Branded, Gunsmoke, F Troop, Bonanza, Wagon Train, and so on. Star Trek had to be pitched as "Wagon Train in space." These things go in waves. At one point in PC games, it was hard to get funding for anything that wasn't an RPG, because all the big sellers were RPG's, and we got Bard's Tale, Ultima, Wizardry, and the SSI "Gold Box" D&D games. Now none of those survive other than as a label attached to an MMO. But the next big payoff will be something completely different.
Schild: Which is something I've been preaching since WoW hit, day one. And you've gone that direction. Some people have accused you of... hiding.
Dave Rickey: I've gone off the radar. Some reasons were personal, some professional. In my career I've been my own worst enemy. No one doubts my ability, but with my skills comes an irrepressible iconoclastic force of nature. No one feels comfortable getting cozy with that. Is that me anymore? You can't stay an angry young man forever. You have to decide whether you want to be the crazy guy on the street corner shouting at people, or retreat to the woods and find a better way. I took a period of withdrawal. I have a family and have contemplated what I want from my career.
Schild: And being on the outside has changed your perspective?
Dave Rickey: I've always been a student of examining behavior in games. Way back when, my real job was to write database apps and hit a big red button when something went bad, this took up about an hour and a half a week. The rest of the time I ran the EQ Vault. When I was in the UO beta, I looked at the energy and passion it created in people and wondered: Where does that come from and what does it do? And I still do that.
Schild: But it can go away too.
Dave Rickey: When I saw EQ come out and UO refused to die, it was the first indication that product cycle means nothing in this particular market. No MMO has yet died a natural death, they've all been stillborn or mismanaged.
Schild: Ok, but gamers play for fun. When that fun runs out, they do move on. Keeping subscription and churn in check is a tricky dance and once devs get stuck in a box or some vicious cycle, what happens? Just because we haven't had a full market cycle doesn't mean there isn't one. Most of the older games have been through several generations of staff by now.
Dave Rickey: The person who built it may not be the best person to run it. A vision will carry something into launch but it will eventually become a barrier, you'll keep trying to make it the game in your head, while the players want a better version of the game they have been playing, and those two visions may not have much in common. So the staff turnover may not only be inevitable, it may be neccessary.
Schild: Speaking of visions, we've now hit a generation of consoles where MMORPGs can actually happen.
Dave Rickey: It was an inevitability. But there are limitations right now - business model limitations. With the previous Xbox, you didn't have the resolution, with this one you can't count on having a hard drive, and the XBLive Arcade revenue model isn't friendly to third-party MMO developers. With the PS3 there are still things you can't count on, like HDMI. We're not quite there yet, but it is an inevitability that MMO's will migrate over to the consoles.
Schild: And for those people stuck in a box - they blink and miss a console generation.
Dave Rickey: Every designer is self-taught. If they cut themselves off, sure, they'll be playing catch-up. I had some of that leaving Camelot. I mean, balancing a 33, 39, now 45 class monster, it eats your life, you miss some things. Passion and obsession is a fine line.
Schild: Let's make the obvious segue here and talk about the PC and where it's going. Is it dead? Is it going to become a box for Valve titles?
Dave Rickey: The PC industry as we know it, is effectively running on momentum and has been for a decade. Inevitably, we'll probably see the big publishers get out of it, and fairly soon. The chickens have come home to roost. That doesn't mean it's dead. It will just never be the focus of what's "important", not the big money. MMORPGs are the PC's last hurrah. Calling yourself a PC Gamer once [MMORPGs] get moved to consoles will be like calling yourself a Mac Gamer now.
Schild: I can't help but think of the Wii with its mouse-like precision when talking about the PC industry. What're your thoughts on this?
Dave Rickey: There's this hardcore jaded element that looks at the Wii controller, and says "It's a light gun." It's like the mouse, joystick, and keyboard. They opened up possibilities. The Wii stick is a magic wand. It opens up possibilities. Games that we've never thought were possible will appear. Games that we thought shouldn't be on consoles will come to consoles. It will be a source of incredible innovation.
Do I know what they will be? No, but I can see the handwriting on the wall. There will be at least 3 genre founding games on the Wii that could not have existed before the Wii. Big as Doom. But the first thing we do with any new technology is do the old stuff with it. A little over a decade ago, people talked about how computers were going to create a paperless office and improve productivity, but then we gave those computers to people who measured their productivity in how much paper they generated. They became much more productive at generating paper, and we're going to do that same thing with games, trying to adapt the old games to the new inputs.. As for women, as mentioned earlier - well, there are lots of studies that say women are more tactile. Now we have an interface that is about how you move.
Schild: F13 is interviewing Raph in the room next to here, so let's talk about social spaces.
Dave Rickey: CyWorld is the closest to the MySpace of MMOGs. And yeah, you do not hold the same player for 20 hours a week for 6 months to 2 years because of gameplay. You hold them because they have friends where they are and they don't want to walk away from them. And only if the guild or corp or whatever moves as a unit or dissolves do they leave. These pure social spaces get huge audiences with just the social stuff and no game, or very little game. But they have trouble monetizing that, and they seem to burn out as fast as they appear, anyone remember Friendster?
Schild: So these people are doing something right and we're not doing that?
Dave Rickey: We're letting the game get in the way of the social experience, when the players use their social capital to get past barriers in the game, we say "you're not supposed to play that way" and we "fix" them. Games provide a directed user-experience and people need that. Then a time comes when the players want to step off the rails of the directed experience, and we don't want to let them. It's the Game vs. World question. But worlds are inherently larger than games. A world can contain a game but a game cannot contain a world. How can we embed a full game into a world without stepping on its worldliness, direct the player to the fun without interfering with the social interactions? This is a problem we must resolve with virtual worlds.
Schild: UO, The Sims Online, SW:G - they didn't resolve it.
Dave Rickey: It comes down to the player footprint. How wide can the effects of a
player's actions spread? If you're talking about EQ or WoW, it's the avatar and the range of attack. His indirect footprint is his vendors, auction orders, and his guild. It's a narrow footprint. Then you look at SW:G. Players have a huge footprint. You've got housing, pets, the market, and once you add all of that up, the players can have a huge impact on what seemed like a large world - which in turn proved to be quite small. Contrast this with Eve. Eve has a world that's so vast it's mind-boggling. 5,000 star systems, roughly 30,000 asteroid belts, 50,000 planets, 200,000 moons. 140K players fit right in and don't fill it even though they can have a large footprint. You have to find your own fun there though, and that's a very hard thing to do.
Schild: But how do you bring all of this together? The player having a substantial footprint but not upsetting the world - and multiplying that out - a minority of players ruining a world.
Dave Rickey: Eve gives hints. There is a directed experience. There are storyline and tutorial missions. It just needs to be better, do a better job of keeping the player entertained until he can find his own fun. You have safe areas, less safe areas, and areas where the only safety is in the power of the friends you have, and everything that is critical to the directed experience is in the safest areas. So you have this hint of a path to take the world and game and meld them into something that has the advantages of both.
Schild: But people expect a certain amount of freedom from these "sandboxes."
Dave Rickey: The effects you have in a single-player sandbox can be truly global. You don't have to worry about other people's experience. I've never finished a GTA, but I've played them and enjoyed them immensely. Eventually I get to a mission that's too damn hard and I just start playing with the sandbox. With SW:G each planet was 10x10 miles. Not even the city of Austin. The entirety of it, all 8 planets wasn't even the city of Austin, which isn't all that big. And then we got used to the standards of single player games. The world in GTA isn't bigger than SW:G. But when you have it to yourself it's huge.
Schild: And yet Nintendo, who nearly ruined Windwaker with its ocean travel, has bragged that it would take 45 minutes to get from one side of the world to the other in Twilight Princess...
Dave Rickey: We need to think real world big in scale. Not necessarily the globe, but at least small states and large counties. And then you have a problem with how you move around. When I was working on Wish, there were a lot of disappointments but there was one problem we had to deal with. How do people get around without teleportation? We had something of "ley lines" layout and put cities where the lines intersected on that system. There were seven points where twelve lines intersected. They would have been portals. You would never be more than 30 minutes (15 minutes to a portal, 15 minutes from a portal) from anywhere in the world. That's a worst case scenario, half an hour to get anywhere in a world of literally tens of thousands of square miles. But the important question is: How often am I going to have to cross the world, and how hard is it? In Eve, sure it takes an hour to get all the way across the map. But most of that is in Empire (safe) space, and you're not actually there while you do it. You're on autopilot. In low-sec you can't do that, but you rarely want to, either, most of your 0.0 adventures will be within 10 jumps of your base and you'll be using insta-warps for security.
Schild: Which brings me to one of my personal big talking points. Thirty minutes of walking or riding some animal? Why aren't we allowed to have fun? Not fun in the Munchkin D&D sense or Diablo - but the vast ocean that separates instead arcade style fun of yore and today’s modern MMOG?
Dave Rickey:It's about a directed user experience versus forcing users to make their own experience. There's a conflict there. It's hard enough of a problem for people to say "Forget about that, I'm making this single player, low multiplayer game, and calling it an MMO because there's a lobby with thousands in it." Like Guild Wars. Or City of Heroes, only the Lobby is really big (and itself can have multiple instances). And we're not ready to make worlds, really. I'm not making virtual worlds, I'm making games. I decided to practice my craft on games that aren't for people like me. Games that are fun for other people. Games that are something different.
Schild: Tracking back a bit - what did you think about what Jessica Mulligan has been saying - before, during, and presumably after the rant the other day?
Dave Rickey: She's afraid of another collapse like we saw in 1995-1996, before UO came out. So much smart money chases dumb ideas that the entire investment community just backs away for another decade. MBAs know business and they pride themselves in not needing to know a lot about the particular business they might be working in and supposedly professional management is the same wherever you are. This doesn't translate to gaming. The Entertainment Business. We're not a technology industry anymore.
Schild: Before we close up, I'd like to ask you about something no one really talks about. At least not publically. Central and South America. I personally know a decent number of gamers down there, and you know it's only growing. What do you think about this?
Dave Rickey: Nobody knows what to make of it. South America is off everybody's radar. There's this huge market down there that's desperately crying out for some love. "GIVE US SOMETHING," they say, and nobody is trying to give them anything. South America is easily as big and as easy to reach as Europe. How do you reach it? It's not like there's a shortage of Spanish speaking people in the U.S. Why hasn't anyone said screw this hyper competitive nonsense and made a decent game in a virgin field? You only have two languages. It's easier than going from Spanish to Portuguese than starting from English and then going to French or German. I don't think I'm the one to do it and have no idea why no one else has done it. It seems so obvious now.
Schild: It's time for dinner, give us some parting words.
Dave Rickey: I don't know. It's been interesting and I've been amused looking at this conference. They've been reacting to WoW and I don't have a dog in that fight. I can watch and be quietly amused. It's not that I've lost my passion but I've lost my anger. You reach a point where you're a hollow shell wrapped around your bitterness, or you give it up and move on. I've got as any horror stories as anyone else. You have to decide not to care. You can keep caring and burn out, leave the industry. Or you can stop caring about the bullshit and carve yourself an island of sanity in a sea of stupidity. When I jump back in, it'll be on my own terms. I want to expand my island of sanity to the point where it gives me a foundation to let me do what I want to do.
Posted by
Dave Rickey
at
12:14:00 PM
Game Design QA on RPG Vault, July 2005
I'm going to break pattern and just link to this one, as I was one of several people sent a list of questions about MMOG design, and I don't feel I should incorporate all of their responses here and don't feel comfortable editing it down to just my own.
RPG Vault Q&A
Posted by
Dave Rickey
at
12:09:00 PM
CorpNews Interview, June 2005
Originally posted at http://www.corpnews.com/node/76
This was done after I had spent most of a year trying to get funding for a Sci-Fi themed game called Polaris with Peter Friedman. We were just starting to get traction (we had commitments for several million dollars) when Peter started having some health problems. Word of these got out to the potential investors, and as they were really putting their bets behind Peter, that scuttled the project. Then I hooked up with Shannon Cusick and Orbis Games, bringing along John Arras (who had also been part of the Polaris project). At the time we were trying to get funding for Legendera, which was envisioned as a fantasy MMO set in the pre-Alexandrian middle east.
Catching Up With Dave Rickey
Submitted by Mr. Rasputin on Thu, 06/16/2005 - 8:20am.
Here at Corpnews, we sometimes get it into our heads to delve into our past a little bit. Occasionally try to catch up with people. We haven't heard much from Dave "Mahrin Skel" Rickey in a while, so I got together a few questions and fired them off.
He's been a busy little bee, but he answered every question.
Here they are, in their entirety.
Corp: Not a lot of info lately...How're you, what are you doing now?
Dave: I've kind of gone under the radar the last year and a half or so. For most of last year, I stepped back and took some "personal development time", after 5 years of focusing completely on games and my career, my personal life needed a lot of attention. I got engaged early in the year, I got custody of my daughter from my first marriage, and married in December. Being a parental unit (to my daughter and my wife's boys) has been a *major* learning experience that has taken a lot of my focus while I tried to figure it out.
So after 5 years of having no personal life at all, I flipped almost completely the other way for a while. During that time I was trying to put together a project called Polaris, a Sci-Fi based world centered on the theme of exploring a really novel alien world with extensive advanced AI, but it didn't come together. Then, in December, I joined Orbis Games as "Creative Director".
Corp: What's the new job like?
Dave: Interesting. After being part of three large projects, with 7 and 8 figure budgets and teams of dozens, it's actually a lot more interesting and challenging trying to see what can be done with a small team and budget. I used to be very dismissive of the small MMO companies, literally saying that if you couldn't front millions of of dollars, you shouldn't bother trying. eGenesis (A Tale in the Desert) and Three Rings (Puzzle Pirates) have proven me wrong, and I'm starting to see how small can be beautiful. With fewer people and less at stake, it's easier to explore ideas that would be too risky for a big project, and aim at niches that could never justify a large budget. When you're the tiny mouse wandering a field full of elephants, you have to go where they aren't, so innovation isn't just an option, it's a requirement.
Corp: Any ETA on seeing something about it soon?
Dave: Right now we're trying to build on our base, upgrading Virtual Horse Ranch into a graphical game, we believe that if the same gameplay the text game already provides was available in a more visual environment, it would gain a lot more subscribers. It's a totally different kind of game, with a totally different target market (95% of the current players are female), so just getting a chance to see the near-mythical "Women Gamers" in their natural environment is letting me learn all kinds of things that don't show up when they're a minority in a mostly male playerbase. We're hoping to finish the first stage of the upgrade by the end of this year, and give everyone a (virtual) pony for Christmas.
Corp: What was it like working on Wish?
Dave: Enlightening and frustrating. For the first time, I was involved in the issues that go with being senior management for an MMO project, rather than just observing. There's a lot of non-game factors that go along with running a business, leases for office space, insurance benefits, and so on, that I had never really been privy to before. Just planning our E3 booth was a complicated quarter-million dollar project in its own right. So I got to learn a lot about the nuts and bolts of management.
On the other hand, it was incredibly frustrating because I was just starting to see the fruition of my efforts on the design front when I left. When I came in, there were just a lot of things wrong with the way the game was put together. The way the character models had been built was going to require hugely more artist time to complete than could possibly be allocated, the skill system contained fundamental logical flaws that could never have been fixed, the scale of the world was such that without a *major* rethinking of how the world was built and populated, we could never have provided enough interesting content, just some deep stuff that had to be rebuilt before we could even start making a game.
If I had it to do over again, I would have tried to get some flexibility in our "Beta 1" launch date, we finished the refactoring of the systems in time but with literally only days to spare. There just wasn't any time to build content to make Beta 1 a fun experience, never mind do any internal testing, so what we had looked sloppy, rushed, and unpolished, even by the standards of an early beta. I was spending my Christmas vacation planning out how we were going to fix that before the end of Beta 1, when my boss called me and told me that I didn't need to bother. There was literally no warning, even my producer didn't have a clue it was coming.
Corp: Is it true you were let go from Mythic? If so, when?
Dave: At Mythic, I was always in this sort of odd, undefined state. I usually didn't have a job title, and most of the time I didn't really report to anyone, either. I used to joke that I was the "resident malcontent", but I think it would have been more accurate to have called me a "troubleshooter without portfolio". I had nearly infinite discretion about what I could look into or work on, but when it came time to involve other people or make changes to the game, I had zero authority. So I spent about two years running around putting out fires, trying to balance out the classes and realms, track down and eliminate bugs, get the feedback loop from players to developers to work a little more smoothly, and so on. As I'd find things and eventually convince management that we needed to do something about them, we wound up creating 5 or 6 new positions.
After Shrouded Isles, a lot of things came to a head. I had just done the best I could to balance out the 6 SI classes in 6 weeks (they came in one realm at a time, I actually only had 2 weeks for the last 2), so I was really frustrated with solving problems I thought could have been avoided. I was finally given an official status, as "Content Designer", which I was told meant that I was responsible for the instigation and management of all the new systems and large-scale content initiatives for the game as a whole. The actual "Designer" tag meant a lot to me, it had been my goal when I first got into the business, and even though I had been promised credits as a designer for the original box and the SI expansion, somehow they never materialized. So this was the realization of a major life ambition.
I was (and am) a firm believer that the most vital aspect of MMO development is information. We'd set up the Team Lead program and the Product Quality group, in order to better process the incredible deluge of information the players were providing us directly, and that had given us a great return. We were able to identify and fix a huge variety of problems and issues that were important to the players. The ones that were talking to us, anyway, and that was where I thought I needed to focus next: On the ones who weren't talking to us, but were just quietly slipping away, cancelling their accounts without raising much of a fuss. So I started doing a lot of data-mining, looking at everything we had in the character database for differences between accounts that stayed and those that left. I also pushed to get the ability to poll the players, so we could do exit polls and start getting a more objective and scientific set of feedback from current players, rather than prioritizing the "squeaky wheels".
After about 4 months of that, I became convinced that we needed to focus on improving and expanding our RvR game, as our unique competitive advantage. PvE wasn't why our players were coming, and too long of a treadmill on the way to RvR was losing us a lot of them. This put my "malcontent" status at a whole new level, rather than pushing for 1 or 2 new positions, a few days of programmer time, or the reorganization of a half-dozen people, I was essentially saying that the entire strategic direction for the ongoing development of the game had to change, and since TOA (with a total PvE focus and a new levelling system to be stacked on top of the old) was scheduled to come out in 7 months, the change had to happen right *then* if we were to put anything else on the shelves that Christmas.
It just created an untenable situation, I didn't feel I would have been doing my job if I didn't do whatever it took to make the team change tracks, while management apparently didn't agree that the situation was so urgent. I was "invited to resign", exchanged a fat severance check for a non-disparagement agreement, and moved on.
Corp: What do you think of ToA?
Dave: Did I mention the non-disparagement agreement? I can't really say much about TOA without running into it. At an analytical level, TOA was an attempt to make Camelot more like EverQuest 1. Hugely complicated multi-step quests to earn "Master Levels", that required the cooperative efforts of large numbers of people, doing them over and over again, and a new set of items that were bigger, better, and more shiny to collect. It was the antithesis of what I thought Camelot needed at that stage, as it added yet another treadmill that players would have to climb before they could be competitive in RvR.
Corp: Is the recent decision by Mythic to release an altered-rules server a good move for them?
Dave: It's an attempt to "unring the bell", roll time back to when the population of the game was a lot higher. When the 800 pound gorilla of WoW stomped a 2 million subscriber hole in the market for EQ clones, with a budget in the tens of millions, it became a lot less viable to try to compete directly with that kind of gameplay. It's potentially a good move, the question is if it is already too late. The current Live team has their work cut out for them, and I wish them well (I still have several friends working on it).
Corp: What are your plans for the future?
Dave: Build up the VHR community and income stream, continue to enhance and expand that game. Once that is well in hand, start looking for other unserved niches that can be tackled for a reasonable budget. Even if Orbis eventually has the resources to build a 9 figure megaproject (which is where the EQ model is headed), I think we'll stick to multiple smaller projects instead. There are so *many* possible MMO's to make, and I really believe that in the long run the current run of ever-bigger EQ clones will burn itself out. Once every potential player has already played one to the point of burnout, we'll need to do something else.
Corp: What are you playing RIGHT THIS SECOND?
Dave: Right this second I'm playing "Game Designer Image Enhancement (B List Edition)". But for video games, I've been playing God of War. I haven't been a fan of the console beat-em-up action-adventures, but I think this one has converted me.
Corp: What direction do you see the MMOG industry moving in the next few years?
Dave: The big news is going to continue to be EQ clones. Fantasy themed clones will get ever more insane budgets and continue to be the biggest games. We'll see more variation of setting, like we already have seen a little of, EQ with guns, EQ in space, EQ in giant robots, and those games will dominate the middle third of the market, running a step behind the fantasy games on budgets. The bottom of the market will run the whole rest of the range down, and is where we'll see the real innovation. The economics of MMO's under the standard business model are pretty simple: For each $1M invested, you need 10,000 subscriptions to pay back the initial investment in a reasonable period (2 years, investors have a different definition of "reasonable period"). A game that costs $5M to make and maintains a 50K subscriber level for 5 years will make an overall return of $7.5M (assuming 25% is skimmed off the top for the investors). A game that costs $50M needs half a million subscribers to do the same trick. Somewhere in there, anything untried starts to look like an unreasonable risk.
But this math works *better* at a smaller scale. A team of 3 investing sweat equity for a year and getting 10K subs for 5 years will clear over $1M each, over paying themselves reasonable salaries and hiring a few CSR's. Smaller teams have less overhead, fewer management, less inefficiency in communication, less effort wasted on office politics. 10K is only a tiny, *miniscule* piece of the market, the US/European market is around 4M right now, the bottom 10% of that could support 40 such games. And I think the overall market will double at least one more time in the next few years, probably twice.
It's somewhat disappointing (but predictable) that games that don't hit or approach the biggest subscriber numbers ever are seen as unworthy of notice by the mainstream gaming news outlets. Hell, EQ2 is seen as a failure because it was only the second-fastest growing MMO in the market. UO is written off even though it quietly sits there and generates $30-40M in annual revenue, after 8 *years* on an engine that wasn't new then. But more disappointing is that so far we've seen few signs of an "alternative online gaming" movement, that ignores the blockbusters in favor of the smaller games. If such a culture could gain some momentum, great things could happen.
I and the rest of the staff at Corp would like to thank Dave for his time and energy. Good luck with VHR. I think there's great things ahead.
Posted by
Dave Rickey
at
12:02:00 PM
"Fascism is Fun" on Terra Nova
Originally posted to http://terranova.blogs.com/terra_nova/2003/11/fascism_is_fun.html
The other posting I made at Terra Nova. After this one, we started Wish beta and I didn't have time, then I got fired from Mutable and started my long silence.
Nov 23, 2003
Fascism Is Fun
Dave Rickey
In all of the debates around governance and virtual worlds, there has been this assumption that what we were working towards, what inevitably must happen, is some ideal form of egalitarian pluralism. Democracy, but better.
What if that's all wrong? I realize this is heresy, but here's the thing: We've bent over backwards to provide the players with the tools for creating democratic structures. Yet what have we seen them actually create? Oligarchies, plutocracies, cults of personality, tribes, cartels, militaristic feudalism, just about everything but democracy.
When I posed this question at State of Play's "Society and Games" panel, one member of the panel was obviously non-plussed. Having just pitched the concept of a pure social game, where the players would create the rules and be truly free, she was asked "What if the players choose to implement a fascist state?" Her response was that she would not allow it, thereby illustrating the "finger on the power button" principle in its starkest form. Even the egalitarians cannot put down the reins of power.
But I'll pose it again: What if democracy, although apparently a workable way to keep the state from trampling on the rights of individuals, is just a historical accident, a way of marketing the power of the state that makes it easier for the governed to accept their powerlessness? What if studying the societies of MMOG's proves this? What if the ideal state really is the platonic benevolent dictatorship?
Hitler was a madman, but there was a reason that the German people followed him: He provided a strong arm, surely steering the ship of state. Mussolini was not mad, and until he failed them by losing, the Italians loved him. He made the trains run on time, he forged order out of chaos, he made them strong among nations for the first time since the Roman Empire.
Perhaps there are better ways to make a state responsive to the needs of the governed than democracy. It's certainly a highly inefficient form of government, and only rich societies seem to be able to afford more than the thinnest veneer of democratic forms to hide their real power dynamics. Perhaps our idealogical blinders are preventing us from seeing the glaringly obvious: Power is its own justification, Might Makes Right, and people just want to be on the side of the winners.
Even in this era, we have examples of enlightened, benevolent dictators. Marshal Tito kept the Balkans peaceful for the entirety of his life while playing the superpowers off against each other. Singapore has as complete a despot as can be found, yet the people are healthy, happy, and for the most part wealthier than most of their democratic neighbours. And in online games, maybe Fascism is Fun.
Posted by
Dave Rickey
at
11:48:00 AM
"Have you seen me" On Terra Nova
Originally posted at http://terranova.blogs.com/terra_nova/2003/10/have_you_seen_m.html
At the time Terra Nova had barely gotten started (the word "Blog" was only recently coming into common use, in fact). The concept was that it would be a group blog, with a mixture of authors from both academia and industry. At the time I had my own blog, the Skotos column, and PR duties for Wish, and I only ever made two posts there. Since I wrote this, Nick Yee's Daedalus Project ran a survey showing my core theory was correct, MMO playing time comes almost directly out of TV time.
Oct 28, 2003
Have You Seen Me?
Dave Rickey
From the LA Times:
Where did everybody go?
One month into the new TV season, overall audience levels have taken a hard tumble from those last year. New shows have sputtered, and scores of established series have slipped in the standings. Even some of the biggest hits - "Friends," "ER," "Survivor," "CSI" and "Monday Night Football" - have lost millions of viewers.
Network executives can't explain it.
For the first time ever, overall television viewership is down from one fall season to the next, the biggest shock to hit that industry since the Nielsens showed that cable networks were significantly cutting into the market for the big broadcast networks. But this time, nobody seems to know where they went. Even more troubling, the biggest drop was in the most coveted viewers:
One demographic group, in particular, was noticeably smaller: young men. The industry is fretting as 8% of men ages 18 to 34 have apparently sworn off television this season.
"It's hard to buy into the explanation that all of these young men suddenly decided to stop watching television at the same time," said [Lloyd] Braun [ABC Entertainment Chairman], who speculated that a factor for ABC could have been two lackluster "Monday Night Football" matchups.
18-34 year-old males are the most desirable audience for TV because they are the last, best hope for advertisers wanting to influence brand choices, that demographic controls a disproportionate amount of the disposable income, and if you can "brand" them, they'll likely stay with the same products for the rest of their lives (when they will control an even larger chunk). So this slippage is a deadly threat to TV and advertising's bread and butter, these are the eyeballs they have contracted to deliver. This year alone it may cost them hundreds of millions of dollars in refunds and rebates to the advertisers, if November "Sweeps" fail to deliver the numbers the networks promised.
Hmmm.... Hundreds of thousands of 18-34 year old males stopped watching TV, where have I seen something like that before? Oh yeah, they're over here, the bulk of the customer base for MMO's comes from exactly that segment of the population, putting in 20-25 hours a week in patterns remarkably similar to those of television viewing. That's not to say that our kind of MMO is the sole cause, this year's dip may have as much to do with XBox Live as with EverQuest. But I am morally certain that it is due to online gaming, and it looks like the TV industry may have a hint of that as well:
"They're not putting on a lot of shows that might appeal to a 25-year-old," he [Brad Adgate of Horizon Media Inc.] said. "These guys are probably doing something else - playing video games or surfing the Internet or reading Maxim.
For a long time, TV programmers and the viewers have had a deal: They'd put out shows, and we'd watch them. They'd put out less of it, and we'd still watch it. They'd put in more commercials, and we'd still watch it. "The Honeymooners" actually only ran for a single year, but back then a "season" was 39 episodes. By the time Star Trek ran for three, a "season" was 26 episodes. And this year, a full "season" worth of a show is 13-18 new episodes, the rest of the year will be filled with re-runs and pre-emptions. The episodes are shorter as well, down to a 44 minute "hour" (which may get "stepped on" by local affiliates or cable companies for the loss of another minute). Even by strictly objective measures, the quality of TV programming has been dropping steadily for a long time.
But they've been getting away with it, because TV's real customer isn't the viewers, but the advertisers. Actually producing new shows is an overhead cost in the process of delivering the eyeballs, and every business tries to minimize their overhead. Since how much new entertainment they delivered didn't have much to do with how many eyeballs they could deliver, it was only logical to spend less on it. After all, where were you going to go? There wasn't anything new to watch anywhere else, either. And now the chickens are coming home to roost.
This seems to be my week for playing Chicken Little, but this is a far bigger potential threat than anything academia alone might do. Samuel Clemens advised "Never engage in a war of words with anyone who buys ink by the barrel." We may already be in a fight with an industry that has their own satellite-beamed presence in every living room in America. If TV starts viewing these games as a competitive threat to their bottom line (and I'm pretty certain we are in the long run, those gaming hours have to be coming from somewhere), this will get to be a very bumpy ride. Nobody is "fair and impartial" when they think you're picking their pocket.
Posted by
Dave Rickey
at
11:40:00 AM
Stratics Interview, October 2003
Originally posted at http://www.stratics.com/content/interviews/wish/wish.php
Interview With Dave Rickey, Wish Creative Director
Beyond being the largest MMORPG ever created, Mutable Realm's 'Wish' offers a robust and highly unique system of player guilds and organizations. To learn more about this aspect of the game, we sat down with Dave Rickey, Wish's Creative Director.
Wish's guild system is very different from other MMORPGs, in that there is more than one "stage" of a guild. Can you explain briefly how the system works?
A Guild is what we've come to normally associate with a term, members of a Guild have their name, a common chat channel, support for officer ranks, permission structures, a Guild bank account, etc (basically everything a Guild can do in most games). The Houses are Guilds that have chosen to take settlements back from the forces of chaos and barbarism and re-establish civilization, they are responsible for the safety, management, and well-being of their domains, and in return they receive tax revenues. It is entirely possible that most Guilds may never choose to become Houses, confining themselves to PvE and trade activities without tying themselves down to a particular piece of land. We'll have a full game for these players to engage in, but even for them the activity of the Houses should make the world a more interesting, exciting place.
How did you come to think of this idea for Wish?
It's a combination of several ideas that have been floating around for years, in some ways a revival of some of the original aspirations for these worlds from the pre-UO days. We had high hopes of in-game governments and political/economic intrigue, that foundered on problems in basic gameplay. Now we're ready to move beyond pure hack-n-slash environments and make some of those hopes real (or virtual, as the case may be).
How was the "House" System inspired?
In essence, by pre-Charlemagne feudalism. The feudal lords were responsible for maintaining order and peace, and although they would frequently fight, the barbarian tribes were always in the background, a threat to whoever over-extended themselves. So most battles and wars were fought only to the point where it was clear who *would* have won, actually fighting to the finish would have left both sides too weak to stand off the barbarians. This was the period that the chilvalric codes and tournaments of the late medieval era were meant to be emulating (so the SCA and similar groups are actually imitating people from the past imitating people from *their* past).
The term "House" came from a discussion about the Drow (from Dungeons and Dragons), where the upper-class Drow each belong to a House, involving complex politics, assassinations, etc. How has this been translated to the world of Wish?
I actually didn't remember the Drow reference, but was looking more to what was probably the source material for both of us: The "Game of Houses" of medieval politics. How this translates is largely up to the players, the economic systems of the game contain the seeds of both cooperation an conflict. Suppose that your town has lots of metal mining and refining, and the prices of metal are very cheap and this has made your town a popular location for players to buy equipment. But other players, seeing cheap metal in your town and higher prices in another town, start buying your metal and selling it elsewhere, driving up your prices and chilling your trade in finished goods. You'll have the ability to restrict sales of metal only to the members of your House and the merchants you trust, as a sort of protectionist trade policy. But the House of the town that was receiving your metal may have liked both the tax revenue from the imports and the cheaper metal in their town, and be willing to go to war with you over your change in policy.
What kind of membership levels would you estimate that a guild would need to become powerful enough to turn into a House?
At this point I'm really guessing at that, but if things work out as I would expect the smaller towns could be held by a guild of 20 players, while the really large ones would need in excess of 100. Perhaps a smaller House that had a high proportion of really motivated members could take and hold a large town, it's hard to say. Maybe a really shrewd diplomatic policy could allow a very small House to avoid war while paying PvE Guilds to maintain security against the monsters. That's part of what makes the concept so interesting, that it depends on the capabilities and desires of the participants, which are inherently unpredictable. There isn't neccessarily a "right way" to play the game, more that there's a set of goals, threats and obstacles to those goals, and tools to use to try and achieve them. Some of the tools are going to hinge on your capability to be effective leaders and protectors for your domain, rather than your ability to patiently jump through hoops on your way to Uberness.
Will moving to become a House be a major event for the server? How much of a different change will becoming a House be for a guild?
How major an event it is will depend on a wide variety of factors. The physical location of the settlement, the resources in the area of it, the political climate of the server and the nearest neighbours, the strategic goals of the new House, and many others. There will almost cerainly be an in-game announcement of the accomplishment, how much further it goes depends on more factors than can even be predicted. Settlements vary considerably in size, as well, and that has economic consequences, the taking of a 5-building hamlet in Outer Podunk won't be nearly as far-reaching in consequence as the recovery of a 30+ building town right on the trade routes.
Once a guild becomes a House, and has taken over a city or village, it becomes the permanent leader of that establishment. Why have Mutable Realms decided that Houses cannot be displaced from their leading role?
They can be, but not by direct action. Rather, if a House stops maintaining the safety of their realm, the hostile NPC forces will take it back. The reason for this is simple: If you and your friends have spent thousands of hours developing and sheparding your domain, having a much larger House come in and burn it to the ground would really suck. Winning is important in PvP activity, but if the losers are left with nothing when the fighting is over, that isn't going to be any fun for them. Eventually, when they've beaten *everyone*, it isn't going to be a lot of fun for the winners, either.
On the other hand, if a guild has died in all but name, with only a few members still around, the town falling into disrepair, and monsters constantly wandering the streets, there needs to be a mechanism to reset things and allow someone else with more ambition a chance to try their hand. The monsters will constantly be probing at the recovered settlements, trying to find a weak point. Even if your House never goes to war with another House, you'll need to look to your own defense.
Being part of a House will open up many more opportunities not previously available. What kind of things will players in a House be able to do?
Oh, flog the peasants, squeeze the local merchants, argue trade policy with other Houses, the usual. :)
Seriously, the plan is to try and turn over as much control of their domains as is feasible. In addition to taxes and wars, the Houses will be able to delegate control of the shops to other players, who aren't neccessarily even members of their House. This is more than simply renting out space, more like a Royal Charter. Being designated as the operator of the Armorsmith shop would give you the license to do business as an Armorsmith, selling both to players and NPC's in the town. You might choose to further delegate, granting other players permission to use your forge and fill your orders in exchange for a cut of the profits or regular fees. You wouldn't neccessarily be a member of the House, but you would still be affected by the results of their trade policies, so even though you wouldn't be fighting you'd have a stake in their success.
You'll be able to hire NPC guards to handle the boring job of maintaining a town watch, manage the business of your town, and we hope be able to commission capital improvements for your domain (better roads, walls, watch-towers, etc.). There's a great deal of potential in what we can do, the hard part is trying to sort out what's *really* important in order to make the players feel their land is really theirs to protect and that they have the tools to do so.
What kind of systems will there be for trade in between Houses, and also Guilds?
Trade is definitely medieval in character, in that the biggest barrier to trade is simply moving the physical goods, and the next biggest issue is finding a reliable trade route that allows you to sell high and buy low. Houses will be able to determine who is permitted to buy and sell what within their domain, essentially a liscense to conduct trade in those goods. Who they give that permission to, and in exchange for what (and what smuggling and intrigue occurs), is where the interesting stuff starts.
Is it possible for a House to rule more than one establishment?
One House, one Settlement. A single house can only have a single settlement, in order to keep one Uber-House from dominating the choicest locations. Theoretically a Guild could split off splinters of itself to control more towns, but once they spun them off they would inevitably develop their own character and agenda.
Would stating that a House is a stationary Guild be accurate, or is this an over-simplification of the system?
Definitely an over-simplification. A house might be thought of as an "Advanced" Guild, that has gone a step beyond gathering Phat Lewts and moved into a higher political/social realm. A House's members aren't really any more stationary then those of any other guild, it's not like by claiming this territory and opening up this new gameplay that you're closing off the rest of the game.
Are there any further thoughts on Houses you'd like to add?
Uhh, they're the greatest invention in online games since we put pictures in them? :) Seriously, I think they're a logical next step in the direction of making worlds where the players actions *matter*. I think they represent an alternative to the impermeable environments of most existing games, and a different direction from the stampede towards "Instance Based" content that in the end has to wind up all flash and no substance.
What happens and how it is resolved is primarily under the control of the players. Our plan is to provide the potential for conflict and the tools to deal with it, and let the players create and live out the story of who does what, to who.
Posted by
Dave Rickey
at
11:37:00 AM
RPG Dot Interview, July 2003
Originally posted at http://www.mmorpgdot.com/index.php?hsaction=10053&ID=660
This interview came only about a month after I started at Mutable Realms, in fact I think I had been asked to do it before I even moved down to Huntsville.
Wish Interview
Wouter "Hyrrix" Ryckbosch, 2003-07-22
Wish is an upcoming mmorpg currently in development at Mutable Realms. They call the project an ultra-massive multiplayer RPG, because of the size of the world and the large number of players that should be able to log in on the same world together. Set in a medieval fantasy world, the game focuses mostly on questing and little on PvP. Dave Rickey, the lead game designer of Wish, took the time to answer our questions concerning Wish.
MMORPGDot: It seems like every developer studio out there wants to make a mmorpg all of a sudden. However, we all know that ambitions and ideas alone don't make for a good game, experience in creating large-scale network systems is very important. Whereas we see that games like Shadowbane suffer from great lag and performance issues, Mutable Realms promise to offer place for ten thousands of people in one single persistant world. Where did you get the experience to deal with all this and what is ZeroC?
Dave Rickey: Personally, I worked on EverQuest in a minor capacity and as a world builder and designer for Dark Age of Camelot. The rest of the team is a mixture of folks from various disciplines, some of whom have worked on games and others who worked with ZeroC. ZeroC is one of our software partners which develops the Internet Communications Engine (ICE), a software library that we use for our core distributed network architecture. Our server is built on top of that to support the demands of an MMO server in a highly scalable fashion.
MMORPGDot: And what about the financial position of Mutable Realms?
Dave Rickey: Mutable Realms is privately funded by direct investment from some of the founders. We’re fully funded for the duration of the projected development cycle for Wish.
MMORPGDot: Will there be one single epic storyline in Wish, or should we expect several separate story arcs? To what extent will the storyline have an impact on the players and the player community? And the impact of the players on the storyline?
Dave Rickey: The ongoing story of Wish is going to be what the players make of it. The setting is roughly that civilization has recently suffered a great catastrophe, and much of the world has fallen to barbarism and chaos. Recovering control and establishing peace and order is going to be the ongoing process by which the players shape the world.
MMORPGDot: Wish is completely skill-based, with no classes whatsoever. Will skills get better by using them or will you have to increase your skills by spending training points you receive at each level? Are all skills going to be combat-related or can we expect some other things too?
Dave Rickey: Wish has very different approaches to Combat vs. Non-combat activities, although both are based roughly on "Learn by doing". Those skills that have a direct impact on combat are divided into groupings based on the core archetypes of fantasy (Warrior, Cleric, Mage, and Rogues), and within those groupings the player chooses what to make the focus of their character. For example, if you choose to follow the Cleric’s Path, you’ll have a choice of development in Blessing (buffing spells), Harming (debuffing), and Healing. Warriors will choose what options to emphasize (to make a plate-wearing brawler vs. a dodging magic-using hybrid, among many others), and so on for Mages and Rogues. No single player will be able to master all combat roles, but within the limits of the archetypes what roles your character fills will be for you to direct.
Outside of combat (and there’s a lot) the player is able to choose with little restriction from economic (lumberjacking, mining, etc.), knowledge (of weapons, creatures, etc.), or tradesman (armorcraft, weaponcraft, etc.) activities, without affecting of or dependance on their combat capability. One key wrinkle is that there are limits to the amount of gain you can get from any particular activity (making X item, hitting Y monster, cutting Z type of wood), so you need to switch up your actions rather than just grinding through the same thing over and over again.
MMORPGDot: There are currently 7 races (Humans, Orcs, Elves, Halflings, Dwarves, Gnomes, and Cyclops) planned for Wish. What effects will the choice of race have on the character? Just different skill distribution, or will there be other special abilities that are race-specific?
Dave Rickey: This is not yet fully determined, the current thinking is that race will affect the speed with which you learn various skills or improve your stats. Dwarves may find it easier to learn smithing skills, and Elves be faster learners in the creation of magical items, just as an example.
MMORPGDot: Is there anything you could tell us yet about how the economy will work? Will there be crafting, and if so, will players have to gather their own resources?
Dave Rickey: There will definitely be a heavy emphasis on economic structures and incentives, this type of thing is an area where I have experience and I’m really looking forward to using the economy to provide greater depth of gameplay. Crafting and resource gathering will definitely be important parts of this.
MMORPGDot: Will it be possible to enjoy your time in Wish and making a character without engaging in combat? If so, could you give us an example of a non-combat related profession that you would find fun to play?
Dave Rickey: Myself, I’m looking forward to the chance to be a Toolmaker, which will focus on apparatus of all kinds from picks and shovels through the components of magical equipment. We certainly hope to provide enough depth to the crafting and tradesman gaming style to make it worth playing Wish for these alone.
MMORPGDot: How important will Player vs Player combat be in Wish? Are you focusing mainly on large-scale PvP or on small conflicts between individual players? Will there be any form of player politics and city/keep sieges in the game?
Dave Rickey: This isn’t ready for discussion of specifics yet, but PvP is definitely going to be a significant thing in Wish, significant not only in the amount of it that occurs but in the importance of the results. We believe we can structure it in such a way that although totally opt-in and not an imposition on those that choose to stay away from it, it remains attractive and significant for those that do. Yes, that’s a tall order, but we believe it can be done.
MMORPGDot: Quests are bound to be very important in Wish, with some quests reaching truly epic proportions. How do you plan to keep those quests interesting for everyone? Will we see other things than the usual "run that way" and "slay that beast" tasks? If so, could you give us an example of an interesting quest objective?
Dave Rickey: This is an area where it’s very easy to promise too much and deliver too little. We are working very hard to make Wish quests novel and interesting, but getting too specific now would be dishonest.
MMORPGDot: Is Wish mainly group oriented or will it be perfectly possible to solo throughout the game? Will it be possible to go questing with several players together, since that is a large part of the game?
Dave Rickey: Wish is intended to be very socially oriented, but through carrots rather than sticks. We’re trying not to say “This is your box, here are the people that will share your box, now play *this* way.” Rather the intent is to let you make the character that appeals to you, and to make your way in the world each session in whatever way appeals to you at that time. You don’t group to get faster advancement, you do it for more security and opportunity, or for friendship, or because the other player compliments your playstyle well.
We intend to make it possible for characters of radically different levels of combat power to freely adventure together, each contributing as they are able and receiving gains in accordance with their contribution. Your newbie buddy may not be able to do much more than chip off a couple of scales on the Dragon raid, but he won’t feel like he wasted his time and you and your other friends won’t feel like he took more than his share.
MMORPGDot: Will there be a number of rare and unique items to be found in the world of Wish so that players can go on item hunt?
Dave Rickey: Certainly. What’s the point of risking being toasted by the Dragon, if not the hope of getting lucky and using his hide to make a cool set of armor to show off?
MMORPGDot: What's the secret behind your absolutely awesome pathfinding? *g*
Dave Rickey: We have enlisted a domain expert in pathfinding that has worked with us for over a year to integrate a cutting edge pathfinding solution with the Ice architecture. This allows out pathfinding to be done by systems that are specifically optimized for the purpose.
MMORPGDot: How do you personally see the future for mmorpg's?
Dave Rickey: I think that we’re going to see increasing emphasis on the social engineering side of them, building game systems to ennable and shape the communities formed by the players. To make the actions of the players carry more of an impact on the world. Ultimately all of the art, gameplay, and technology exists to allow people to meet and do interesting things with other people, and games are going to get better and better at doing that. Certainly the technology will continue to advance, and taking advantage of the latest gee-whiz features of sound, graphics, and connectivity will be neccessary, but that alone will not let a game find a playerbase in this increasingly competitive market.
Thanks go out to Dave and the rest of the Wish-team for giving us the opportunity to do this interview.
Posted by
Dave Rickey
at
11:29:00 AM
gamebunny interview, December 2003
Originally posted at http://www.gamebunny.com/classic/wish_int.htm
Wish Interview with Dave Rickey, Lead Designer
by David 'spridal' Moore
Mutable Realms' Wish is an intriguing animal. Billed as an "Ultra Massive" MMO and promising that "Unlike existing MMORPGs that confine players to a server with only a few hundred other players, Wish's highly-scalable server cluster infrastructure allows us to support tens of thousands of simultaneous players in a single shared world." - we are hopeful that the game will deliver on its promise.
Join us now for a decidedly un-wishy-washy chat with Lead Designer, Dave Rickey.
gamebunny:
You must be excited and perhaps a bit nervous about beginning beta. It’s only been underway for a week, but have beta testers surprised you with their in-game actions yet and have any changes been made due to user feedback?
Dave Rickey:
Quite a few things, on both counts. The players are already taking towns, which is happening much sooner than I expected with this number of people, and organizing to clear roads between the towns. We've gotten the expected feedback on game systems which has led to some changes, but we've also gotten ideas from them for things like letting them hook into our HTML-based Help system with their own game guides, maps, and such.
Tell us more about your “Unique” skill system. How is it different and better than other games?
Dave Rickey:
The two fundamental differences are the flat power curve (some someone 10% higher in their skills is only 10% stronger than you are, with no exponential multipliers involved), and the Action/Target pairs that underlie skill gain. You can only gain so much skill from performing the same kind of action against the same kind of creature, you reach a point where you need to go try something else, either use a different skill or fight a different creature. This encourages the players to explore, and look for new challenges. It also opens up making different creatures behave in different ways, in the traditional XP system players always naturally gravitate to the encounters that offer the best effort/reward ratio on XP, and anything that makes the monsters smarter makes them not worth the trouble. With our system, there's always an incentive to take on those more challenging encounters.
Can you elaborate on your NPCs (a pet peeve of mine is stationary, unrealistic NPCs.) Will they move around and interact well with players in meaningful ways?
Dave Rickey:
Most NPC's have a routine they pursue, in the case of shopkeepers this may be as simple as just wandering a bit inside their shops, checking their stock, looking out the door, etc. Others, like farmers, will move between their homes, their fields, and various shops. The intent is to make the towns feel more like living places rather than just false fronts.
We're hoping to give the monsters considerably more appearance of purpose and goals than has generally been the case in these games, as well, but that's a promise that has been made before so we'll just have to play it close to the vest until we have something to show.
You’ve stated that Wish can be considered “Quest-centric.” Can you tell us more about your Quest System and maybe grace us with an example ;)
Dave Rickey:
It's really hard to describe. The problem is, "Quest" has come to mean something totally different from what it did originally. A Quest was both a journey of self-discovery, and and attempt to make some change to the world in service to something larger than yourself. But in online games, it's become "run here, fetch that, talk to this NPC, jump through the right hoops and get your "shiny". There's no self-discovery (or discovery of any kind), and no change in the world except that another copy of the "Singing Sword of Uberness" having entered it. It's pure time filler at best, simple boredom more often than not, an alternative to grinding XP out of an_orc_colossus all night long.
We've made a decision not to hand-make any quests for Wish that don't either tell a story, or make a difference in the world. We feel it's better to have a few hundred *good* quests, than a few thousand that could just as easily have been generated by an automated system once you strip away the labels. We will probably have an automated "task" system, but we're not going to waste human talent on things that don't show any real sign of human creativity. This will hopefully let us create events and settings worthy of the word "Quest".
How do you feel about the new trend of “Instancing” private dungeons and play areas in upcoming games like Mythica and World of Warcraft? Will Wish have a similar feature?
Dave Rickey:
I think it has good points, but I'm always suspicious when an entire industry is stampeding towards an unproven "Magic Bullet". Instanced content has been used in Anarchy Online and to a limited degree in EverQuest and Asheron's Call 2, and it just hasn't had the overwhelming response from the players that would justify making it the sole source of gameplay. Ultimately, when you strip away the persistance of world and free social interaction, and substitute instanced content, what you're left with is Diablo plus a really pretty replacement for Battle.net. Now Diablo is hugely popular, but would it have been nearly as popular and long-lived at $13/month?
Now I realize that's a strong statement, but I'm a strong believer in the "game as world" approach to MMO design, and to me instanced content is a complete reversal of that. Rather than making the world more complete, making the systems more stabile, making the actions of players more meaningful, instanced content is just throwing in the towel and saying "We can't make anything you do matter, but we'll make it really *flashy* while it lasts". And at another level, they're an attempt by the developers to counter the unpredictable behavior of online game communities by reverting to what they know: scripted storylines in controlled environments. In other words, they think MMO's (and especially their revenue streams) are really nifty, but they don't want to deal with all of that icky, emergent, "community" stuff, where the question of "Who is really in charge here, me or the players?" gets so hard to answer.
My thanks go out to Dave and the folks at Mutable Realms and Themis Group.
For further info on WISH you can check the link below:
Posted by
Dave Rickey
at
11:26:00 AM
Game Rifts Interview, November 2003
Original posted at http://www.gamerifts.com/sections/interviews/daverickey.shtml
This was one of a burst of interviews I did right before the Wish beta opened (in December of 2003). We managed to attract quite a lot of attention for Wish in a fairly short period of time, we were being seriously considered as a contender against EQ2 and WoW at the time.
Sections: WISH Interview
with Dave Rickey
WISH is the Ultra MMO Game in development by Mutable Realms which will bring gamers to a new, larger world of gaming in massively multiplayer games with their new server architecture allowing thousands of players to interact on a single server. Dave Riceky took time out from his busy development grind to answer our questions about this game currently in Alpha Testing.
Interview: Dave Rickey from Mutable Realms - Div Devlin (11-19-03)
Hi Dave, thanks for taking the time to talk with us. Everyone pretty much knows who you are, but could you give us a self-introduction anyways?
Well, I first started playing online games back in 1992, moving from text games to some of the early graphical efforts like Shadows of Yserbius and Multi-Player BattleTech. When UO went into Beta, I managed to snag the account of a friend, and I really, really liked what the game aspired to be. I say "aspired", because balance problems, exploits, and bugs made UO a very different game than what everyone had hoped for. But I found the ambitions inspiring enough that I quit my job developing web servers (in 1997) and set out to become an online game designer. I spent some time working with the VN, helping with the UO and AC Vaults and eventually running the EQ Vault. My first job in the industry was as the #2 GM in EverQuest, after that I went to Mythic Entertainment to work on Dark Age of Camelot in more different jobs than I am able to count, finally winding up the Content Designer. Now I'm the Lead Designer on Wish, of course.
Folks in the know, say you are a great guy and someone I could feel comfortable with drinking the night way out on the town. You're a regular guy. So, are you a glass man or a bottle man?
Beer in large quantities sometimes messes with my digestion, so I tend to stick to vodka and 7-Up with a twist when I'm out to do some serious drinking. ;-) It is interesting to contrast my online reputation with my in-person impression. I say the same things either way, but online the body language and inflections don't come across. The thing is, I've always been like this, both in person and online, I say what I mean and if you looked up "Tactless" in the dictionary you'd find my picture. But in online communication people have a lot more time to analyze what was meant as a throwaway one-liner, and it sometimes gets me in trouble.
As a designer or producer working on a title, there are always personal goals that individuals will set for themselves. Can you share with us some of your personal goals for "WISH?"
Make a wheelbarrow-load of money, buy a Porsche, get performance upgrades, the usual. ;-) Seriously, I really want Wish to move in a different direction. The industry is all stampeding towards the same things, an EQ-like PvE game, a DAoC-like PvP game, an AO-like "private dungeons" system. Don't get me wrong, these things *work*, and in some cases extremely well, but they are already out there, people who want that in their game already have that experience ready and waiting. Beyond that, nearly *all* of the upcoming games are moving in these same directions, essentially creating variants on the same middle-of-the road compromise. But I've already been there and done that, and I'm not really interested in just refining the formula.
Can you tell us what goals Mutable Realms has for "WISH?"
Did I mention the Porsche? Beyond the fact that I personally have already been part of making some of the games that defined the formula and want to move on to something more interesting, it would be foolish for Mutable Realms to try and make Wish just one more of these, trying to compete with Blizzard, Microsoft and Sony. So we're trying to look at some of the roads not taken, some of the things that *almost* worked, that were really fun but had to be sacrificed in order to solve problems in other areas. We're trying to be realistic in our goals, we think a significant portion the market is getting tired of variations on the loot-and-level theme and we want Wish to be more focused on communities and social gameplay. So we're tearing down a lot of the trappings of LnL, the strict segregation of content by level, the focus on collecting equipment as loot, the constant treadmilling on your way to become "Uber, just like everybody else."
That doesn't mean you don't have a PvE game, but do you have to have a PvE game where the goal is just grinding up the same monsters over and over for the XP, or alternatively beating on the big huge monster pinata and squabbling over the loot it drops? And Class-based systems may be good for creating mutual dependance and encouraging social bonds, but does that mean you need umpteen different classes, most of them one-trick ponies with only one gameplay element of their own to justify their existence?
And what about the roads not taken? We gave up on dynamic worlds where the monsters attack the towns and the players drive them back, but we didn't give up on them because the idea wasn't sound or fun, we gave up because our worlds wound up so crowded and our games so imbalanced that the systems didn't work. Now we know more, and CPU/memory is a lot cheaper, so let's back off a few steps and try again. I think there's a market out there for a game that brings something new to the table.
The point here is that Wish really needs to break from the pack and go in its own direction. When you're facing an increasingly crowded market, you have to think smarter and look for the opportunities that are being missed. The biggest of those is that we want to make a world where what the players do *matters*, it's not all flash and smoke and mirrors, but substantive impacts that really affect the world around them.
When we first saw "WISH," it was as a playable demo earlier this year at E3. Our first impression of it was, "We want to play it now!" As a MMO Game in alpha it looked more completed than some major titles on release. How long was it in development before it was actually announced, why the wait to announce it?
A lot of Wish's development pre-dated me, a lot of time was spent developing the underlying technologies. Distributed server architectures, reliable pathing algorithms, and robust network protocols are very important to an MMO, but they aren't very exciting and potential players aren't much interested in hearing about them. But because they started with a client-server technology and then attached a client to it, rather than the other way around like usually happens, a lot of progress seemed to happen very quickly. Mutable Realms has really assembled an excellent team, and I'm glad to have to opportunity to work with them.
Mutable Realms is small-scale company, undertaking a pretty large project. We've seen in the past the problems smaller independent designers have faced promising gamers the world, but upon release only delivering a fraction of the game play. How prepared is Mutable Realms, as well as you for taking on this game after live?
Mutable Realms is small compared to some of the other companies in the business, but fairly large for a start-up game company (about the same size as Mythic was before Camelot launched, actually). But we do have to scale some of our ambitions to meet the realities of the time and manpower available, sometimes we have to tell ourselves "That would be really, cool, but we just can't commit to doing it." However, there's often ways to finesse that. For example, it would be really cool to have a world population system based on Artificial Life systems, where creatures were born, wandered through the world eating and being eaten, all the things that everyone was promising to have 5 years ago. However, such systems are inherently experimental right now, and are more in the category of toys and academic curiousities than robust sciences we can use to build a game.
But if you really examine *what* is cool about the idea, and you study what more proven technologies like cellular automata and fuzzy-logic state machines are capable of, you realize that there may be a way to capture the same behaviours, dynamics, and fun in systems that we actually know how to build. And because we know how those systems work at much greater depth than A-Life, we have fallback positions, ways to salvage fun and preserve gameplay if our ambitions don't work out.
That being said, I'm really torn when I go to talk to players about Wish, because on the one hand I know that if I don't make bold promises that fire their imaginations and get them excited about the prospect of playing, it will be hard to attract mindshare from the other games. On the other, I don't want to make any promises I don't know I can keep, so I try to confine myself to talking about the really cool stuff we already have, rather than what we hope to have. It's really a balancing act.
Overall, how is Mutable Realms approaching "WISH" as a long term lasting MMO Game? Is it a service or is it a product?
It's both. At this phase of things, it's almost pure product, we're developing systems and content much like you would for a single-player game. But as we go through Beta and get closer to launch, it will become more and more of a service, and we've contracted with the Themis Group to help us handle that transition. And of course after launch, you are doing both at once, with part of the team developing follow-up products in the form of expansions, while a larger team provides ongoing service.
You have some major players taking part in the development of "WISH," especially when it comes to the in game music and sounds. An Emmy Award winning designer? This could be one of the first games that we don't turn off the speakers on! Can you tell us more about this?
Our sound designer is Mike Kimball, and yes, he did win some Emmys for his work on the X-Files. Since coming to Mutable Realms, Mike has been the driving force behind the development of our audio content and audio software requirements. He has really pushed the developers to provide him with the means to achieve film score sound quality. Because of his efforts, Wish has a very rich and layered soundstage.
We're rabid PvP'ers. Mutable Realms has a balance in mind, to make all our wishes come true within WISH. Can you tell us more on the PvP system and 'Houses?' Will it be akin to early Ultima Online?
Early Ultima Online was not good experience for the industry and market as a whole. The Dread Lords cast a very long shadow, to the point that Camelot, even coming out 4 years later, had to work very hard to convince people that a game with PvP as a focus could work at all. What we've learned since is that there are some players (about 20%) who are perfectly okay with PvP under almost any conditions, some (again about 20%) who don't like it under almost all circumstances, and the majority of the players (the remaining 60%) can take it or leave it alone, *as long as it will leave them alone*. Almost everyone in Camelot engages in RvR combat from time to time, but they have the power to control whether or not they are vulnerable.
Wish is providing that control in the form of the Houses. Being a House means conquering a monster-controlled town and becoming responsible for its well-being. You gain control of the town, its buildings, and the resources that surround it, and you get rewarded by being able to collect taxes on transactions within that territory. This means there's inherently a competition between towns for tax revenues, and from that the seeds of conflict between Houses. So the power to control territory carries with it the possibility that someone else will disagree with how you use that control, and declare war on you in an attempt to force you to change.
At the same time, if you're not part of a House, you're not subject to this, rather you're the beneficiary of the contest between Houses to attract your trade to their towns so they can collect taxes. So what happens in the politics and wars affects you indirectly and makes the world more interesting, but you don't have to look over your shoulder and worry that anybody is going to gank you. And the system has been set up to work even if as few as 20% of the players choose to participate in the HvH portions of the game (hmm... I wonder where that number came from ;-).
So far what has been the major hurdle in development? Will we, as players, have a working crafting system, questing system, guild interface system, before release? Will content and fun be patched in later?
Questing is already in, a minimal version of Guild support is in and the full UI should be in by Beta. Crafting is tied together with a whole bunch of other systems, and it's hard to say when it will be fully functional. But there will definitely be Crafting support by release. I'd say the biggest hurdles we are facing are the endless details that will come up as people try to find ways to manipulate the HvH systems and associated economic systems to gain advantage through loopholes, and generating enough things in the world that are interesting to keep the players busy and having fun, without resorting to tricks like long treadmills.
How long has Wish been in development now, and is the team following the philosophy of "We Will Release When It's Ready?"
Roughly the last year and a half. Our philosophy is a mixture of "We'll release when it's done" and "We'll build it so it's done when we release." By that, I mean that we look at the resources available and the systems we need, and assess the tradeoffs between adding more detail and the man-hours required to do so. Frequently there are multiple ways to implement a system, and some are more flexible to coping with deadlines than others. What we're trying to avoid is the "Aim for the moon, hit yourself in the foot" phenomenon that is so common in this business, where overly ambitious designs get slashed and burned in the last few months because the money has run out.
How will Community Relations be handled as you move closer to the starting stages of Beta? There is very little hype of WISH currently, are you guys going to do Community Relations in-house with a Manager or outsource?
In Beta, it will be outsourced to Themis. After that, we'll scale back the size of the testing population and look at bringing it in-house in the months between Beta and the pre-release load testing.
BETA? When? How? Now?
Beta is planned to start on December 1 and run through the end of February. Then we'll probably keep the most helpful of the beta testers online through the next stage of development (Gamma?) until the final month or so before launch, when we'll do load testing (Delta?).
Thanks for taking time out to speak with us and sharing with us more information in what is becoming a highly anticipated title!
Posted by
Dave Rickey
at
11:23:00 AM
RPG Planet Interview, October 2000
Originally posted at http://www.rpgplanet.com/features/interviews/camelot/
This was the first PR interview I ever did, about 1 year before the release of Camelot. At the time I was a World Builder for Camelot. Camelot's PR was just getting going, and I had taken on an evangelist role for it on various forums.
RPGPlanet | Interviews | Dark Age of Camelot
by Peter "Dynamo" Tyson | October 31, 2000
Dark Age of Camelot is a 3D MMORPG in the lands of King Arthur when it is threatened by the Celts and the Vikings. You can explore the world and also take place in large player vs. player campaigns to secure relics for your nation. We speak with Dave Rickey of Mythic Entertainment about this magical realm and have four new exclusive screenshots.
RPGPlanet: Please tell us about yourself, your role in the company, and a brief overview of Dark Age of Camelot for those that haven't heard of it before.
Dave: I'm a former programmer who got so obsessed with online RPGs that I started spending all my free time working on the EQ Vault. This led to a job with Verant as Assistant Head Gamemaster for EverQuest. I'm the "Economics Guru" and a World Builder, in addition to developing content (building terrain, placing NPCs, creating quests), I coordinate with other designers and the programmers on just about everything that affects the economy.
It is the time just after the death of King Arthur. His kingdom of Albion sorely misses his firm leadership, for the ancient land is under constant threat of invasion by the wild, magical Celts from the western island of Hibernia as well as from the wild and uncivilized Norse from the icy lands of Midgard, far to the north. At stake is each Realm's Relics - rare and extremely powerful talismen that must be kept safe in special keeps in the Realm, lest enemy raiders come and steal them.
Dark Age of Camelot is designed to provide players with a general player vs. environment (PvE) experience while their characters are low and mid-level. However, upon achieving the higher levels in the game - just when other games get stale and players run out of things to do, characters in Dark Age of Camelot will embark on their player vs. player (PvP) careers. By participating in Realm invasions and by protecting their Realm's Relics from enemy thieves, a whole new level of interaction, cooperation, and competition is opened. This almost guarantees that the game will never become boring, even for long-time players.
RPGPlanet: What unique features set Dark Age of Camelot apart from the new crop of MMORPGs that will soon be on the market like Shadowbane and Anarchy Online?
Dave: We try not to compare ourselves too closely against other upcoming games - there's a lot of room for the many different concepts that can be put into a massively multiplayer roleplaying game. However, the focus of Dark Age of Camelot is to have a game built around Realm-based PvP combat, specifically to give high-level players a reason to continue playing.
RPGPlanet: There's a lot of talk these days about players as heroes and how it is difficult for players to have that role as part of a story in an MMORPG. How will Dark Age of Camelot address this issue?
Dave: The problem stems from the fact that "Hero" status comes from recognition in the eyes of other players. In a strictly PvE game, the only way to achieve recognition in the eyes of other players is to be the first to do something. The first to reach maximum level, the first to kill the dragon, the first to get the Uber Sword.
There's also been a serious problem with the perception of PvP players as bug-abusing "dewds", who are out to ruin the play experience for others. Instead of being seen as heroes, PvP oriented players have been seen as the bad guys, the ones you don't want to share a game world with. What has made it worse is that PvP has lacked any purpose, any goal besides racking up a body count.
Dark Ages of Camelot has been designed from the start to incorporate PvP, give it purpose, and prevent it from being abused. Low-level characters are carefully insulated from any assault, players cannot betray others in their own realm, and the Relics give a real focus and goal for the combat. In such a setting, a hero is someone who effectively aids his Realm in the wars, and can be respected for that.
RPGPlanet: What games have inspired the designers of Dark Age of Camelot?
Dave: Obviously Ultima Online (UO), EverQuest, and Asheron's Call have all had an impact, we've all played at least one of those games, (most of us at least two of them). Mythic's commercial, text multiuser dungeon (MUD), Darkness Falls, is the source for the relic-centered wars.
For myself, I've gotten a lot of the inspiration for the economic design from UO, even though the UO economy didn't work as the design intended, it did show what could be done.
RPGPlanet: Other companies have released add-ons giving the players more lands and races, and while this has given a game more breadth, many have argued they have provided little depth. Can you tell us how you plan to expand Dark Age of Camelot in the future?
Dave: Adding more terrain to the existing Realms is a matter of a fairly small download, 2-4 MB per zone, and we are likely to do so in the future. By the same token, new item models, equipment skins, and graphical effects can easily be added on the fly to the core product by download. And of course, adding a fourth realm or a new set of lands could be done in an expansion pack.
RPGPlanet: Many people hate the camping that some other MMORPGs encourage. Will Dark Age of Camelot avoid this, and if so, how?
Dave: This is largely a function of how certain spawns are the only possible source of particular items, and those spawns are always in the exact same place with a schedule you can set your watch by. In Camelot, "item dropper" spawns are not nearly as predictable in either time or location, and usually that NPC will not be the only possible source of the item, "associated" NPCs in the area may also carry the item, although with a smaller chance.
RPGPlanet: The recent lawsuit by former-volunteers against Origin Systems concerning Ultima Online has prompted some people from the industry to say that volunteer support in games is dead. How will Mythic Entertainment handle customer support and game development?
Dave: We are still considering this, obviously protecting ourselves from liability has to be a major concern, but we don't want to sacrifice quality of support in the process. Our current discussions involve a mixture of in-house full time staff, and remote part time staff.
RPGPlanet: How will players be able to control and influence the world around them, outside of culling monster hordes and fighting players for the relics?
Dave: We plan on allowing control of the Frontier regions to be a fluid thing, with players able to conquer outposts and cause them to start spawning NPCs from their own Realm and flying their flag. This would bring another level of strategy to the process of warfare between the Realms.
In addition, we're going to have a very fully featured player-to-player economy inside Realms, with support for the player creation of almost everything related to combat, up to and including magical items.
RPGPlanet: How has development been and what has the team been working on this week?
Dave: Development has been a lot of fun, it's been going very well and we've been surprised at how well our basic design has withstood actual players in our Development Beta 1 test. Our biggest priority in the last week has been identifying bugs, and considering what the initial testing data says about our overall design.
RPGPlanet: Will we see any of the famous King Arthur characters appear? Do you plan to make much use of stories driven by key characters?
Dave: Some of the characters from the legends will play a part in the ongoing story of the Realms, and there will be major events in the world involving major NPCs. But we want the legends to inspire the players, not control them. This is why the game is set after Arthur's death, it's a period that the legends have almost nothing to say about. So the players have all this great background material about the world, but they're still free to make their gaming experience be about their story.
RPGPlanet: If you were one of the Knights of the Round Table, who would you be and why?
Dave: I'd have to say Gawain. Gawain's story is that of a fundamentally flawed character, who is constantly grappling with his limitations and temptations while being expected to perform great deeds. I'd only hope I could be nearly as successful in that struggle as he was.
RPGPlanet: The Arthurian, Norse and Celtic folklore certainly had a major influence on the classes and races in the game. What has it been like developing the system with history instead of raw imagination as a guide?
Dave: Fun. When you go back to the original material, you find that there are usually three or four versions of every legend and myth, often mutually contradictory and all equally "authentic". This actually makes it easier. We can take a fresh start at choosing which legends to base things on, rather than being locked into the ones everyone has seen filtered through Tolkien and several dozen other fantasy writers into this rigid system. In the usual fantasy setting, for example, the Kobold's are slightly humanoid doglike creatures that have hands but often run on all fours, sort of a gorilla with a dog's head. But when you go back to the original legends, there are actually several legends where they're somewhat like Brownies, sometimes-helpful tricksters with an appearance like a miniature Troll.
RPGPlanet: While studying these early cultures, what fascinated you the most?
Dave: Well, this just reflects my biases, but I spent weeks and weeks researching traditional crafts, and got fascinated by the fact that where they'd have extremely good empirical systems for creating better steel, they'd have no real understanding of metallurgy. They wouldn't understand why slowly baking iron in charcoal would make it into steel, but they'd have very sophisticated ways of doing so. Some really amazing techniques were developed along the way, things that may be inferior to modern methods, but were much better than you would expect from the tools and knowledge they had.
RPGPlanet: How can people become involved with Dark Ages of Camelot? When is the next beta induction?
Dave: Sometime in November, we will start Development Beta 2, which will involve about 500 testers. Once we've decided who we want to explicitly invite, we'll fill any remaining slots through a public signup. We're not yet sure how many phases of scaling up we will do, but we do intend to have a large multi-server public beta at the end.
Posted by
Dave Rickey
at
11:17:00 AM
Sunday, December 30, 2007
feetofclay.us Archive
This is the Feet of Clay archive from the old feetofclay.us domain (which is now being squatted, so don't go there). It's not complete, there are about 5 posts missing from the beginning, all of the images and most of the links are broken. But there's stuff there I don't want to lose.
Lost in Red SpaceBy Dave Rickey on Bouncing Reality Checks
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What's My Motivation Here?By Dave Rickey on Random Noise
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It's Very Cold In SpaceBy Dave Rickey on Observing the Obvious
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Oh Death, Where Is Thy Sting?By Dave Rickey on Bouncing Reality Checks
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Robot JesusBy Dave Rickey on Random Noise
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Saturated SolutionsBy Dave Rickey on Bouncing Reality Checks
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What Value is Utility Worth?By Dave Rickey on Observing the Obvious
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Examining the ElephantBy Dave Rickey on Random Noise
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Tony Montana pwns Adam SmithBy Dave Rickey on Random Noise
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It Just Doesn't Make Any SenseBy Dave Rickey on Random Noise
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Running On EmptyBy Dave Rickey on Random Noise
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Bullet Time BluesBy Dave Rickey on 5-Baggers
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Neuroses and InsecuritiesBy Dave Rickey on Observing the Obvious
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A HRose By Any Other NameBy Dave Rickey on Bouncing Reality Checks
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Ready, Fire, AimBy Dave Rickey on Random Noise
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The Fantastic Vs. The EpicBy Dave Rickey on Fighting Words
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Cry HavocBy Dave Rickey on Random Noise
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Send in the ClonesBy Dave Rickey on Random Noise
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Stalking the 800 Pound GorillaBy Dave Rickey on Bouncing Reality Checks
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Interview on CorpNewsBy Dave Rickey on Observing the Obvious
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Note to Democratic Party: Stop Being WimpsBy Dave Rickey on Random Noise
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I Think, Therefore I AmBy Dave Rickey on Bouncing Reality Checks
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A House Divided Against ItselfBy Dave Rickey on Fighting Words
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The Devil and CmdrSlackBy Dave Rickey on Bouncing Reality Checks
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Customer Service Is A Waste Of TimeBy Dave Rickey on Bouncing Reality Checks
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Growing PainsBy Dave Rickey on Bouncing Reality Checks
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Procrastinated Equine Necro-SadismBy Dave Rickey on Best Things In Life
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Taking The Short Bus To B-SchoolBy Dave Rickey on Bouncing Reality Checks
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Note To TV Exec's: Stop Being IdiotsBy Dave Rickey on Random Noise
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It's Quiet. Too QuietBy Dave Rickey on Random Noise
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Make A Desert, Call It PeaceBy Dave Rickey on Bouncing Reality Checks
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Broken ClocksBy Dave Rickey on Random Noise
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Okay, I Was Really WrongBy Dave Rickey on Random Noise
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The Code Is The LawBy Dave Rickey on Fighting Words
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Everyone Is Entitled To My OpinionBy Dave Rickey on Observing the Obvious
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The Plural of FunBy Dave Rickey on Bouncing Reality Checks
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You Must be THIS Tall To Kill The DragonBy Dave Rickey on Fighting Words
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Been Down So Long, Looks Like Up To MeBy Dave Rickey on Random Noise
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Will Wright Gets The Good DrugsBy Dave Rickey on Bouncing Reality Checks
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Comments UnlockedBy Dave Rickey on Random Noise
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Balance ShiftsBy Dave Rickey on Bouncing Reality Checks
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Help, I'm Addicted To BreathingBy Dave Rickey on Bouncing Reality Checks
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RSS Feeds are HardBy Dave Rickey on Random Noise
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Dance With The DevilBy Dave Rickey on Bouncing Reality Checks
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Silver Tongued Devil and IBy Dave Rickey on Bouncing Reality Checks
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Blizzard Invents "Sliced Bread" , Players Think it's NiftyBy Dave Rickey on Bouncing Reality Checks
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Jack Thompson is a Poo-Poo HeadBy Dave Rickey on Observing the Obvious
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If I'm Awake, I'm WorkingBy Dave Rickey on Observing the Obvious
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The Devil Wants to "Do Lunch"By Dave Rickey on Bouncing Reality Checks
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Copyright © 2007 IAC Search & Media. All rights reserved.
Posted by
Dave Rickey
at
9:46:00 PM
Tuesday, November 18, 2003
Well, for the first time in my life, I've contributed to a political campaign. The Dean campaign, of course, isn't that what all the cool kids are doing these days? But I didn't do it because it's the "in" thing. I did it because it's the first time I've seen a candidate who wasn't afraid to stand up and *mean* something. I don't agree with everything he says, I don't like labor unions for example, but I agree with quite a bit of it and at least he has the balls to say *something*. After the last campaign, Tweedledee vs. Tweedledummy, it's refreshing.
Alabama will almost certainly go Republican, so a contribution is the only chance I have to influence the next election. I really hope that Dean wins, Bush is destroying us.
Posted by
Dave Rickey
at
7:42:00 PM
Tuesday, November 11, 2003
Getting old sucks. 2 years ago, I found out I had a bulging disc. More specifically, I found out the reason I had been driven to my knees after taking a staircase three stairs at a time was that a disc in my lower back was bulging out and pressing against my spinal cord. For a few weeks, my back felt like it was made out of glass, then I got over it. A couple of days ago, my back was a little sore, today the only way i can stay mobile is to spend no more than 30 minutes away from a heating pad.
Dammit, I feel like an old man. I've got one lung, a messed up knee, a bad shoulder, and now my back is going out. WTF?
Posted by
Dave Rickey
at
6:46:00 PM
Wednesday, October 29, 2003
Been busy lately, things at work have been insane. But I need to update this thing once in a while or tell Scott he can have his storage space back. Anyway, I've recently been invited to be an author on the Terra Nova Blog, mostly academics with an interest in MMO games. I accepted, the blog doesn't have a high profile yet but it is the first forward progress I've seen in the MMO discussions since Scott "sold out". Plus it lets me air some of my more "far out" theoretical notions.
Posted by
Dave Rickey
at
8:56:00 PM
Wednesday, October 22, 2003
Yeesh.... One of these days I need to learn how to turn it off, do something besides think about games all the damned time. Almost midnight here, and I'm reading a book about cellular automata and artificial life.
Posted by
Dave Rickey
at
9:40:00 PM
Monday, October 13, 2003
I'm reading over at FutureNow about the fact that storage capacities are going up so quickly, in 10 years we'll be able to archive *everything*. Not just every computer file we use, but full video and sound for our entire lives.
Yeesh. There's some parts I'm just as glad to forget, or misremeber in ways that make me look less selfish, or venal. Imagine a world where you can never escape the truth of the facts.
Posted by
Dave Rickey
at
9:42:00 PM
Sunday, October 12, 2003
It's a military axiom that you never know for sure that you have the initiative, but you are usually sure when you've lost it.
I'm not sure when the important locus of discussion stopped being places like Waterthread, but I know where it is now. Scott "selling out" was certainly a part of it, but another, I think, was the way that community has begun to wallow in its own hostility just for the excercise. At any rate, they seem to have been relegated to irrelevance, the important discussions are all at Terra Nova and LawMeme and other Blogs.
Which makes me wonder about cultural obsolescence. When did newspapers stop being important, new, and vital, a social force? Did anybody really notice when it happened? Then movies, but when was the last time you saw a movie that was *important* in a social sense, that drove change rather than just commenting on it?
What's it going to feel like when the Internet goes through that transition?
Posted by
Dave Rickey
at
3:05:00 PM
Thursday, October 02, 2003
If I had any doubts the market was getting crowded, a few minutes googling MMO names cured that. Between WoW, Horizons, EQ2, and Mythica, all the mindshare is getting sucked up. God I hope that none of them slips their launch date too bad, if we don't get a few months of clear air, things could get rough.
Posted by
Dave Rickey
at
9:25:00 PM
Monday, September 29, 2003
Culture, defined as the tools, attitudes, and perceptions that we learn from our elders and are impressed into us by our experiences, has many of the properties of an organism. A symbiotic rider that infests the wetware of the most sophisticated neural nets ever known to exist, that bootstrapped itself up from a simple recognition system so that we could identify those that shared our genetic heritage even though we would never have met them.
Throw your imagination back a few generations. Think of trying to learn the science of chemistry in an era when few of the underlying principles that make it work were known. Chemistry could accomplish many significant things, but the process of learning it was long and complicated. finding answers using what was known was a lot of trial and error, very inefficient. Anyone who paid attention in today's high-school chemistry classes could make the greatest chemists of the 19th century feel like fools.
After a lot of work, a simple, effective, and accurate system of chemical bonds and processes was developed. Using it, any reasonably bright person can perform tasks involving the deliberate invocation of chemical reactions that would leave the greatest minds of that time absolutely stunned. Not because the person explaining them was smarter than they were, but because the "Rules of Chemistry" meme that culture granted them was so much less efficient than the one we have now.
But...maybe the person from now *would* be smarter. Not in potential, but in practice. Neuro-psychology makes it pretty clear that our conscious thoughts are actually memories of thoughts. Our mind has "working memory" that holds the ideas we're currently thinking with/about, and these ideas/memories are continually refreshed. And if they aren't, we forget them, forget that we ever even had them. The definition of an idea is, in essence, a neural activation pattern which has the properties for impressing itself upon our working memory long enough for us to become aware of it. And then it has to be able to impress itself into short-term memory in such a way that it will then be engraved into long-term memory, and *then* it needs to re-raise itself in our subconscous dreams or it will slowly be over-written and eventually fade away.
Now, look at the way we learn skills. When I first sat down to type, it was a painstaking, key by key process, that made it take hours to get out a paragraph. Now, even though I have never had typing lessons, I tip-tap-tap away at hundreds of keys per minute, I'm not even aware of the process of typing. I simply think words, and my now-trained reflexes bang out the words. Even correcting mis-strokes is pushed down out of conscious awareness, and I shift from the standard keyboard of my work machine to the split keyboard of my home machine to the tiny chiclet keys of my laptop with no awareness of the change. Neuro-physiologists have mapped out this process, and shown that when we first learn a skill, large parts of our brains are involved. As we practice more and more of the us of the skill, less and less of the brain is involved, until eventually even something as complex as typing or driving requires literally no conscious thought at all.
Our minds try to pare down ideas to their most efficient forms. But in the process of doing so, some ideas hijack the wetware, demand extra running time. They take advantage of built-in interrupts, especially those most closely connected to the first biological imperatives: Survive, and breed. Still others try to warp our perception of all other ideas. And some ideas hijack the wetware for their own version of the survival imperatives: They make us want to share them with everyone in sight. Our conscious awareness is little or nothing more than the contest between these various self-reinforcing memes, fighting for a bigger chunk of processor time in more brains. And our culture is the collective, adaptive assemblage of these ideas fighting out the same contest on a larger scale.
Our minds are not us. And yet they are, for without them there is no "us". We are not our nature, we are not our nurture, we are not our decisions, we are not our desires, and yet we are all of these things because without them we are nothing but bits of meat mouthing meaningless noises at each other. We aren't ridden and parasitized by the memes, because we *are* the memes, riding our hominid slaves through life. Our strongest meme is our own sense of self. And this sense of self is itself the extension of the next order of organization: The meme-plex, the assemblage of mutually reinforcing ideas and behaviours that causes us to shape the next generation into more like us.
Some meme-plexes are hypercompetitive. The religious and ideological meme-plexes are really bad for this. They insist that no other memes that do not support the meme-plex are allowed to run on the wetware. They are so exclusionary, they try to drive the other memes out of existence, not just in our own minds, but in those of everyone around us. They try to stamp out all contradictory, non-supportive ideas, in whatever form they may take. Because just as an organism that fails to compete is fated to go extinct, or a thought that fails to be remembered will be forgotten, a meme that fails to try and preserve itself will be driven into the fringes of human society, there to become an almost forgotten heresy, only suffered to continue because it is too much trouble to stamp it out once and for all.
The meme-plexes are at war. Originally they were tools in the hominid contest of survival, but now the hominids are tools in the contest of meme survival, and they have been for at least as long as there has been a history (in fact, history was almost certainly created as a tool of the memes, one of the means by which they elevated themselves from servants to masters). All our wars, all of our contests, are simply the visible, obvious shadow of the war of the memes. The real contest is more subtle.
But when meme-plexes push each other to the wall, the final proof of the conquest of the wetware is shown: The hominids march off to fight each other, to show which is stronger through an attempt to either destroy the hosts of the other, or to discredit and dis-integrate the meme-plex from the hosts and replace it. The outgoing meme then has to try desperate measures, taking on enough of the winner's properties to be allowed survival while still preserving itself as much as possible.
Our thoughts our not ours to command. They are our commanders. And yet without us, they are helpless, they are nothing.
Posted by
Dave Rickey
at
10:11:00 PM
Sunday, September 28, 2003
"Geek" originally meant someone in a carnival freak show that specialized in biting the heads of live chickens, along with other displays of taboo-breaking behaviour (sort of like Fear Factor gross-out challenges or some other reality-show wierdness). You see, for children raised in the carny tradition who didn't have any particular talent, especially children of freak-show performers that didn't inherit the family peculiarities, there weren't a lot of career options. Women could always get covered in tatoos or perform in the hootchy-cootchy show, but for the men it was either roustabout or a job as the geek. Roustabouts were the bottom rung of carny society, beneath the pale, but geeks were bonafide performers.
Once upon a time, not all that long ago, computer geeks were the bottom rung. You just couldn't get lower on the social heirarchy. But money washes away all sins, when Bill Gates became the richest man in the world, geeks became respectable (even with a full-time staff of image consultants, Bill G. is an obvious geek). And in the society of geekdom, game designers sit pretty high, and online game designers a notch higher. So you think I would be quite proud to have reached the point where I can call myself an online game designer, and nobody will deny it.
Fact is, I'm not satisfied. I'm always pursuing the next validation, now I want to be the man out front on a successful game, rather than just standing around when lightning strikes. And after that, I'm probably going to want to do it again, but in a totally different way and for more money. And then.... I don't think the capacity for satisfaction is in me.
Posted by
Dave Rickey
at
9:15:00 PM
Thursday, September 25, 2003
Sometimes, I wonder why the players want to believe. They've been disappointed so many times, they know by now that the Promised Land is *not* just around the corner. But they still keep searching, keep hoping, wanting the next game to be The One. And I almost feel like a bastard, showing off my bright shiny new ideas, knowing that they want to believe.
Almost. I don't lie to them, and I try to manage their expectations, but I'm not going to let the game tank because I'm too insecure to feel comfortable with letting them believe.
Posted by
Dave Rickey
at
7:54:00 PM
Wednesday, September 24, 2003
I find myself pondering my own insecurities tonight. Yes, to some extent the pompous, intellectual style I write in is the product of insecurity, big shock, huh? For a variety of reasons involving childhood traumas, I am pathologically driven to be the smartest person in the room. No matter how tough the room. It's a character flaw, but it's also a source of strength. My insecurity drives me, pushes me, forces me to stretch myself to my absolute limits.
This comes up because I was wondering why I'm always such a contrarian. When the industry was filled with speculation, handwaving, and castles in the air, I concentrated on mundane details like customer service, quality assurance, development review processes, and community relations. Now that the entire industry is focused on those subjects, I find myself irressistably turned towards more ambitious pursuits, trying to reach beyond the mundane mechanics towards the things that inspired us to start making these games in the first place.
The conclusion I come to is that the contrariness is the product of the insecurities. The key to feeling like the smartest guy in the room is knowing things nobody else knows. The key to *that* is asking the questions no-one else is asking. So when everyone else is looking one direction, I'm breaking from the herd and moving the other.
Most humans are hardwired to pursue the routine and shun change. We evolved in an environment where we weren't neccessarily the top of the food chain, and anything unfamiliar was potentially dangerous. Curiousity killed the cat, and the curious monkey gets eaten by the really big cat. But the new is also potentially useful, so the species throws out a few sports that instead of being averse to change, are actively attracted to it. A lot of them get used up, because the strange *is* dangerous. But these days that rarely happens, so we have a surplus of change-attracted people around. Even in that company, I'm an extreme example, I want to be out there one step further into the strange than anyone else.
There was a study and book in the 80's that found that successful people tend to be highly insecure. This was surprising to the researchers and the author, they felt that success should create contentment. What they failed to recognize is that those that can be satisfied don't push themselves the way you have to to *be* successful.
Posted by
Dave Rickey
at
8:45:00 PM
Tuesday, September 23, 2003
So, here I am.... For those of you keeping score, I took a job with Mutable Realms as the Lead Designer for Wish. It's another fantasy game, which is both good and bad. Good in that I have been working on fantasy games for a long time now, and I've got all of the conventions and history right there at my fingertips. Bad because I have had it up to my chin with elves and dragons. I've got nothing against elves and dragons, I've always been a fantasy fan, but Christ on a crutch, if I ever find myself debating the proper curvature of pointy ears again, I will scream and start laying about in all directions with a blunt instrument.
But it's nice to have some real authority, it's amazing how much easier it is to compromise in my ideas of what will make the game better when I get to make most of the decisions. It's easier to back off and be objective when I don't have to worry that the people making decisions will take the first sign of uncertainty as a surrender. And the game is not going to suck. I repeat, the game is not goig to suck.
Posted by
Dave Rickey
at
7:42:00 PM
Monday, September 22, 2003
Boy, long time no see, ehh? Well, you see, when I started this blog I promised myself I would never update it on company time or using a company connection. As a "speaking only for myself" figleaf it may be paper-thin, but they're my rules, so I get to pick them. I'm willing to tell an employer that what I do on my own time with my own resources is none of their business, and even push it to the logical conclusion, as long as I have followed those rules. Anyway, shortly after that last entry, I took a job with Mutable Realms, and I only got a home internet connection set up today. My urge to pontificate was being satisfied by my column at Skotos, and money was tight after moving expenses, so I just let it slide. So this blog has been sort of orphaned.
Anyway, I'm going to pick it up again, bloviating at the internet in general, whether or not anyone is actually still reading.
Posted by
Dave Rickey
at
4:02:00 PM
Monday, May 26, 2003
An odd thing about my trip to E3 was the way that being trappped on an airplane makes me start thinking deep thoughts. It's like all that pent-up energy of being fully awake but completely on hold until landing has nowhere to go, so it gets channelled into thinking. Anyway, I figured out the topic of my first column on the flight out, which seemed well-received by Chris and Jessica. On the way back, I found myself drawn beyond questions of how to build societies in virtual worlds, and into the larger question of how real societies function.
This was provoked by reading "Defenders of the Truth", a history and analysis of the debate over sociobiology. Until reading it, I was only vaguely aware there *was* such a debate, the essential truth of genetics influencing persona and through that culture was so obvious to me, it seemed incredible that it wouldn't have been assumed all along. Okay, obviously not. But I can, after reading that, see the point of the opposition. For starters, Wilson's postulate of an acclerating factor unique to humans that allows fundamental species change at a genetic level at 100 times the normal rate is obviously crap, a fudge factor that attempts to salvage the idea of genes being more powerful in their effect on culture as whole. It's not neccessary to his core argument that genes keep culture "on a leash", tilting and limiting the range of cultural possibility. In systems that hover around the critical points of their phase transitions extremely small changes can have big impacts, and it seems hard to see massive social changes as anything else.
The fear of the opponents to sociobiology seems to be that genetics somehow makes us robots, incapable of transcending our natures. To an extent this has to be true, if your genetics makes you highly schizophrenic or non-functionally autistic, your biology is going to trump your conditioning in a big way. At the core of their fear is this idea that if we really uinderstand what makes ourselves tick, we'll create some kind of hyper-rationalist society, in which everyone's role in life is determined at birth, our course laid and no diversions allowed, try and get off the tracks and you'll be forced to return to them, or locked away before you infect the others.
Call me an optimist, but such a thing seems unlikely. If observation shows anything, it's the incredible range of variability in human nature, the plasticity of human capability, and the perversity of human desire (I am not using "perversity" in its moral sense, but in the sense of contrariness to convention). In every dimension by which you can compare people, they run the gamut. The internet makes this much more obvious than usual, exposing you to viewpoints that you would normally never imagine. My capacity to be boggled by this long since burned out, now they are simply more data.
And the resulting pattern has meaning precisely in its boggling complexity. Whatever your position on genetic determinism, you have to admit that this incredible range of behaviours, so divorced from anything resembling a survival characteristic, the very *capacity* for such ability to escape the limits of our instincts, itself had to evolve. All of us live two existences, one physical and one mental, and the degree to which we exist as beings of one or the other is itself highly variable, not just as a species but as individuals.
I dunno, maybe I have a different perspective on this continuum of physical existence vs. mental than most. The tendency has been to declare the ascendancy of one over the other, or to deny the possibility of a difference. I have a different background from most geeks, I spent my teens living a profoundly physical existence, martial arts training, manual labor, a 3 week wilderness survival course. To me, the idea of different modes of thought isn't hypothetical, but just something I do. So although I may not be able to think in ways that encompass the full range of worldviews, I can at least grasp the existence of such a range.
However, contrary to the currently fashionable trends in some parts of academia, not all modes are equal, or more accurately they are not *equivalent*. There are standards by which they can be judged, and some of those standards *are* more important than others, or at least more useful. In the context of mental existence, it may be accurate to say that truth is a matter of social consensus, and one group consensus is as valid as another. But when dealing with the physical world, there is an objective reality that refuses to be denied. So in social terms an African tribe's belief that the moon is a calabash gourd thrown up just beyond the treetops by a cultural hero is as valid as believing that the moon is an airless ball of rock a quarter million miles away that was first walked on by Neil Armstrong. In both cases, social consensus makes it equally true, to the people that believe it.
But if there were to be a resource on the moon that we desperately needed, no amount of throwing lines and nets into the air will allow the African tribe to recover it, while the belief that it is an airless ball of rock a quarter of a million miles away would allow us to do what is really neccessary to recover that resource. Accepting the fallacy that reality is entirely consensual is just stupid. The problem is the confusion of the word "truth" with the word "fact". Social "truth" may be the product of consensual agreement, but the existence and influence of a social space where truth is consensual does not eliminate the existence of a physical space where facts are objective.
However, most people don't have a problem grasping that, but instead fall into the opposite trap, that only objective, physical, reality counts. That is equally fallacious. Most of the people who worked on the moon missions had no absolute personal physical evidence to back up the belief that it was a ball of rock, but simply accepted the consensus social reality that it was in fact so. The belief that something is true in the presence of inadequate personal evidence is as much a part of rational western science as of the African tribe, you ultimately believe most things not because you personally know them to be true from certain evidence, but because it is neccessary to believe so in order to function in your social environment, and thereby gain the resources that allow you to function in your physical environment.
Some would say that phrasing it in such terms is a distinctly "western" mode of thought, to look at the world in terms of what can be extracted from it. Bull, in fact it is only academic western society, so divorced and removed from having to struggle with the world for survival, that can afford to think of it any other way.
Posted by
Dave Rickey
at
12:45:00 PM
Saturday, May 10, 2003
So why *have* I been studying neuro-psychology, anthropology, socio-biology? Well, at one level, because it's my nature, I'm an information sponge, looking for patterns and trying to build them by simply absorbing as large a mass of data as possible.
But at another, it's because there's a genuine opportunity to learn things that will help me make better games. To understand why communities form in online games, and take the forms that they do, we pretty much need to solve the problem of why they form at *all*. To understand that, we have to understand the forces that shaped our essential nature as a species.
Humans evolved as a species with a very odd niche, one without parallel elsewhere in the modern ecology: Cursory social predators (like wolves) that were also opportunistic omnivores. Primarily meat eaters that hunted in packs using sophisticated group tactics like killer whales, wolves, hyenas, lions, dolphins, we were also methodical gatherers of edible roots, berries, leaves and seeds. We can't say how unusual this role is, no other current species lives in such a niche, but after a hundred thousand years of hunter-gathering humans they may simply have been out-competed, forced into either extinction or specialization. At any rate, the competing imperatives of these two very different roles shaped our evolution for thousands of generations, and the results are stamped on us forever.
Predators have a unique viewpoint towards the world around them. Literally, in fact, predators almost always have their eyes facing directly forward, with lots of overlap in their field of vision and comparatively little peripheral vision. Look in the mirror, some say your heritage as a meat-eater is literally staring back at you.
Now look at your fingers. Fine manipulation is normally not something a predator or pure herbivore needs, it's normally reserved for animals like squirrels, racoons, other opportunistic legumifores (eaters of nuts and seeds). You start with something that is mostly inedible due to a hard, spiky, or foul-tasting shell, and peel away the inedible parts to get at the good stuff. This is how most primates (monkeys and lemurs) make their living. Apes (chimps, gorrillas, and oranguatans) are mostly just large versions of this. And almost all of these primates have the forward-facing eyes, in evolutionary terms our primate background of life in the trees was a pre-adaptation for the viewpoint of a predator. Most primates will eat meat, or at least insects as well, so our digestive systems were also pre-adapted.
So why did we become pack hunters? A very long time ago, some curious chimplike creature made a fortuitous discovery: you could crack open tougher nuts with a rock. This is not a unique trick, sea otters and some birds use a similar trick. But then some clever ancestor of ours made a momentous discovery: The flakes that sometimes fell off when you knocked rocks together were very sharp, and could be used to open up things you otherwise couldn't, even by pounding them between rocks. It looks like this is when we became hunters, using clubs to kill the prey and cutting stones commonly called "hand axes" (not like the axes you're used to, these had no handles) to cut up the carcasses and make up for the sharp teeth and claws we didn't have.
For many thousands of years, we made cutting stones. *Lots* of cutting stones. There are deposits of these simple hand-held cutters extending over large chunks of the planet, all to pretty much the same design. And here's the odd thing: Many of them were never used. More than a few could not have been used, being so tiny they can barely be held or so large they can barely be lifted. Others are made from blatantly unsuitable materials, sones too soft to be useful or too hard to shape to have been worth it for a tool. And there are too many of them, far more than the bands that created them could have ever used, and in spite of the differences in size or material they are all nearly identical in design. Somehow, this ancestor species got a collective case of Obsessive-Compulsive Disorder, expending huge amounts of effort into creating these perfect stone hand-axes, over and over again.
There is only one explanation for such an obsession: Making these tools became a courtship display. Like birds building nests, male ape-men spent every available moment trying to create the perfect hand-axe, to impress the girls. The modern male obsession with fiddling with tools, and the female obsession with receiving gifts from males, undoubtedly have their roots in this age. This went on for a *very* long time. At this point, mankind was still just a clever monkey, although he had a trick for tool use, it was only slightly more sophisticated than that of many other creatures.
Somewhere along the line, some genius came up with yet another clever idea: He looked at the club he used to beat the prey to death, and the hand-axe he used to cut it up, and put them together, literally. Keep in mind, for thousands of generations his ancestors had used these tools in almost unchanged form, so this was a major breakthrough.
For a very long time, this was as far as it went, a simple axe of stone bound to a stick. Then someone tried a really long stick, and a really small axe head, and made a spear. This triggered a major shakeup, the world's first arms race as this idea of rather than just slightly modifying something to make a tool, tools became something of multiple parts that were prepared separately and then assembled, and you made particular tools for a particular purpose.
In very short order, man's ancestors went from clever ape, opportunistic omnivore with a couple of clever tricks, to something we would recognize as human, spending much of his time doing things that were intended to prepare him to get food, planning ahead rather than living in the moment. His time as a pack hunter and opportunistic omnivore had pre-adapted him for this, but now the connection between preparation and reward was even more extended. Bows, food preservation, hide preparation, sewing, clothing, all of these and more were invented in a burst of creativity. Mankind became capable of looking at things in terms of "raw materials", seeing not just what they were, but what they might *become*. This is when man started seeing things that weren't there, but might be. Probably millenia of trying to outguess his prey and think of what it might do had pre-adapted him for this "what might happen if" game.
Probably this is where man started to form the social structures we would recognize as human rather than animal. The new tricks required specialization, where before bands had been divided simply between the men who hunted and made tools, and the women who gathered nuts, berries, and roots and cared for the children. This behavioural sexual dimorphism has many parallels in the animal world. But now, we probably started to have specialists, men who were particularly good at making tools and would stay home from the hunt to work on them, women who were better at sewing and would work on clothing rather than going out to gather. There were roles in the band that couldn't be performed by just anyone. Although most anthropologists place this step after the development of agriculture, it seems logical to me that something must have pre-adapted us for taking specialist roles, to accept a situation where things essential to our wellbeing were being performed by others.
At this point, man completed the development that made him recognizably human. The timescales afterwards are too short for evolutionary adaptation, everything that happened afterwards would have to have been pre-adapted during this phase. The really key elements of this pre-adaptation seem to have been:
1) The ability to imagine things that were not real, and treat them as if they were.
2) The ability to communicate these unrealities to each other.
Everything that distinguishes us from our hunter-gatherer ancestors is the result of this capacity to treat the unreal as real. All of our hard-wired properties derive from our life as primitives, everything else is flexible.
Posted by
Dave Rickey
at
1:40:00 PM
Friday, May 09, 2003
There's an old anecdote traded among physicists, the origins of which are lost in the sands of time:
A physicist was making a public lecture, and describing how the earth was a ball of rock that orbited the sun. A little old lady stood up and interrupted him, saying "That's nonsense, the earth is flat and the sun goes around it."
The physicist, bemused and not wishing to be rude to the old lady, asks her "Then what holds it up?"
"It sits on the back of giant turtle."
"Oh really? And what does the turtle stand on?"
"The back of another giant turtle."
The physicist, starting to lose his sense of humour, asks "And what does *that* turtle stand on?"
"You're a very clever young man, but I'm ahead of you. It's more turtles, all the way down."
There's a dangerous tendency to focus on these games *as* games, to assume that if you just get the game right, everything else will fall into place. I say "dangerous" necause it is simple, elegant, obvious, and *wrong*. If it were enough just to get the game right, MCO, E&B, and AC2 would all have done a lot better.
You can screw up the technical side of the game pretty bad, and still get through it, but if you don't get the community working, you're screwed. Okay, flip it around: The world is content and code, but all of this sits on a stream of player activities that give the world meaning and life. You look past the levelling curves and AI, and you have group dynamics. You look past the group dynamics, and you have guild politics. You look past the guild politics, and you have competition between players as individuals and as groups to be noticed. You look past that...and it's turtles, all the way down.
Posted by
Dave Rickey
at
9:21:00 PM
Thursday, May 08, 2003
Well, Skotos has asked me to do a column for them to fill in for Jessica Mulligan. I'm going to do it, it won't pay anything but it's good visibility, and I was never good at passing up a good soapbox. But I'm going to have to be a great deal more focused and polished for this column than has been my custom lately.
This industry has never been good for maintaining a dialog, but it's been a drier spell than usual lately. Too many of the people who have participated in what dialog there was are either in the early stages of projects they can't talk about, or the big crunch right before or after a launch. And it's a bad time for the industry in general, but especially for theorists.
There are three kinds of people designing these games. Those that are ignorant, and insecure about it. Those that are ignorant, and not shy about saying so. And those that are ignorant, but not showing it in any way. That last group is the big problem with trying to move this industry forward. The guys with the money tend to give it to the people who act confident, and those that don't acknowledge their ignorance look more worthy of financial backing. The lack of acknowledgement *can* be simple cluelessness, or deliberate deception, but either way it leaves you with a situation where many of the people in charge have a vested interest in not seeing the state of knowledge about the craft advanced, because too many questions being asked points out how few answers there are, and that shakes their house of cards.
You'll notice that I'm ruling out the possibility that there might be people out there that actually know what they are doing. If there were, I wouldn't be writing this, or casting out lines looking for work, I'd be doing whatever it took to find work in their shop, to study at the feet of the master. There are people out there that know a few things I don't know, but I know enough about the state of the industry, and the scale of the amount of knowledge we *don't* have dwarfs that available to all of us in the field put together.
So we have the clueless, the posers, and the seekers. Right now, most of the industry is the posers leading the clueless. That's slowly changing, Raph and I disagree about many things, but he's definitely a seeker. Jessica is another, Damien Shubert another (there are more I can think of, but I'm going to stop simply because I can't make a complete list and leaving out one simply because I wasn't familiar with them would be an unneccessary insult). But it's rough going, and the seekers are going to have to deliver on the bottom line before it's going to give us fundamental change in how the industry puts together its teams.
Posted by
Dave Rickey
at
5:41:00 PM
Wednesday, May 07, 2003
Sometimes I have to ask myself if the stuff I'm studying actually has any relevance to the questions I want to answer. Why do I think that neuro-psychology is going to give me a significant insight into making online games? What use is sociobiology? I know they do, but it's based on a hunch. I read a couple of pages, and what I am reading somehow fits into a pattern. I can't explain it, but I've reached the point where I can explain *why* I can't explain.
But, being me, I first have to explain some theory. Human beings are social animals, we spend a great deal of time and mental effort keeping track of the attitudes, personality, and relationships between, the people around us. That is, most of us do. When you model social environments, it rapidly becomes clear that this is a very non-trivial problem, even for a highly optimized neural network. In fact, evolutionary biologists believe that they can determine the capacity of the human mind to do so, and come up with a number of around 150. This corresponds with the actual observed size of everything from college fraternities to hunter-gatherer tribes in New Guinea.
This is not implausible, humans have certainly been operating in bands of around that size for a very long time, in fact social cooperation is a property of most primates. That our ability to do so would be a survival characteristic and get hardwired into our mental structure is not a stretch. But then, there are the exceptions.
There's a condition known as Asperger's Syndrome. It's essentially a collection of symptoms rather than an easily identified mental condition, characterized by high system-oriented intelligence, and a lack of social awareness. I only became aware of it in the last couple of years, when it started making a lot of things make sense. The thing is, I've always had two different modes of thinking, one where I was deeply into some really complicated problem, and one where I kept track of the social environment around me. I never stayed in "People Mode" long for two reasons; the first being that it was mutually exclusive with the "patterned thinking" problem solving that characterized the other mode, the second being is that if I stayed in it for very long I got very paranoid.
Now, self-diagnosis is never very reliable, but I do not share the professional psychiatrist's contempt for it, mostly because I have too much contempt for psychiatrists. Long story, not important here. Anyway, I think it is very important that people be aware of what is going on in their own heads, and I've cultivated a self-analytical aspect, I constantly try to examine my own mental state as if it was an intellectual excercise, a puzzle I was trying to work out. Okay, it's an odd way to think of yourself, but it works for me. Anyway, unlike most psycho-hypochondriacs who are constantly deciding they have the latest fashionable condition, I don't generally talk about this. Mostly because few people seem to be comfortable with my clinical discussion of my own mental state. That being said, I'm trying to get somewhere here.
I'm starting to think that there is a direct connection between my "pattern thinking" problem solving abilities and "social awareness", that in fact they use the same parts of the brain in different ways. Trying to explain how the two are similar is almost, impossible, like the classic about explaining the color blue to a man that was born blind. But here's my best shot:
Imagine trying to write a computer program to do what a mind does in keeping track of social relationships. You would have all these various mental representations of people around, and these links between them. At one level, links would represent friendships, enmities, cliques, etc. At another level, you have all of your interactions with each of these people, every memorable conversation, every collaboration, every secret you've shared, etc. At another, you have all the interactions you have witnessed *between* these people. At the first level, you may have over 10,000 links, at the next you could have a hundred times that many, at the next you might have 100 times *that*, or over 100 million links. The problem would be insanely difficult for a computer.
But what if you had a custom-built neural network with 1 billion nodes, specifially designed and trained to handle this problem? That seems to be what human beings have in their heads, evolution has equipped us with a very sophisticated "social environment analyzer". Think about the raw correlative power of such a network.
Now imagine what else you could do with it, if it was reprogrammable hardware sitting on a desk in front of you. What if you could encode the *idea* of every sentence of every book you ever read into this network, and find the relationships between them? Figure out what ideas connected to what, build patterns out of the ideas and recognize when the shapes of the patterns were similar even though the ideas were not? Maybe every once in a while you would drop in a new idea, and set off a cascade of new connections, a wavefront of change like a crystal forming in a saturated solution. Suddenly you have this new understanding of the relationships between ideas, an understanding that may not be describable, but is neverless manifestly as obvious as 1 + 1 = 2. So obvious that trying to explain it to someone else who doesn't already have most of the same ideas in their head in the same way is an excercise in frustration.
As near as I can explain it, that's how it feels.
Posted by
Dave Rickey
at
5:23:00 PM
Sunday, April 13, 2003
So I've got a lot more time to think without distractions these days, and I keep coming back to the core questions that caused me to start this blog in the first place: Who are these people, where do they come from, why do they play these games?
Well, I know a lot about who these people are now that I can't share (due to contractual obligations as part of my severance package). But I can tell you that they are pretty normal people, and that they overwhelming come from each other. People don't just stumble across these games in the store or read about them in a magazine, they are introduced to them by friends or co-workers. But the why...that is why we need theories. At one level, these games are behaviourist "scheduled reinforcement" skinner boxes. But it actually goes deeper than that.
I've been reading up on neuro-psychology lately. This field has been taking a *long* time to come into its own, they're trying to understand the human mind from the nuts and bolts level, like trying to diagnose software bugs by analysing the hardware one transistor at a time. But its starting to get there. Anyway, they're starting to get real answers, and some of them are quite intriguing.
One of the most interesting is that consiousness is just an illusion, a lie we tell ourselves so things make sense to us. For example, if I decide to move my hand "spontaneously", the nerve impulse in my mind to do so starts nearly half a second before I become consciously aware of having made the decision to do it. Much of what we do, we do without conscious awareness, because the conscious process is too *slow*. There's a lot of in-depth science about this, involving PET scans, hypnosis studies, cultivation of brain cells in the lab, poking electrodes into monkey brains, etc. "The Synaptic Self" by Joseph Ledoux, "The Illusion of Conscious Will" by Daniel M. Wegner, and "The Symbolic Species" by Terrence W. Deacon are good sources if anyone wants to read up on it.
Anyway, it was while reading "The Illusion of Conscious Will" that I stumbled across the key to this: Indirect Causation. The primary distinction between mammals and other lifeforms is their ability to *learn*, to connect cause with effect in ways that increase their survival chances, it means a heightened awareness of the world around you and the dangers it might pose. Whatever doesn't kill you makes you *smarter*. What distinguishes primates from other mammals is their high awareness of others of their kind. And what distinguishes humans from other primates is our ability to believe in things that aren't there.
A chimp can look at the world around it, and see how to use parts of it to its own advantage (including other members of its troop), but it only sees what is in front of it. It can make the connection between a stick and a termite mound, and fish termites out with it, but it can't take the next step and think of breaking open the termite mound and going after the queen and the eggs (even though it will eat both if presented with them). Certainly a troop of chimps is capable of digging out a termite mound, but they don't make the connection. Okay, gross example.
Anyway, somewhere along the line, people started believing in things that weren't there. The reason seems to be indirect causality, a human will connect causes with effects even when the causes are very different and not obviously related to effects. Some of us are better at it than others, but all of us seem to have the capacity to believe in things that don't actually exist, and by believing in them, make them real.
What is a superstition, but a belief that one thing (wearing your hat sideways, knocking on wood, stepping on a crack) will cause something else to happen (your team wins, a bad thing you just mentioned doesn't happen, break your mother's back). What is religion, except a belief in something you can not possibly know is true, with such intensity many will die or kill for it? Humans are so good at seeing indirect cause and effect, they see it even when it isn't there. At some level we are hard-wired to believe *everything* has a cause, and if we can't figure it out we'll invent something to explain it.
What does this have to do with online games? In 1997, Richard Garriott was being given a demo of Ultima Online, and was briefly fooled into believing that an NPC was actually another person's avatar while conversing with it. In 1999, a magazine reviewer was tricked into thinking EQ's AI was actually much more sophisticated by bad pathing. The examples go on and on, the point is that the players are pre-disposed to interpret what they see in the world as being much more lifelike that it actually is. From this we can draw two important principles: People want our worlds to behave more like living, complex realities; and they'll meet us halfway and believe in our worlds if we can pass some minimum threshold of "lifelike".
Posted by
Dave Rickey
at
3:07:00 PM
Saturday, April 12, 2003
You know, as I read and hear about certain things in Iraq, two words keep going through my head: Operation Odessa. In late 1944, when it became clear to the SS that Germany was going to lose the war, plans were laid to get SS officers out of the country and hide them elsewhere, using funds from the Swiss accounts the SS held. Some claim that Kurt Waldheim was part of this (at one point he was in charge of the UN archives of Nazi records, many of which were "misplaced" unexplainedly). The Simon Wiesenthal Center and the Mossad hunted them for 40+ years, but many died of old age.
Every Baath party headquarters we take has most if not all of its records destroyed. The headquarters of the secret police was stripped of every piece of paper when the troops got there. Looters that break into banks find only Iraqi money in them, all foreign funds are missing. 6-10 billion dollars, maybe much more, was made off of black market dealing during sanctions. Billions more were held through shell corporations that were never tracked down from *before* 1991. The Kuwaiti gold reserves have never been found. And overnight, the entire Iraqi leadership, from Hussein and his family down to the local Baath party leaders, vanished without a trace.
The way that an entire nation, one of the most regimented on earth, can come completely unglued in just hours, is an interesting thing in and of itself (as long as you're just watching from the outside). But it's probably part of the plan, soldiers that are having to try and provide law and order at the street-corner level can't do much to stop a few thousand bureaucrats and their families, not to mention the torturers and murderers mixed in with them, as they make good their escape. By now, they are almost certainly all out of the country, except for a few that have been left behind for the wolves.
Where? Right this moment, probably Syria, but they won't stay there long. My bet is that they'll scatter, many will probably wind up in the Uzbek republics, some will try to fade into Turkey, Jordan, Egypt, and other Arab and Islamic nations, and undoubtedly some will wind up in the US. We're never going to find them all, not even the 55 that got immortalized on those decks of cards. Legends about the "8 of Spades" or "4 of Diamonds" will be the stuff of books, movies, and legends.
Posted by
Dave Rickey
at
7:17:00 PM
Tuesday, April 08, 2003
Boy, long time, huh? Obviously, the attention that this little excercise in vanity generated caused some difficulties for me and I had to stop for a while. Those are no longer an issue, I don't work for Mythic anymore. "Creative Differences" is one of those cliches that happens to be true in this case. I had goals, Mythic had goals, and for a long time those goals were compatible and both sides gained from the arrangement. Now we're going our separate ways, and I wish them only the best.
Anyway, it has actually been close to two weeks since then, which I've spent thinking, reading, and playing computer games. Just a period of self-examination, and evaluating my options. Which are a curious mix of very good and very bad.
On the one hand, the industry as a whole is having a hard time right now. Games keep tanking, and nobody seems to understand why. These games cost a lot of money to make, starting at $5 million and moving up quickly from there, and yet most of the games that have come out have done poorly. Hard to justify the risk if you can't be fairly confident in the payoff. It's making people antsy, investors skittish.
On the other hand, I've worked on two of the games that *have* succeeded (even if my role on the first was so minor as to barely get me in the credits), and I've been fairly outspoken about how I think the successes and failures can be accounted for. That last is both good and bad, it's made me a few enemies in this business.
At any rate, it seems that it's not a matter of if I can find another job, but what exactly that job will be. Starting my own project from scratch isn't in the cards, I lack the contacts and fundraising skills, and it's not a good time to be trying to do it. Besides, I need to develop my management skills considerably before I'm ready for something like that. So I'm going to be working on someone else's project, pursuing someone else's vision, and to be quite honest I don't have a problem with that. I don't yet know what my own vision would be, if someone called me tomorrow and said they'd back me on any game I wanted to make, I genuinely would not know what to do. I have too many questions still to answer, too many unknowns to run down.
It does bother me the degree to which designers are held in contempt by the industry, and theory in contempt by designers. Theory is our only hope to break out of this cycle of blind stumbling. I come from a background in business applications, where applications are developed to fit an exact set of requirements, and design is a process of determining a feature set and architecture that meets those requirements. Its all cut and dried, very target oriented, and you would think that coming from such a background I would be either very rebellious against structure, or dedicated to imposing it. Truth is, I'm neither. Effective organizational structures need a mixture of structure and adaptability. Too organized, and they cannot innovate, and this field is moving *very* quickly and a failure to innovate would be deadly. Too unstructured, and they can't pursue any goal purposefully.
So why do I think theory is important? MMOG's are complicated beasts, with a lot of moving parts, all of which seem to be essential. If anything, the current games are too *simple*, don't offer the players enough different gameplay options. Yet they are far too complicated for any one person to comprehend. For other businesses, even entertainment, the way out of that trap has been development of theoretical frameworks. People who design airliners or hydroelectric power plants don't understand every part of what they are building, and a lot of the "intelligence" that actually makes the systems work is closer to the edges in the foremen and supervisors on the work crews, but everyone is working to a common theory of how a working, functional version of the idea represented on the plans is put together, even if what they are building is a prototype or a one-off.
This kind of structure is painfully lacking in the game business. In my opinion, the reason why it is so much easier to create a clone than a genuinely new game is because the game being cloned acts as an exemplar, a substitute for the theoretical framework we don't have. Although the entirety of a game is impossible to grasp, people can focus on the parts of existing games that are like the part of the game they are working on and use it as a guide. Sort of, if the game they are making is at all similar to an already existing game.
However, theory has limits. At some point, the theory gets too far removed from reality, and no longer actually relates to making a better game. This has led to some extremely big, high-profile failures, which is probably why the very concept of theory in game development has become an object of ridicule. But no matter where we turn, we need theories. We need theories on how to make the games, how to market the games, how to manage the games, we need to find a framework in which to make predictions and to judge the results of those predictions. And that seems to be the core of the problem. We have no dialogue in this industry, no system of critique or body of commentary. Even waving your hands in the general direction of a clear failure in an attempt to show an object lesson of a conceptual mistake brings charges of being "unprofessional", and makes enemies. We *personalize* everything.
And this would all just be me carping about the failure of the universe to arrange itself to my preferences, except for the fact that the industry is imploding. At the same time that the raw amount of money it is making is increasing to eclipse Hollywood, the developers and even publishers are going out of business right and left. The future is offering only one way out of the trap for the developers, going online. But then you're talking about a whole new set of problems, and the design techniques favored by the industry (where designers shoot a lot of outside-the-box cool ideas at the wall hoping some of it sticks, and the responsible adults trim it down to something achievable) simply aren't going to work.
Hell, it's not like they worked all that well to begin with. For every game where that approach worked, there were a dozen where it failed, miserably.
Posted by
Dave Rickey
at
4:38:00 PM
Wednesday, February 12, 2003
Well, the good news is that I'm no longer shouting into the void. The world has discovered my little excercise in navel-gazing, and now links to it are turning up all over. The bad news is that some of the things I've written are being misunderstood somewhat.
If I use an example from another game, I'm *not* saying that any other game is bad, or that the people who worked on it were not skilled. I just trying to relate theory to example. All I'm working with on other games is what's known to the public. A lot of the mistakes that have been made, nobody knew or could have known they were mistakes until after they were made, some of them I'm the only person I know who even thinks they were mistakes. So please don't beat any of my colleagues about the head and shoulders over my blathering. Opinions are like.... Anyway, this field lacks mutual criticism, in large part because everything is exposed to so many eyes and things can get twisted around. Nobody wants to talk about anything with people outside their companies. I'm just trying to vent a little hot air, not pass judgement.
And for crying out loud, people.... I'm not some font of perfect knowledge about things at Mythic or in the industry. Most of the time I won't even *talk* about Mythic, because anything I say gets jumped on and made some kind of official "Mythic says" proclamation. I am by nature a theorist, I like to conceive perfect systems that meet up with mathematical and philosophical ideals. Of course, ivory tower bullshit walks, hard code and working systems do the real talking. So to me, everything we do in these games looks rushed and incomplete. But don't read too much into it, I'm a navel-gazer, not a prophet, if everything was done my way *nothing* would ever get done at all. If I say something in these games is a "short term" approach, it's because to me long term is 20+ years out. Short term is like the next 5 to 10 years. A smart company isn't going to walk away from a successful game just because it makes another game. In our case, we're adding so many people to the Camelot team that everyone should agree that we're being smart ;-).
Posted by
Dave Rickey
at
3:04:00 PM
Monday, February 10, 2003
Picking up where I left off, it strikes me that most of that 10% that never creates an account has to be either gifts, or people that didn't realize you needed an internet connection or credit card to play the game until they got it home. Most of the 10% that create an account but never log in, it seems like it must be inadequate equipment to run the client at an acceptable performance level. I just can't think of any other reason why someone would get all the way through creating an account and never play.
Yeah, it doesn't ring true to me either. Something else is going on there.
Anyway, moving on. One way or another, it seems obvious that most of the people who join these games do it by word of mouth. It seems like we're missing a lot of bets on how to put that to work for us. There have been occasional attempts to give the person coming in a break on price based on a referral, but what if we take the next step? Say, if you refer someone into the game, not only do they get 10% off their first billing cycle (anywhere from a buck and change to $10 for the yearly plans some games have), but every month they are an active paying account, the referrer gets $1 off *their* next billing cycle. It would be insanely easy to set up the programming behind this, and what's the worst that could happen? Some guy who recruits and keeps 11 or more people in the game has a free account? Oh, gee, make over $100 a month where you were making $11-12, that sucks. And maybe those 11 get 11 each and you make over a grand. Compared to the costs of acquiring customers through traditional advertising, it's a great deal. You get the kid whose parents cut off the credit charge recruiting his friends at school, the pizza delivery guy talking up the people he delivers to. Most of our customers already come from our customers, why not act like we know it?
Posted by
Dave Rickey
at
6:58:00 PM
Sunday, February 09, 2003
There's a concept in martial arts (probably borrowed from Zen Buddhism) that translates as "Beginner's Mind". It parallels the western concept of "Out of the mouths of babes", crossed with the Will Rogers quote about what you think you know that "ain't neccessarily so". People with experience get blinders, they "know" the answer to certain questions, so they quit asking them. To approach something with a beginner's mind is to check your assumptions at the door and look at a problem as if seeing it for the first time.
With that in mind, I wanted to take a look at something very basic: Where do our customers come from, why do they stay, why do they leave?
Where did all these people come from? No matter how you slice it, well over half a million people in the US and Europe play MMOG's (maybe as many as a million). How did they find them, why did they keep playing? Many don't, close 1/2 of all the people who buy the box never get as far as paying for a single month. Somewhere around 10% buy the box and never create an account, another 10% make an account but never log in. WTF? 1 customer in 5 lost without ever seeing the inside of the game? How the hell does that happen? Another 10% log in once or twice, then never again, almost a third of our customers lost before they *really* start playing. And then things turn around, almost everyone who makes it past the first session or two winds up staying long-term. Why? And why does the current retention rate in Camelot show a linear relationship with the level of the main character? These are bizarre numbers. Nothing I would have expected, given what I already know. Or at least, think I know.
Okay, back to the "Beginner's Mind". How does someone come to the game?
1) Hear about it from a friend/co-worker, or saw them playing.
2) Playing another game, and learn about it from discussion either in that game or in message boards about that game.
3) See advertising about it, and find it interesting enough to look into it further, like what they see and purchase the game.
4) Buy it on impulse based on seeing it in the store.
If there are any other ways for someone to come in, I can't think of it off hand. So of these, which are the most important? I can't think of anyone who has ever told me that their first exposure to MMOG's was an advertisement, or just picking it up in the store. Virtually all of them heard about it from a friend in one way or another.
Posted by
Dave Rickey
at
7:01:00 PM
Friday, February 07, 2003
So I'm working on the presentation for the MUD-Dev summit. 30 minutes is a really inconvenient time slot to fill, it's both too long and too short. Too short for a really complete discussion, too long to stand there looking stupid.
So I am trying to figure out how to make it short and snappy. The topic is "Coping with Omniscience: Managing Player Feedback in MMOG's." Yeah, pretentious as hell. What can I say, I have a reputation for arrogance to uphold. Anyway, my first thought was to approach it as a problem in systems theory, complex systems want to close their feedback loops, yada yada. Yeah, I can hear the snores already. So, short and snappy.
Well, I can start with simply laying out the numbers. 150,000 players putting in 20 hours a week each, 312,000,000 hours spent playing the game each year. Over half a million posts to the VN Dev Round Table in the last year. 500 to 5000 bug reports a day. It's an insane amount of information to process. The first reaction of every MMOG prior to Camelot was to recoil in shock, retreat into the bunker and hope they would go away. The results were not pretty, Scott Jennings got his visibility in the industry by pointing out the stupid mistakes that reaction caused. The classic example is EQ Alchemy, for more than a year it was broken, for more than a year every player knew it was impossible to advance in the skill because a key recipe could not be successfully completed, for more than a year Verant was convinced that the reports they were getting of it being broken were bogus.
How could that happen? It turned out that there were two items in the game with identical names. One of them could be used for the recipe, one could not. The one that could not was the only one that actually available to the players. When Verant's internal QA tested it, they looked up the item numbers listed in the recipe, created it, and counted it as a false report and closed it. This happened repeatedly for a year. That says what happened, but not why.
99 out of 100 bug reports are bogus. Either duplicate, or not enough information, or just plain wrong. If you're handling bug reports for an MMOG, regardless of your methods for gathering the reports you have to learn to triage them ruthlessly. Not enough detail, trash it. Seen it ten times before, dump it. Tested it yesterday, gone. It takes 15 minutes to 4 hours to properly test a single bug, and even with the most ruthless triage methods the overwhelming majority will turn out to be bogus. To properly test every report would take dozens of people, resources that simply will never be available. It wouldn't do any good if there were, only so many bugs can get fixed and confirming bugs faster than they get fixed is fairly pointless.
One common source of bogus bug reports is the bad run of luck. With so many players, extremely unlikely runs of luck are not only possible but inevitable. If you flip a coin ten times and it comes up heads every time, you're probably going to check the coin to make sure it has a tails side, the odds were 1024 to 1 against. But if 10,000 people flip a coin 10 times in a row, the odds that you won't see at least one turn up all heads is even less. Humans are extremely good at finding patterns, even when they aren't really there. Someone has a bad run and assumes that they have found a bug. It happens hundreds of times a day, even more on Patch days. So you get into a pattern of blowing off reports that look like just a bad run of luck.
In EQ trades, there is always a chance of failure, never less than 15%. So reports of bad runs are going to be a constant, and the reports on this bug would be indistiguishable from a bad run. However, shouldn't the fact that Alchemy would have been bringing in more reports than any other trade (since *everyone* who tried to skill up in Alchemy ran into this wall) have raised a red flag (leaving aside the question of why the system made no distinction in feedback to the player between failures from lack of skill, failed skill checks, and wrong ingredients, and this was probably a bad idea)? As near as I can tell, it did. Verant internal QA checked it out several times, and each time they found that it worked. Keep in mind, to this point, Verant had done everything right, but we still have the outcome that a game-stopping (for would-be Master Alchemists) bug in the game, and it stayed in the game for well over a year. Where did they go wrong?
The answer to that comes from how the bug finally got properly indentified and verified. Scott Jennings, formerly known as Lum the Mad and operator of a well-known rant site at the time, happened to make a visit to Verant San Diego, and he happened to bring his wife along, and she happened to be a hard core crafter. At one point, she sits the producer and the QA lead down and demonstrates to them that it is impossible to succeed at this recipe. And that was that, the bug was demonstrated, the cause was found, and a fix was implemented, the whole sad sorry tale of broken Alchemy boiled down to a failure to communicate.
In Camelot, we never had that particular problem, because of the Team Lead program. The TL program has its problems and certainly isn't perfect, but one thing it has done very well is ensure that bugs that slipped through the cracks of the standard process get explored and re-raised until the neccessary information needed to verify the bug gets through to the people that need to fix it. The TL's interact with Mythic people on a board available only to them, they also trade email with developers directly. Because the number of TL's is limited, we aren't overwhelmed by their feedback, and we can judge and deal with them as individuals. We know that this guy does very good controlled tests, so when he submits a log analysis we don't have to waste much time confirming his work and can move straight to diagnosing what could give the results. We know that this one has a bit of a fixation on a particular spell, that that one doesn't like the other one and will disagree with whatever he said just because he said it, and so on. The TL's are not the great faceless mass of players that *must* be mostly ignored if we're to make any progress, they are people with whom we have a history and a relationship. It seems to work pretty well.
That ain't short or snappy, is it? Oh well, I'll keep working on it.
Posted by
Dave Rickey
at
8:43:00 PM
Thursday, February 06, 2003
If you don't have time to do it right, when will you have time to do it over?
Doing it over usually isn't an option in these games. Even when a system is messed up and far from ideal, it has to be outright broken before rebuilding it is a real option. And even then, many players will protest. You would think this would mean that we would try and carefully think through our systems, make sure we were doing it right. But the fact is, everything always takes longer than we can really afford, and adding more time to that rarely seems acceptable.
Of course, a lot of why everything takes longer is because we never make anything any better or more flexible than it has to be. Short term fixes on top of band-aids on top of hurry-up jobs on top of prototypes grown beyond all recognition. But we didn't have time to do it right, and we'll certainly never get the chance to do it over.
Posted by
Dave Rickey
at
7:26:00 PM
Tuesday, February 04, 2003
How can you spend 10 to 25 million dollars to make a game, and miss? How can you do it four times in a row? Christ on a crutch, UO, EQ, AC, and DAoC were all made for less than $5 million. How can you spend 5 times that and shoot yourself in the foot so thoroughly?
I once commented in mud-dev that if DAoC hadn't been made in 2 years by a team of 20-30, it would have taken a team of 100+ and at least another year. Now it looks like you can't even brute force it. MMOG's have to be built to a common plan and "vision", some one person needs to know what the game is going to be and be able to keep all the balls in the air.
J C Lawrence's "stating the obvious" law
The more people you get, the more versions of "what we're really doing" you're going to get.
These games are out on the edge of what the games industry is capable of. Huge featuresets, complex environments, and yet they cannot be designed by committee vote. Given enough time, our theories will be strong enough and well enough accepted that they won't be so dependant on the capabilities of individuals to coordinate large teams.
Posted by
Dave Rickey
at
5:38:00 PM
Sunday, February 02, 2003
I've mentioned in past discussions that I think these games are going to eventually evolve into the virtual environments that are so popular in SciFi. Holodeck quality environments, where the system redefines itself according to the whims of the user. The obvious barrier in the way is the interface technology, we do not have the hologram emitters or neural bypasses to present a manufactured reality to the user.
But beyond that, we have a long way to go in learning how to create the environments themselves. Looking at where we are trying to get, I think I can put forth three principles for the *near* (in the next 5 to 10 years) future of these games:
1) AI will get more purposeful. Not neccessarily smarter, not at a tactical level anyway, the function of AI in these games is to *lose*, to be a foil for the players. But the NPC's and monsters will display more purpose, at an organizational level they will have goals they are trying to achieve, something to do besides just waiting around for players to come and kill them.
2) Environments will get more detailed. Not just higher polygon counts and denser textures, but finer-grained and more responsive. Terrain will deform, ground textures will change in response to traffic patterns, buildings will not only have operating doors but windows that open and close, rather than being monolithic blocks they will become modular assemblages of rooms, then will be built up from primitives representing walls, floors, and other pieces (Atriarch is already there, but I think that for all the power of their system, it is probably premature). Not only will you be able to swim in the rivers, but you'll be able to dig a ditch from them and fill a moat.
3) Players will gain more control over the world. They'll manipulate the more purposeful AI for their own purposes, driving and herding NPC's to maximize their hunting return, they'll dig the ditches and moats and pile up the earth from it to make a platform for their castles. Although the lowest level of core gameplay will always be grinding up mobs and turning them into cash and loot, additional layers (PvP, land management, politics, civil engineering, politics, etc.) will be layered over the top.
All of these will serve one over-riding imperative: The hand of the designer will get more and more removed from the sight of the players. Right now the players have to "pretend not to see" an awful lot, NPC's appear from thin air, monsters wait around to be killed, buildings are cardboard simulations, NPC's sell and buy things that make no sense. It is my opinion that it is these rough edges and developer fiats that are the major barrier between these games and the mass market, and not any issue of "casual" gamers not being willing to accept fantasy or sci-fi themes, or disliking levelling treadmills. Rather, those that like fantasy for itself will accept the rough edges and "don't look behind the curtain" mechanics of these games for the sake of what it has that they do like. If you want, *prefer*, a world of swords and dragons, then averting your eyes from the fact that your swords and dragons are conjured from thin air, with not the slightest excuse or apology, is not difficult. But if you're not such an imaginative type, being expected to ignore such things is just too much to ask.
In the perfect MMOG, it will be impossible to find the seams. In the *improved* MMOG, you'll have to deliberately look for them.
Posted by
Dave Rickey
at
8:33:00 AM
Saturday, February 01, 2003
There are certain images that are burned into my mind, if the day came where a moment's reflection could not bring them back to me, I would question my own mental competence. On that list is the first puppy I received as a present, the place and face related to my loss of virginity, the view of a khaki Crown Victoria framed by my passenger window...and a globular puff of smoke against a clear blue sky, with two streamers curling up and away from it like a pair of horns. Now we've lost another shuttle.
The first time, we recoiled with shock, didn't fly into space again for a long time. Now I wonder if we'll turn our backs on space for good. It's a dangerous business, probably always will be, and I don't know if we have the stomach for it.
Posted by
Dave Rickey
at
8:10:00 PM
Wednesday, January 29, 2003
I think I've finally found a better metaphor for describing some attributes of MMOG's: Amusement Parks. An amusement park has a fairly high up-front cost, and works by a rather bizzarre set of rules: It competes with itself. By that, I mean that everything inside the park competes for the attention of the park visitors. If you build a new roller-coaster, it will reduce the popularity of other coasters, and so on. But if you fail to continually renew and replace and refurbish and refine your attractions, even though it may take a long time you *are* dooming your park to eventual obsolescence and closure.
Haemish at Waterthread is correct when he points out that MMOG operators are failing to take this into account, that they are trapped in the mentality of the disposable entertainment product that has 3 months to earn out or else. Yes, UO's subscriber base is declining, they are trapped by the limits of their technology. EQ's may be, they are trapped by their own design choices, any chance they had to break free passed them by somewhere around Shadows of Luclin.
Camelot, I won't discuss, let's just say that I am not in agreement with my superiors on this point. The belief that a game cannot last more than a few years leads to decisions likely to make it true.
Posted by
Dave Rickey
at
5:37:00 PM
Tuesday, January 28, 2003
Ought to be asleep right now, but I needed to finish a point I made a couple of days ago: If I'm correct that the social complexity of EQ and DAoC compared to other games is a direct result of the class interdependancies developed in Diku muds and refined considerably in those two games, then non-fantasy games have a serious problem (as evidenced by the less than stellar performance of everything else except, possibly, TSO). There are a minimum of 12 classes per realm in DAoC, and I'm proud to say that at least now, none of them suck, all of them have a significant role that they fill better than anyone else in their realm. More than that, there are multiple viable spec paths for almost all classes, and many of those play very differently. This is a considerable amount of complexity to try and match, and some game types will *not* lend themselves to TNH gameplay. Hell, some game types preclude combat.
I'm certain that without interdependancy through differentiation, you won't see significant social development, and I'm pretty sure that without a signicant social environment, an MMOG is doomed from conception.
Phooey, stupid thing to be awake at 1 am over.
Posted by
Dave Rickey
at
9:57:00 PM
While I write this, the President is giving the State of the Union address. I'm not watching it, I can't convince myself it's important. Somehow the possibility, even probability of a war seems impossible to relate to. Are we going to fight over terrorism? Our so-called allies in the middle east have done far more to support terrorism than Iraq has. Over weapons of mass destruction? He's had them, *used* them, for decades. Over nukes? Korea has them, Pakistan has them, India has them.
Is it about Chaney and Colin Powell finishing what they started? George junior proving he can succeed where his father fell short? Or just Texas oil men trying to put the oil import problem to bed once and for all? If the war really is neccessary, how can we be sure? God, I'm glad I'm not in the service any more, I'd hate to be facing this war at close range, maybe getting killed over something that might be nothing but petty posturing and greed. At least Vietnam *started* over a principle. I just hope my nephew is going to be okay, last I heard he was in the 101st Airborne, probably somewhere just north of Afghanistan.
Posted by
Dave Rickey
at
6:43:00 PM
Monday, January 27, 2003
com·mu·ni·ty
n. pl. com·mu·ni·ties
1.
a. A group of people living in the same locality and under the same government.
b. The district or locality in which such a group lives.
2.
a. A group of people having common interests: the scientific community; the international business community.
b. A group viewed as forming a distinct segment of society: the gay community; the community of color.
3.
a. Similarity or identity: a community of interests.
b. Sharing, participation, and fellowship.
4. Society as a whole; the public.
In this case, the dictionary is wrong. Community is not a noun, it's a verb. It is a "thing" only in the sense that a cloud or a flame is a thing, it is not concrete and discrete, but a dynamic process in equilibrium. What is seen is only the emergent manifestation of something that may be very different.
In these games, the community is frequently not as it may appear. The *visible* manifestation of the community is found in web sites, but only a tiny fraction of these will attract the notice of a developer (and that will not always be positive). Generally unseen are the guild message boards, where most of the web-based communication occurs. And even those boards are only the tip of the iceberg.
The core of the community process is usually too close to see: Group play behaviour. If the game reserves the best reward ratios for multiple players working together (explicitly or not), then real community dynamics can form. But it is not enough that they simply play together, the game needs to encourage them to cooperate with the *same* people repeatedly.
That requires some explanation. Social bonds grow stronger the more often they are used. If any random player is an adequate source of group-play rewards, there is no incentive to seek out the same people and reinforce those bonds. You get the behaviour you reward, if you reward nothing, you get nothing.
Over the course of many years, the Tank/Nuker/Healer triad and Aggro-management based combat of Diku-style MUD's was refined into an extremely powerful engine for creating social bonds and turning crowds of strangers into collections of guilds filled with friends. In TNH gameplay, you don't want just any random stranger, you want the complement to the character you are playing. And once you have a pair, you want to fill the third side of the triad.
So you form a triad one day, and the next day you and one member of the triad are both online. You collect each other because that puts both of you halfway to a full triad. When you gather a third, you have added to your pool of potential partners for the next session, and strengthened your bond with the other member of the original triad.
This by itself won't form very deep bonds or very large social formations. Aggro-management gameplay adds the needed selection pressure, you don't want just any tank, nuker, or healer, you want one who knows how to do his part in managing aggro, and that you have confidence in. Now the community process is stable. This dynamic, allowed to play itself out, will form about the same level of social formation as has long been seen in MUD's and small-scale OLRPG's, guilds in the size range of a dozen or two.
In EQ and DAoC, further dependencies are introduced. You not only need Tank/Nuker/Healer, but Buffers, Crowd Controllers, "Speed" classes, and others. Players have to carefully think through the consequences of various options, and more roles have to be performed to maximize the XP return of the group. These were not planned to serve this purpose, but were the result of trying to find sufficient unique spells to fill out the spell lists of so many casters, or simply suggested by the different nature of a 3D game. In a text MUD, many things that are obvious in a 3D environment are simply impossible to express, and in a 2D environment they will be vague and unclear. This increased complexity of interdependance led to average guild sizes in the 30-50 member range in EQ.
In EQ and to a lesser extent DAoC, beyond this immediate tactical level of cooperation, group effort is required to acquire the items that each member needs to be fully effective. NPC's that require large numbers of players working to a common plan must be taken down, the loot equitably divided, and plans put forward for the next course of action. This does not seem to increase the size of guilds significantly, but it does cause them to get much more organized and militant. In EQ, strict controls on the spawn rates of these NPC's led to the highest level of organization found in that game, the "Calendar" system for sharing the spawn between the guilds capable of killing the NPC's in question. So-called "Planes Capable" guilds were frequently not particularly friendly places, many members express disatisfaction with the environment. However, if they left the guild, they would lose access to the first-tier equipment they desired.
As I mentioned, DAoC does not have nearly the same degree of item-acquisition-centric organization. Although "Epic" mobs exist that require large numbers of players to defeat, the primary limitation is coordinating the forces needed, and generally not the spawn rate of the NPC, and this lack of time pressure seems to relieve the social tensions. There is an exception as I write this, "Respec Stones" were added to the dragons recently, the pent-up demand for this capability has led to dragons being killed as quickly as they can respawn. Only time can tell if this will continue.
At any rate, this does not seem to have had a negative impact on social formation. The accuracy with which DAoC guilds can be measured actually makes it harder to judge them in comparison to EQ, large numbers of moribund and inactive guilds with few or no active members draw down the averages, where they would be invisible in EQ or AC they are clearly see on the Herald. At any rate, guilds of 100+ active members are common, and 200+ are not rare.
Beyond this, DAoC recognizes a higher level of organization, the Alliance. Alliances are formal organizations of guilds, up to 20 of them. There being no formal equivalent in other games, it is difficult to make comparisons. However, the only recognizable structures of an equivalent scale are a few of the AC "monarchies". However, AC's monarchies lacked one crtical component to qualify as social organizations: Pursuit of a collective goal (unless the goal was ensuring that someone qualified as "king").
Alliances are divided in type between those with a PvE focus and those with an RvR focus. The question generally seems to be determined by how it is decided to use the Alliance chat channel. If the channel is used primarily as a place to look for PvE groups, then the alliance winds up with a PvE focus (or had one all along, and the use of the channel only revealed it), if it is used for coordinating RvR activities then the alliance has a RvR focus. Generally, the largest alliances are RvR focused, and the size of alliances in a realm seems to have significant impact on the performance of the realm as a whole in RvR.
The goals of these alliances are control of Darkness Falls, and defense or acquisition of relics. At the individual level, the goals are acquiring Realm points that can be used towards gaining Realm Abilities, enhancements to the character above and beyond those normally gained, and gaining access to the loot in DF.
This seems to be important, the goals of the organization cannot be meaningfully separated from those of the individuals that form them. Although the organization may appear to pursue goals beyond those of the individuals, at some level they must serve the individual or they wouldn't continue to participate in their pursuit. What it is may not be clear, and what it appears to be may not be the actual core of the motivation.
Posted by
Dave Rickey
at
7:33:00 PM
Sunday, January 26, 2003
It strikes me that we are entering a hiatus, a dark age of sorts, in the history of MMOG's. Since 1997, we've had 5 clear successes, 4 clear failures, a handful of marginal successes, and a bunch of games that most people never even heard of. Just in the last year more than a hundred million dollars has been put into developing these games, and about that much revenue has been booked by the top 5 US games. Meanwhile, Lineage remains the state religion of South Korea.
Three games with 8 figure budgets came out in 2002, and only one of them has any real chance of making back the investment. Two more 8-figure projects are currently in progress, each of which has the central concept of doing away with all that messy game stuff, and centering itself on being strictly a virtual social space that happens to contain gamelike-activities. They're doomed, in my opinion. That's not counting two more with equally large budgets and based on major licenses that will probably do all right, but not up to the expectations the budgets are predicated on.
There's this assumption that the currently successful games were so badly and amateurishly executed that they couldn't possibly have done more than scratch the surface of the market. Their shortcomings seem obvious, they have long and boring level treadmills, they mostly had severe technical problems at launch, and mostly went through hard and unpleasant balancing phases, with intense PR issues. Certainly real pros can do b







