Death in the RPG: Part 2

I started talking yesterday about dying in today’s MMO games. I labeled it as “Part 1?, though I wasn’t really sure what I would write for the second part. I knew, however, that writing the first article would get me thinking about it, and I would probably have at least something more to add later on. Well, after stewing on the issue for a little while yesterday and this morning, I have that little extra something to add: Part 2!

I made an effort yesterday to point out why I don’t believe that a death penalty exists to “add playtime” to the game, for any reason. I’d like to clarify this point and, at the same time, chance my stand on the issue a bit. I said yesterday that there are plenty of ways to force (whatever it means to be “forced” in an online world) players to play a bit longer and thus increase your subscription, but I don’t believe that death is one of them. I still believe this. However, coupled with a larger world, longer quests, a more detailed and consistent set of background lore to fulfill, and longer battles, a death penalty could serve to increase the playtime of many people. The glory of the MMO generation is that if your game has even a slightly large population, having this increase in playtime applied to everyone uniformly would add up to a very respectable total. So, to be sure, I don’t believe that death on its own is more than a negligible contribution to additional playtime (at least for the majority of a given playerbase, who will quit the game after reaching the cap level).

If not to benefit the greedy capitalists, what are death penalties for, anyway?

Well, to answer this, I think it’s good to start with some of the responses from the original mmorpg.com forum thread that started this whole discussion in the first place.

First idea, put forth by an mmorpg.com user:

I don’t know about most people but I like death penelty because of the feeling that if I lose I’ll actually lose which makes me play better and actually gives me a bit of a rush when pvp as apposed to other games were I lose nothing so theirs no reason for me to feel like I need to stay alive Hope thats clear

First of all, that sentence is so long that I drifted off in the middle of it. I started watching this video, which, as bad as the video was, was a better investment of time than trying to decipher that sentence.

First idea:

For many folks the thrill in the game comes from the risk of loss….the great the loss, the more fun they have….

This is an idea that was brought up many times during this discussion, and I feel it’s a very important point to consider in its various forms. MMO and RPG developers were once (or are still) MMO and RPG players themselves. Wouldn’t that somehow imply, then, that they are putting their ideas and visions of the perfect MMO or RPG into play during the game’s creation? Vanguard may not have been the best game ever*, it was Brad McQuaid’s ultimate vision, and for him, probably one of the best RPGs he’ll ever play (err, that’s up for debate).

If we know this, then we can surmise that the reason for a death penalty at all (and the reason your character doesn’t simply stand up again after death) may be to impose some kind of heightened sense of accomplishment for not dying. It’s a simple concept, really. You’re in a battle that will push the limits of your level and your skill. If you die, you know you are going to lose your last hour or so of work, and you’re going to have to run back and perhaps brave this area again. If you die, you’re going to be very unhappy, and perhaps even frustrated with the game or with your course of actions. However, if you live, you’re going to be equally as happy, your body will release those lovable endorphins, and you’ll become even further drawn into the world of psychological addiction** and intrigue that is MMO gaming. So yes, the original idea is a good one, and could perhaps be a compelling reason for a death penalty. As anyone in economics, finance, or gaming will tell you: with no risk comes no reward (except, as pointed out to me by a friend, in riskless money markets, where the reward is ~5% APY).

Second idea, not really an idea, but I’ll talk about it anyway:

Losing exp is no fun […] Losing gear? I can’t get down with that. […] Running back to my corpse isnt really much of a penalty. Neither is paying for armor repairs, even though it could get expensive after many deaths.

Ah, this person touches on something that many MMO players, especially new ones and those in “denial” (they won’t acknowledge that an online society is just as complex as a “real” life one, whatever that even means) don’t realize. Time is money, so losing experience and having to pay for repairs are fundamentally one and the same. However, and I think many people will agree with me on this, I think that repair costs are far less psychologically and emotionally taxing on a player than an experience loss. Experience loss is one of the most horrific things that can happen to you as a player. There’s some big, evil hang that reaches into your character and takes what you’ve earned. Not fun. Paying repairs, however, can be normalized to the point where, at least when the servers are new, the time it takes to make the money to repair is the same as the amount of time it takes to earn back that lost XP. Of course, in a game like WoW, where there’s only repair costs and no experience loss, the effect diminishes greatly for alts, wherein the player’s main can fund almost unlimited repairs for the alt with only a nominal time investment.

Maybe EQ2 hit the nail on the head with their system: repairs, which are expensive but not horrendously so, and a system of experience “debt” wherein the player earns only half of their regular experience. That way, nothing is taken from the player directly, and the time investment can be smoothed out over hours of play. There’s no interruption of the “moving forward” aspect of the game that most people are so fond of.

Third idea:

It keeps people from being complete idiots in groups.

This is a good one — imposing a penalty for death means that, in a group, imposing your lack of skills on your teammates will result in not only wasting your time, but their’s as well. No one likes the guy in the group who keeps wiping them. In all fairness, there are more situations in a group in which people are likely to die, but the cause is usually reasonably transparent. To me, this is one of the most compelling reasons for a death penalty. With an online society like is present in most MMOs, getting a name for yourself as being bad in a group is not the kind of reputation you want. This is more of a “social darwinist” perspective on the situation, but I think that, out of the reasons outlined in Part 1 and Part 2, this is the most fundamental to the online experience.

Anyway, this post is dragging on somewhat, so I’ll gather my thoughts and maybe there’ll be a part 3 that’s actually interesting!

*millions agree
**not scientifically proven… yet

EVE Online: Revelations Expansion

EVE Online’s new expansion: Revelations hit gamers today. Literally. Some of the EVE players probably even had to log off for the first time in 4 years to install it.

While it looks like they’ve added a ton of new features, the question remains: Does it matter at all for new players? I’ll admit that I haven’t played EVE very much, but the time I was playing was filled with a sense of hopelessness and intrigue, two feelings very similar to what I’m feeling right now. With all of the skills and abilities simply on timers, how could a new player possibly catch up to some of the mega/mondo players who’ve been online since the game was released?

They’re giving away their signature 14-day trial, and they claim to have some new features to help “rookie” pilots catch up faster, but I’m still not sure that I buy it, unless the attractive feminine voice goading new players through the tutorial has some way to speed up time or send you back to 1999.

For anyone interested, here’s a link to the 14-day trial. I’d suggest firing it up and giving it a shot if you’ve never played. It’s a really fun game, but I’m just not sure that it had what it takes to get me hooked.

Massive games with a primary storyline

One thing that games nowadays aren’t missing is quests. There are plenty of quests everywhere, some of them to kill ten rats, some of them to take this letter to the other npc, and some of them to guide you to the next step of your journey. In fact, there are so many quests in today’s MMOs that there are entire databases devoted to cataloguing them. So what? Maybe the reason that all of these quests need be organized and stored away on some too-often-visited website is because they’re so incoherent.

One of the main differences between offline- and online role playing games is the coherence of the main storyline. Why has such a crucial element to both character- and world-development been neglected for so long? Has the focus, up to now, always been on making a decent world for players to thrive in rather than giving them the means by which to thrive?

Playing the epic quest line in The Lord of the Rings Online has reminded what it’s like to have a strong storyline guiding your progress as you adventure throughout the world. While keeping to these quests is optional (and, of course, this is probably preferable to some), the development of your own character through the quest rewards as well as the development of other characters within the game world makes them very worthwhile. After having played World of Warcraft and EverQuest 2 for so long, I’d forgotten what it’s like to have such a strong storyline driving my character. Guild Wars has a similar emphasis on storyline, yes, but the Lord of the Rings story is one that I already know so well.

It seems to me that the one way, above all others (one way to rule them all), for Lord of the Rings to be successful was to get players engaged in Tolkien’s Middle-Earth. I think that by adding such a tightly-knit series of quests that lead your character through the war of the ring was the best possible method by which Turbine could have achieved that goal. Sure, the environment is great, the graphics are superb, and the combat is acceptable; without the back story, though, all of those things matter little. For each of those categories there are games which beat out Lord of the Rings Online; It’s when they’re combined, though, that this game really shines.

How is it that the EverQuests and World of Warcrafts of this decade were able to hack it with but barely a hint of a centralized plot? Sure, EverQuest has some lore that it always seems like they made up after the fact and, yes, World of Warcraft has like 8 books out which somehow makes the back-story more “legitimate”. These facts come up very often in game to anyone who already knows about them. Where’s the personal journey, though? I thought I was playing these games for myself, to have fun. Why would I want to do anything if it’s only going to bring some out some dark prophecy that was written about 4 years ago by some struggling fiction writer?

The thing that Lord of the Rings Online has that these games don’t is the way that it really makes you feel like you’re part of something bigger that’s happening within the world. Instancing open areas within the world really emphasizes this, as it makes you feel like you’re having a bigger effect on things than you really are. Helping warn a group of rogues that one of their own and one of your newly-found friends is after their lives is one of the many things I’ve had to do so far on my character, and the process of doing it in this game feels more like a single-player driven story than any other MMO I’ve played. I just never really “felt it” in any of the other games.

Seeing that flaming ring above an NPCs head, I think, is going to be just the thing that could keep me going in LoTRO for quite some time to come.

What is so bad about running in online games?

In light of my last post, I wanted to talk about running, movement, and travel in online games. More specifically, I want to talk about why moving, running, and traveling for no specific reason is often so much better than traveling as part of a quest or duty.

Maybe it’s just the type of player I am, but I love to explore. In EverQuest 2, World of Warcraft, and Guild Wars, I wouldn’t want to stop playing a zone until all of the black space was gone (this is, in my opinion, hardest to achieve in EverQuest 2, because of the way they display the black fog. It’s impossible to tell where the limits of the map are!).

In order to explore places, you’ve gotta buck up and run there. However, when I look back on the time I spent exploring an area, it sometimes seems daunting (maybe I could have done other things, like, say, level up 14 times). Even though I’ve spent a ton of time familiarizing myself with the area, the running around trying to find the smallest nooks and most obscure crannies at the extreme edges of the map never really seems exhausting or repetitive.

Even though I love exploring and running around opening up all of the map, I find that I absolutely hate running places for quests. Even more than that, I hate running back to the spot where I died. But, and this is the most superlative hate I can muster, I hate running back into and across raid zones after wiping.

Why the differing levels of enjoyment? It’s not like I’m running that far to get back to my corpse or to finish that quest. The time I spend sneaking around mobs exploring zones I’m not qualified for far outweighs my measly jog back to the raid zone, but the latter still seems very time consuming. Of course it’s a psychological thing, but the point still remains. Why are games today seemingly going backwards in some of these aspects of gameplay? The Vanguards, the LoTROs, etc, all seem to have a strong emphasis on the running timesink and it seems like game designers should be able to do better.

Think about it this way: how much would you spend to have an autonomous in-game object take you to your destination at an increased speed in a direct route (400% run speed griffons in WoW), or at least close to it? Well, the answer to that is simple: just look at the prices that griffon masters and stable hands are charging in WoW and LoTRO. Most people would probably pay even more than that.

Now, here’s the harder one: would you pay for a service that ran you to your destination at your run speed? This means that you’re simply paying someone else to steer for you, and not arriving at the destination any sooner.

Is it the boringness and blandness of manning the controls of your character when you know you’re only going to be running? Is it the time consumption itself?
3

Removing Barriers and Keeping Players

Adrian Crook over at freetoplay.biz wrote an incredibly insightful and useful article regarding some strategies that online game designers can use to lower the barriers to entry to their games, as well as keep the players in their games longer while still monetizing a small percentage of them. I’m happy to have happened upon this article in complete accident (it gives me more hope that the internet is still filled with wonderful things).

Anyway, here is a short summary of the article, followed by a link to the original if you want more details (much has been cut). “Here are 10 ways to remove game-killing barriers to entry and create the largest possible addressable market.”

1. Free to Play
The Free to Play business model is here to stay – and growing every day. The focus now is on getting players through the front door, keeping them happy, then monetizing 5-15% of them. Non-paying customers become “content” for the paying minority, so don’t think you can ignore them.

2. Integrated graphics support

Enthusiasts who purchase the latest, greatest video card make up just 4% of the market. Integrated graphics (i.e. no dedicated video card and therefore lower graphics performance) accounts for over 60% of all new computer sales.

4. Little or no download

Get users into a game as fast as possible. If your game requires the user to download client software, make it as small as possible and give the user something to do while they wait for the game to download and install (i.e. setting up their character).

But better yet, make your game in Java, Flash, Shockwave or Silverlight so it’s playable within a browser. A game delivered via Java applet (i.e. Puzzle Pirates, Bang! Howdy, Runescape) can be downloaded and installed in under a minute. A signed Java applet will even avoid tripping a user’s installed spyware detectors.

5. Deferred sign up

Why not let a new player name and create their character, enter and start experiencing the product, then ask for sign up information along the way? A game that gets this right is Maid Marian’s Shockwave MMO Sherwood Dungeon, which allows you to start playing immediately after you enter your desired character’s name. Despite its simplistic graphics and lack of server-side character saves, Sherwood has attracted over 1M users to its Free to Play ad-supported game.

8. Warp, don’t walk

Spending precious minutes walking to destinations is, for many, a significant barrier to entry and a big waste of time. Many games and virtual worlds allow “warping” between areas to avoid long marches or simply a point-and-click interface with the world.

I want my environment to be a product of me

In a very interesting and through-provoking article over at Strangelands, author pixiestyx looks at the double-causation involved in defining an environment with your character versus defining your character through your environment. It reminds me of that quote (and the namesake of this post) from The Departed, when Jack Nicholson says:

I don’t wanna be a product of my environment, I want my environment to be a product of me.

It’s early in the movie and it really puts the rest of the movie into perspective, but I don’t want to talk about The Departed, I want to talk about computer games. Here is where I get to talk about what it means for fantasy in general, and role-playing games in particular. The main question in that post revolves around whether or not there needs to be an explicit declaration of the environment and background of where the game takes place in order for a player to feel comfortable playing a given fantasy-type character.

However, for example and there are many examples out, In the Dreseden files, the setting is the modern world and has fairies, elves and demons bouncing around quite happily in it. Would you be comfortable playing an elf in this environment ? Yes as the background clearly defines who you are and why am I here.

In the case of a MMOG, I think that this might be the case.

From what I know about RPGs in general and from the experience I’ve gained from those which I’ve played, I feel like a strong background is an important point in the development of a character. However, when I think about EverQuest II and the way that particular game started off, I begin to have doubts. Is there really very much character development going on in the beginning of this game?

EverQuest II begins (or, at least nearer release, began) on a boat where the captain asks you to perform some simple tasks for him. Before you leave the boat you achieve level 3, at which point you have no class or any other notion of what you are, other than your race. The races cover the gamut from regular (human) to completely wild (frog). Well, where’s the normality in this? What kind of environment could we possibly be living in where Frogs and Humans are on equal ground? In a world where racism for the smallest differences in human skin run rampant, what kind of ill-founded notions of equality must we shed in order to believe that a Human could possibly consider a Frog his equal?

After this ship experience, the player chooses the kind of adventurer they want to be and begin to perform more tasks on the island in pursuit of a new set of gear and the approval of the captain. At this point, the player begins to interact with the other player characters around them. They learn how to move fluidly, how to fight, how to move the camera, and how to interact with the user interface. Other people around them are busy learning the same things, and this forms a way for them to bond with one another.

There’s really no character development during this portion of the game. You’re on an island, there’s absolutely no lore behind the place, you got there from a boat onto which you were somehow taken by some mysterious force. There’s essentially no backstory to the beginning of this game, but there is something else which is equally important acting on the player: other people.

The story comes later, of course, as the adventurer makes his travels through the myriad cities and towns of post-shattering Norrath, but that’s not what kept people coming back in those vital first moments of the game. Not the story: the people.

Do you think that back-story and the environment is more important for defining your character for who they are, or do you think that the people who surround your character on a continuous basis are a more important foundation for your character?

Death in the RPG: Part 1

There’s was an interesting discussion a few days back in the MMORPG.com forums called “why death penalty?“, and it started quite a long discussion regarding what death and the death penalties in RPGs are meant to do.

Among some straight-up idiotic answers were a few gems interspersed throughout the 4 pages of the thread, and they were summarized in this community spotlight at the same site.

One interesting thing to note about popular reaction to this question was the common occurrence of the (in my opinion) “cop out” answer of “it makes you play longer so the developers get more money”. Well, I personally think that’s complete garbage. First, if you die, let’s assume it takes one hour to get back to where you were before it happened (in my experiences, that’s a generously large number for a player with any skill or focus at all). This could be corpse retrieval, regrinding to recoup an experience loss, or myriad other things. Now, assume that a player dies once every 5 hours of play. That means, then, that they’re accomplishing 4 hours of leveling for every 5 hours of play. I think that’s another reasonable number for a moderate player (the kind developers would so easily trick). Now, if it takes 10 days to reach the maximum level, that’s 240 hours of play time, or 288 hours (accounting for the time lost to death (240/5) + 240). A moderate player could be assumed to play 3 hours per day. That means it takes him 80 days of playing to get to cap, and 16 days of playing to recoup his losses from death. What subscriptions do you know of where a developer would be willing to implement a system as complex as a balanced death penalty for an additional amount of time that won’t even have the person buying an additional month of play? (Even if they died twice as often, it would amount to 32 days, which would yield them only an additional $15 per player… or none at all if you consider today’s free-to-play and box-to-play games).

As far as I’m concerned, there are better ways to make the player use those extra 48 hours over the course of their entire game lifetime. Writing 20 new quests would probably take a staff member (who is probably paid less than a developer anyway) less time than implementing a system like this, and I think many would agree that spending 48 hours doing 20 quests would be far more fun than spending 48 hours trying to get back to where they were.

Now, this isn’t to say that I’m not a supporter of the death penalty (*insert comedy track*), but I think that we as gamers can come up with better reasons than this.

One of my favorite answers (or, justifications if you will) is the concept of risk versus reward. If there’s no death penalty, then, to some degree, loot becomes meaningless. If you are able to zerg the same area with one person, with two people (with 40 people?) then eventually, by chance, we should expect something good out of it. How many times have you seen that sad sorry sole grinding on mobs that are 15 levels higher than him, dying every few minutes, but coming out better in the long haul because he’s getting bigger experience hits and a tad more loot per mob than his more reasonable counterparts. If there were no death penalty, this person would be able to do this all the time, without worrying about having to spend the little extra money he’s gaining or losing some other, more permanent aspect of his game experience (maybe his time).

With a death penalty, however, this situation becomes less and less believable. One of the common implementations of death penalty is some version of “losing your stats temporarily”. This happens on timers in some games (WoW), conditions in others (EQ2, getting your shard), and in other games you simply have to deal with it and earn the stats back through mob killing (Guild Wars). Well, if little johnny adventurous was having trouble killing that mob 15 levels higher than him when he was at full stats, then killing it with a big debuff is not going to be an option. So, in that regard, death penalty is a good way to implement further balance controls.

Another reason for the death penalty is the one I like to call the “Darnwinian Death Penalty Theory” and it goes something like this:

Be honest with yourself and decide, is it better to be a high level character that anyone can create and achieve (even the stupid and inept) or high level in a system where it takes strategy, planning and skill to get there.

.

Like most, the theory is good, but doesn’t really have as big a place in the real world as it should. How many truly inept people and poor players are still able to get to the level caps and into the bigger end-game guilds? If a player dies more, and it takes a little more time to get back to where they were, all they have to do is play that much more every day in order to keep up with the big dogs. They’ll get to cap just the same as everyone else, it just might take them a bit longer. Anyone who’s ever been in a raiding guild will tell you about the completely inept people who somehow wormed their way through the system.

So, I don’t agree with this theory. Maybe we could rephrase it as:

Be honest with yourself and decide, is it better to have a high level character quickly that anyone can create and achieve (even the stupid and inept) or high level quickly in a system where it takes strategy, planning and skill to get there.

Only to the first wave of people in a given game will the death penalty really matter in this context.

This discussion isn’t over! Stick around for the next part of the extremely engaging series: Death in the RPG!

Money and banking: the saga continues

This is a follow-up post to the Money and banking in online games article from yesterday:

After heavy traffic and mixed feelings from Digg, I’d just like to summarize what the main benefits and detriments of having a banking system in a game are, as well as emphasize certain points that were lost on many people.

First: These ideas have little to do with World of Warcraft

These ideas (or rather, these suggestions) were not meant to be retrofitted into any of the games that are out there right now. They’re meant to be addressed by game designers for future games, and it looks like some game designers have already considered something like this to a degree.

Personally, while writing the article I had imagined what the effects on the economy of my EverQuest II server would be, as that is the community with which I’m most familiar. I’ve come to the conclusion that putting a system such as this into a game which has been thriving for any amount of time is completely unfair and pointless. These ideas are for new games only.

For anyone who would like to see what something like this banking system looks like in action, please consider the following games which have been suggested to me:

Entropia Universe, which looks interesting, although the emphasis seems to be on transferring money between the real- and online worlds.
Carnageblender 2: I can’t vouch for personally as I’ve never played it. It was suggested that many of the implements discussed in the article are currently in place in this game.
Second Life
EVE: Online, a very general sci-fi rpg in which a large-scale banking system run by players was attempted and eventually robbed.
The Universal: This game reportedly has a system of banks whose interest rates depend on the owner of the planet. I’ve never played it, though.

I’ve personally only played EVE: Online, and found myself joining the game too late into its life cycle to really accomplish anything new or daring.

Second: The banking and financial systems ought to be designer-controlled, not player-controlled.

Those who read through the article in its entirety will notice that there is a large section near the end where I talk about how a system like this, while still flawed, could be implemented.

A basic principle in macroeconomics is that output equals input, so though monsters drop coins that players pick up, players spend those coins on repairs, mounts, and in-game items which effectively destroys that portion of the currency. Picking up where this leaves off, the game designers have full creative license to implement a system of banks and finances which use the information regarding coin drops and destructive sales (repairs, etc, mentioned above) to tweak not only coin drop rates in the wild, but interest and other factors in the banks themselves. Furthermore, what’s to say that a future game with these features doesn’t have a far more interactive social environment in which there are things to invest in?

Third: Much like the currency of the world’s nations, online currency is not backed by any commodity

This was the most common, as well as the most frustrating, complaint that the article received. Most people apparently do not know a thing about the currency in their own country:

Fiat Currency means “fake money”. Read about it. Your United States have been relying on this system since the 1970s.

Fourth: There is absolutely no mention of crossing over between real US dollars and online currencies.

The article was not about gold farming, not about moving assets from the real world to the online world, not about selling your soul to chinese farmers. There’s nothing anywhere in the article to even suggest that. However, that is another topic for another day, and is equally as important. Maybe if there were growth measures in place, investing in an online currency money market would be more lucrative than investing in a real currency money market.

The effect of this kind of investment would not only serve to make the online currency more stable, but also legitimize the fact that anything people are willing to trade with is considered currency, as long as both parties believe that others will accept it as such. Again, fiat currency.

I’m interested to see how the Entropia Universe unfolds, and I’m equally curious to find out how the Carnageblender economy is doing as a whole.

I’ve read the article about the valiantly attempted EVE: Online bank and its failure. However, this article is dealing with a bank controlled not by the players but by the game designers. Everyone has stories of guild banks being robbed by those trusted most with the money.

Money and banking in online games

Anyone who’s ever played a roleplaying game for any amount of time will tell you stories about their money. Maybe it’s how they had to grind 500 sewer rats to pay for their new wooden sword, or maybe they were up for 9 days solid in some obscure part of the world where “no one’s ever been” collecting a rare harvested material to price gouge in the marketplace to fund that new mount. Whatever the details are, it becomes very obvious that people treat their in-game money just as defensively (or even more defensively for the younger age groups who don’t have as much experience with earned “real”-life currency) as they treat the money they earn in their real jobs. Many players don’t even realize that they’re actively contributing to an economy that lives, breaths, and behaves just as one would expect under “real”-world conditions; they just want that new piece of gear, or to repair the gear that they’ve been fighting in for the last 12 hours solid.

Virtual money, just like the currencies used to fund nations in the “real” world, can be explained using extremely rudimentary economic concepts. The models of markets, of supply and demand shocks, of counterfeiters and others can all be used with some accuracy to predict (with varying accuracy) fluctuations in the economic conditions of a game world. However, there are several things which are markedly missing from today’s role-playing environments that any real, sustainable, thriving economy should have, and this does much to undermine the day-to-day reality of the game itself.

The most obvious thing that the roleplaying and other massively multiplayer games are missing are banks and other financial institutions. Banks in today’s games are a joke: most of the time they’re simply a geographically separated version of your wallet. Some games opt to not even offer this wallet service and instead find it O.K. to specialize only in providing a lock-box service for in-game items.

The ironic part of this whole mess is that even in the time periods during which some of these games are taking place (think: medieval, feudal) there were strong banking implements in place. Why is it that we have an auction-house or a broker that will take a certain percentage of your profits, but we don’t have a bank or money market that will pay a nominal rate of interest? Why is there magic, and the ability to have thriving cities and metropolitan areas in some of these worlds, but yet we have no means through which to invest our hard-earned money? Clearly there are people playing these games who have enough time invested such that their banking contributions would be non-negligible; for every workaholic you show me, I can show you a gamer who spends just as much time in front of their character.

Think of these possibilities: Guild, faction, or city banks. Guilds, factions, businesses and individuals within a city or region need natural resources to grow their empire. Buildings need wood, castles need bricks and mortar, and these two things need tools with which to be built. Who will provide this for them? Why not set up a faction banking system? Members of the guild deposit their funds in the short- or long-term to fund the project at a certain interest rate (a fair market rate of return based on what marginal value the newly funded resource will bring), the faction can use the funds in the interim for their benefit, and then will have to pay back the principal and the interest when the term expires. It works every day in real life, why not in the role-playing world? The entire financial infrastructure could be implemented on the server side (meaning that players wouldn’t have to keep track of what it is that they owed) and would have no less chance of failure than today’s modern auctioning systems.

Currently, the primary way to expand one’s own resources is to lend to other players (and collect interest), which may or may not work since online worlds are distinctly lacking legal systems as well (another day, another topic). Another way is to perform arbitrage within regional markets: that is, to buy something from someone low in one area, and sell it to someone else high without adding any value to it somewhere else. This is the meat-and-potatoes of the entire World of Warcraft economy, and it’s no secret. A third way, popular mostly to those with rare patterns, etc, is to buy the materials or required ingredients for a low price, craft them into usable resources (thereby adding value to the items) and reselling them for more than the sum of their parts.

Furthermore, a good financial intermediation system could allow new players to get up and running more quickly. Imagine being able to deposit your funds in a bank as an experienced player. This benefits you, as you’re now earning a nominal amount of interest on your money, rather than just keeping it in your inventory. Now, say Mr. Newbie comes along, and he really wants to buy that horse. He’s just the slightest bit short. So, he takes out a loan from the bank, buys the horse, and pays back the money he borrowed plus a little bit of interested when things are going better for him. Now we have three parties benefiting from this situation: First, the lender is earning interest on his money, so he’s happy. Second, the bank is earning interest on the money they loan out, so they’re happy. Third, Mr. Newbie gets his horse (because he’s willing to pay the bank back), so he’s happy. Without a good financial intermediation system like a bank, this situation would never arise. Simple in-game implementations of this could include taking a percentage of every unit of currency Mr. Newbie makes until his loan is paid off, as well as giving our original lender (the one earning interest by depositing in the bank) a slightly increased amount of money for each kill he makes.

Now, there’s nothing here that says the banks themselves have to be completely controlled by the players; that would leave to extremely ill-founded practices in some instances (praying on new players, among other things). It seems like it would be a safe assumption to say that the game designers, or the controllers of the game itself would have very in-depth knowledge of the inner-workings of their game’s monetary system. Even now, when dupes are found with currency, the problems are retracted relatively quickly. This hints at a monetary system which is at least somewhat secure (or, if not secure, prepared for the worst). Why not expand this?

Consider the scenario where the player above defaults on his loan. Well, in the real world, the bank would be out the money. The original investor would be shielded from this event by the bank and the FDIC, so the bank would take the hit. However, game companies are very good at filling out the details of certain situations. We now have extremely complicated PvP systems, extremely detailed and complicated raid zones for drones of mindless raiders to waste away in at night. Could not some of this energy be applied to creating a strong financial system? If done in a black-box fashion, a defaulted loan could simply result in a lower interest rate for future investors (in the short run), causing the bank to recoup its losses in a relatively quick manner (though there would likely be many defaults and thus many interest rate fluctuations in a given time period).

Of course even then there are downsides to all of this, but: aren’t there downsides to any aspect of any game? A simple implementation of this kind in a future game could set a trend that would make it a norm in online games. Money could grow, and it could encourage new players and the younger masses to not only use it to their advantage, but, in so doing, teach them valuable lessons about money and banking. That way, next time Mr. Newbie’s mom is screaming at him to get off of the computer and go to bed, instead of screaming back he can say “O.K., mom, just let me make this last deposit!”

I want my environment to be a product of me

In a very interesting and through-provoking article over at Strangelands, author pixiestyx looks at the double-causation involved in defining an environment with your character versus defining your character through your environment. It reminds me of that quote (and the namesake of this post) from The Departed, when Jack Nicholson says:

I don’t wanna be a product of my environment, I want my environment to be a product of me.

It’s early in the movie and it really puts the rest of the movie into perspective, but I don’t want to talk about The Departed, I want to talk about computer games. Here is where I get to talk about what it means for fantasy in general, and role-playing games in particular. The main question in that post revolves around whether or not there needs to be an explicit declaration of the environment and background of where the game takes place in order for a player to feel comfortable playing a given fantasy-type character.

However, for example and there are many examples out, In the Dreseden files, the setting is the modern world and has fairies, elves and demons bouncing around quite happily in it. Would you be comfortable playing an elf in this environment ? Yes as the background clearly defines who you are and why am I here.

In the case of a MMOG, I think that this might be the case.

From what I know about RPGs in general and from the experience I’ve gained from those which I’ve played, I feel like a strong background is an important point in the development of a character. However, when I think about EverQuest II and the way that particular game started off, I begin to have doubts. Is there really very much character development going on in the beginning of this game?

EverQuest II begins (or, at least nearer release, began) on a boat where the captain asks you to perform some simple tasks for him. Before you leave the boat you achieve level 3, at which point you have no class or any other notion of what you are, other than your race. The races cover the gamut from regular (human) to completely wild (frog). Well, where’s the normality in this? What kind of environment could we possibly be living in where Frogs and Humans are on equal ground? In a world where racism for the smallest differences in human skin run rampant, what kind of ill-founded notions of equality must we shed in order to believe that a Human could possibly consider a Frog his equal?

After this ship experience, the player chooses the kind of adventurer they want to be and begin to perform more tasks on the island in pursuit of a new set of gear and the approval of the captain. At this point, the player begins to interact with the other player characters around them. They learn how to move fluidly, how to fight, how to move the camera, and how to interact with the user interface. Other people around them are busy learning the same things, and this forms a way for them to bond with one another.

There’s really no character development during this portion of the game. You’re on an island, there’s absolutely no lore behind the place, you got there from a boat onto which you were somehow taken by some mysterious force. There’s essentially no backstory to the beginning of this game, but there is something else which is equally important acting on the player: other people.

The story comes later, of course, as the adventurer makes his travels through the myriad cities and towns of post-shattering Norrath, but that’s not what kept people coming back in those vital first moments of the game. Not the story: the people.

Do you think that back-story and the environment is more important for defining your character for who they are, or do you think that the people who surround your character on a continuous basis are a more important foundation for your character?