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Title: Raph's Keynote Address for the GDC.
Post by: schild on March 07, 2005, 08:31:16 PM
Quote from: Raph Koster
Hi, my name is Raph and I am a gamer.

Why do we recognise that reference? Why are we ashamed about "Hi my name is Raph, and I am a gamer"? Why do we see that connection? Why do we have to defend gaming to people? Why do we have to explain to someone or justify it to why we do what we do?

A Theory of Fun came out of this: a back to basic process of why and how games work.

Watching kids play is a really startling process. It makes you look at yourself and how you play. Anyone here play Popcap games? I was playing Typing Shark. I'm a terrible typist, I do the five finger hunt-and-peck at 100 words a minute. I'm good enough at it to completely crush Typing Shark. Just demolish Typing Shark. Every level they add new stuff. Words that weren't visible until they reach you. etc. I blew through all of it, and the games said "You've beaten the levels, so we'll just randomly throw stuff at you that you've played before now", and so I quit. I also wondered why I quit.

Have you played Bookworm? It gives you lots of infrequent letters - x, q etc - that eventually stack up at the bottom and then you lose. I looked at it and realised this too, so I quit. I found it BORING. This is interesting. I find it boring when it's really easy, and also boring when it's really hard. What's that space in the middle about?

 This is what I came up with. People are really good at pattern-matching. I'm going to offer the vast oversimplification that what we think of as 'thinking' or consciousness is really just a big memory game. Matching things into sets. Moving things into the right place, then moving on. There are a bunch of really interesting stats around how much the brain can hold in memory at one time .. like that memory game where you look at a bunch of objects then try to list them. We're really, really bad at this. It's impressive how much we can train ourselves to see more when we're really naturally bad at this. If we can remember more than 20 things off that list, we're lying to ourselves, but if we can clump we can work it out. If one item is 12 pencils, it goes through. A really good example of this is faces. The amount of data in a face is enormous. Just enormous. We've only just started to figure things about about it in the past few decades; when a bird-watcher spots a bird, the face recognition part of the brain goes off. We see faces everywhere. I'm looking at the ceiling here and seeing bright glowing eyes and robot heads. We see the front of cars smiling at us, Chevron have made a pile out of this.

When we meet noise, and fail to make a pattern out of it, we get frustrated and quit. There are patterns everywhere. Static snow on TV. My kids have never seen that, by the way, which is pretty scary. Once we see a pattern, we delight in tracing it, and in seeing it reoccur. That's meaning, all of a sudden. The brain doesn't learn something the first time it sees it, it takes a while. You have to practice it. When you're a kid, learning to put on trousers. It takes a really long time! It's disturbing! It takes MONTHS! And children are way smarter than we are. I'm serious. As we get older it's harder and harder for us to build patterns. So when we see a pattern that we get, we do it over and over again. We build neural connections. Now this is what I call fun.

Building those patterns is necessary for our survival. If you don't have a pattern library, you are going to die. You won't be able to tell an apple from Draino. Fun is the feedback the brain gives while successfully absorbing a pattern. We need to absorb patterns, otherwise we die. So the brain HAS to give positive feedback to you for learning stuff. We tend to think of fun as being frivolous. The stuff that doesn't matter. And this is the serious games cheer line: I'm' here to tell you that fun is not only not frivolous but fundamental to human nature and required for survival. Therefore what we do is saving the human race from extinction.

Which brings us to games. What a cultural artifact they are. What a lot of them there are. Look “game” up in the dictionary, and it sounds frivolous .. there's lots of lofty academic stuff about it. But we need to dig into games and find out what they are. Games are nicely distilled patterns. Like the iconified smiling face. Games are the cartoon version of real world sophisticated problems. Snakes and ladders? It's Euclidian geometry! It's a Cartesian space. It has wormholes, for pete’s sake. Who here teaches physics? Superstring theory? Play a game! Games are distillation of cognitive schemata. That's. What. They. Are. They are prefab chunks - you can run through and practice without actually having to do it. Games are fundamentally forms of cognitive training. I'm using cognitive in the sense of how we know what we know. Some data we just learn as databanks: rote leaning multiplication tables for instance. There is a big difference between learning tables and understanding how numbers work.

 Games are training us to find underlying patterns. Games are teaching us to find patterns in a systemic way. The downside to learning is that you only get to do it once. Once you've learned something, you're done .. until you forget it, of course. Take Tic tac toe. It's a finite mathematical space. Any six year old can tell you that tic tac toe is a stupid game. oh that's dumb, it's always a tie. Read Blink, it's a great hi level intro to this. Once you've chunked this and figured tic tac toe out, it's time to move on.

 All games are entertainment. Tetris: spatial relationships. Some games - Mario - teach you to explore. This is an interesting and subtle lesson to teach; the fact is as adults, as we build a large library of chunks, we get lazy. "I don't need any more chunks, I have enough to survive now". Then we get Alzheimer’s and die. Seeking out new information, hidden behind bricks, books, people, is actually pretty important. There's interesting work in early stage Alzheimer patients … learning a new language or playing videogames both retard the onset. Some games teach motor skills. A recurrent internet meme is this web based bubble wrap popping. I submit that this memegame and Quake 3 are the same game. Finding a point in 2d space and clicking on it...

We humans are also very good at seeing past the dressing. Games are dismissive of the ethical implications: the argument that games are teaching our kids to kill, for instance. The people arguing this are earnest people. I imagine philosophically people here don't necessarily agree with them but we have serious social concerns, yes? Here's the thing: ask a gamer about grand theft auto's hooker moment, they see this: pac-man eating a cherry. They've grokked it: it's a power up.


 We have a fundamental disagreement about what games ARE. They are not story, presentation, metaphor. These are all in games, but that's not what games ARE. The real social value comes from what games are. The distilled cognitive schemata inside games is socially valuable.

The dressing however is incredibly important. Remember that the rest of the world sees the dressing. The Sopranos is not about the mafia or a mafia family. Anyone here seen Die Hard? What’s Die Hard about? Explosions? No. Die Hard is about a man trying to reconnect with his wife. Why does Bruce Willis go through hell? Because his wife is in there, and they are estranged. We get told this in the first scene. It's all about the wife. If there's a movie we remember, odds are it's not because of the explosions - but the dressing matters, it's the first thing you remember. So yes, we objectify. We need to train people outside of our hobby that they need to see that Sopranos is about families trying to connect, and we need to train people to see what our games are about.


 If you can't choose the battle, choose the battlefield. People are smart. If you follow the rules of duelling.. the evolutionary smart thing to do is count one and shoot the guy in the back. People come to games thinking the same way, which is why we get cheats and hacks and exploits. We try to game the system. We game designers react negatively to this, but it's a sign we're doing our job, as game designers. It's getting them to figure out the pattern, cope with it, deal with it, then reapply it. If a player sees an optimal path - an Alexandrine solution to a Gordian problem - they'll take it. Under most circumstances we call this lateral thinking and praise it to the skies. In games it's called cheating.


Players try to make gameplay as predictable as possible. Which means it becomes boring. Exciting can get you killed. Our civilisation has always tried to make life as boring as possible. We now do exciting things on the weekends. in carefully controlled situations. We're rather buy our roast beef in a store than hunt and kill a bison. By and large we'd rather have sensible shoes rather than blisters. We're optimising life to make it as boring as possible. Any of you who have suffered the pain and fear of a cab ride in Taipei or Boston ... I want that cab ride to be boring, not exciting!

Every game is destined to be boring so we can routinise it. Game designers are engaged in a hopeless task. Any of you play MMOGs? You've all heard of the treadmill. Well - the treadmill is the end destiny of every game. Every game is a treadmill, it's just how fast you play or see through it. Some gamers are so good.. they look at the first level of a game and they know how the rest will proceed, then they put the game down. “Another shootemup”. “Another feedback loop”. Not interested. The console manufacturers are currently recommending 8 hours of gameplay rather than 40. Because people get it already! The brain is trying to optimise the chunks away. Fun is the process of encountering bumps along the way. A new pattern to master. New data thrown into the mix. This is what levels in a shooter should do. They should teach you different data per level. I'm giving you a hammer and I'm going to show you every variety of nail under the sun. This is a "possibility space" and a game is iterating through the possible combinations. The problem is, computers suck at this. This is why, until the advent of the computer, you played games with other people. This is why with the internet space, we’re rushing back to it, to that social play. Other people offer a much more interesting challenge than an algorithm. People introduce a really interesting array of problems into the question. The game designer is going to try to fight this, because they're in the business of building formal abstract systems. They will try to control the players. Online worlds have the interesting problem that they're full of people and don't react in predictable ways.

What game designers are trying to do in all of this is make self-refreshing puzzles, emergent gameplay. Trying to make the game deeper.. the cognitive challenge greater. There's a fundamental tragic flaw in games: the need to have one right answer without interpretation. We need puzzles when there is more than one right answer, games that can be interpreted; if we want games to become art and not mere craft, we have to get beyond this kind of simple thing [cartoon of a child's drawing]. We need games with interpretation [cartoon of a master painting]. There are a lot of endeavours in human life like this. Writing a book. You come to it thinking you knew what you were going to say, but you learn a lot in the process. Music too. Things not expressed in the bare notation [image of score with notes] - music is a finite set. Music is very mathematical. All possible combinations could be computed. Thank god for interpretation! All these challenges involve communication. Talking to your SO. One of the great cognitive challenges of life. It is a puzzle with no right answer. Perhaps that's why we find it one of the most rewarding things life can offer. Fundamentally we have to regard games as being COMMUNICATIVE OBJECTS, as media. They say something.

 This means the process of game design itself is a cognitive challenge with no one right answer. It’s worthy. That shame and embarrassment of playing should go the hell away. Games are saying something important. They're capable of expression, and bridging the gap between people. This may be necessary to our survival! For our art form to become mature, the cognitive schemata that games embody need to convey the same kinds of complexity as the cognitive schematic in other media. Regard them as a valid art form and take them seriously. All media are for entertainment. Art and entertainment are terms of intensity, not terms of type. The difference between Cheers, Friends, and a medieval morality play are NOT THAT BIG. They are predictable. They are for reassurance, they are building cognitive schemata through repetition - seven seasons worth - and then sometimes you get Lolita. That makes us nervous. It's challenging. Breaks the routine. As long as we as designers and developers come into the process knowing everything our games say, games will be doomed as mere entertainment. We have to make something like Lolita. Schindlers list. Catcher in the Rye. That's the sign of a mature medium, a game that makes you think 'I don't quite know what this might mean..'.

 Some players will prefer Friends over Lolita, of course. Most people want their library of chunks and to be kept comfortable. End state of adulthood is tackling problems they know how to solve. If you know the route to work every day, and you have an important meeting, then one day the sea level rises by 7 feet, your current schemata might not apply. Where are the games teaching relevant skills to the modern world? Jumping over alligators is fun, I grant you. But where are the games that teach modern cognitive schemata? We need to broaden the cognitive schemata that our games are about. It's incredibly important toward developing games as a medium. We have to figure out games that don't have one right answer, and we face our own cognitive challenges here. Otherwise we know what the fate of games will be: they'll be the thing you stop doing when you're 25 and you get kids. We'll be missing out on a chance to improve the human condition.

So what I want to see: the games about curing cancer. The games about how do we restructure Florida when it's under water? That's where we need to go. In the end games stand on their own as the ONLY MEDIUM THAT TEACHES FORMAL SYSTEMS IN THIS WAY.  It is the only communicative medium that does this. It is the only fully experiential method of learning abstract concepts. We should not allow them to become tic tac toe. Tic tac toe sells, gets good ratings - which is exactly why this gathering is important.

Go forth. This is why games matter.

Discuss.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Krakrok on March 07, 2005, 09:53:03 PM
Auto summarized in 100 words.

Quote
A Theory of Fun came out of this: a back to basic process of why and how games work.

Watching kids play is a really startling process.

I find it boring when it's really easy, and also boring when it's really hard.

When we meet noise, and fail to make a pattern out of it, we get frustrated and quit.

The games about how do we restructure Florida when it's under water?

In the end games stand on their own as the ONLY MEDIUM THAT TEACHES FORMAL SYSTEMS IN THIS WAY.

Tic tac toe sells, gets good ratings - which is exactly why this gathering is important.
[/size]

Nice. Thoughts...

Cheating is a meta-game, true.

The same theme of gamers as butterflies that he has mentioned before. Figure out the pattern and move on.

Games that tackle problems of mankind. Where is the realistic physics build your own sim space elevator game?

Two books this brought to mind were Xenocide by Orson Scott Card (the genius asian girl tracing patterns like crack) and A Deepness in the Sky by Vernor Vinge (the slaves who are "focused").

And lastly, static game worlds have to go. The dynamic nature of Second Life is where virtual worlds need to move towards if they ever want respect.


It has taken, what, 11 years to get the general public to semi-accept the 2d web browser as a valid medium? Will it be another 10 years before 3D virtual space is semi-accepted by the general public as a valid medium?


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 07, 2005, 09:55:24 PM
I don't like the fact that the autosummary is startlingly accurate.


Title: Re: Raph's Keynote Address for the GDC.
Post by: stray on March 08, 2005, 02:49:53 AM
I'm not familiar with anything Raph has said in the past, so I'm just wondering: Was Raph's "theory of fun" something he spoke of and tried to apply in previous games, or has this "lightbulb" only turned on recently (i.e. after SWG)? And if not, what exactly was his theory before?

How similar would a Raph Koster game made today would be to one made yesterday (of course, I'm not expecting anyone to answer this but Raph himself)?


Title: Re: Raph's Keynote Address for the GDC.
Post by: Tige on March 08, 2005, 05:02:05 AM
Quote from: Stray
I'm not familiar with anything Raph has said in the past,

You don't have to be.  One glimpse at his overly verbose musings, book or speeches is all you need.  Talk about patterns....

Games are patterns.  Games are educational.  Games are patterns.  Games teach.  Games are patterns.  Games teach patterns. Games are patterns.  Who do I give my travel expense receipts to.









Title: Re: Raph's Keynote Address for the GDC.
Post by: Murgos on March 08, 2005, 05:53:53 AM
Formalizing a set of ideas tends to take a bit of repitition.  The generally accepted method is to state something, see who disagrees and why, incorperate those ideas and restate the original thesis with the new understanding.

In the end though if Raph keep up with it we should have a solid basis of the beginnings of understanding maybe some of the things that make 'fun' fun and if were lucky maybe even a few answers to questions that people haven't even thought to ask yet.

I agree with a lot of what Raph said there but I am going to have to think over some of it.

Also, I wan't to see that auto-summarization algorithm, that thing was surprisingly accurate.


Title: Re: Raph's Keynote Address for the GDC.
Post by: shiznitz on March 08, 2005, 06:52:31 AM
Does Raph think Chevron makes cars?

So, make PVP fun for everyone and you will make a trillion dollars.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Paelos on March 08, 2005, 06:57:50 AM
Yes, games are patterns. Yes, games are not fun when the difficulty level gets too hard or easy. Yes, by definition no game will remain in the middle of challenging forever.

As for games are saving the human race, meh. I think someone read too much Orson Scott Card. The problem isn't the games, it's the society surrounding the games. Fix that, include others, and stop gunning for nerd factor. As much as we hate it, the Sims was a good example of this. Mass market appeal. Opening the floodgates, etc. etc.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Alkiera on March 08, 2005, 07:03:23 AM
I'm pretty sure that the 'auto summary' was just the first sentence of each paragraph...  Which is why I wasn't surprised it made a good summary, good formal writing style indicates that each paragraph start with a 'topic sentence', which introduces the topic to be covered in that paragraph.  This is how myself, among many, many others, blow thru the verbal/reading comprehension sections of standardized tests so fast.  You just read the first sentences, reading the whole thing is a waste of time in a testing situation.

Shiz, no, but he knows Chevron made big bucks off a set of cartoon cars with faces that talked about how great Chevron gas was in commercials... heck, you could even buy plastic models of the cartoon cars to hang from your mirror if you wanted.

Thanks for posting this, schild, it was nice to read.

Alkiera


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 08, 2005, 07:11:30 AM
If Raph had ever made anything concrete that I thought was any good, I might give more credence to his speech.  Instead, I find it to be the ivory tower ramblings of a designer whose general appeal baffles me.  I'm not sure why he's thought to be so visionary.  All he's done is state the obvious using as many words as possible.


Title: Re: Raph's Keynote Address for the GDC.
Post by: waylander on March 08, 2005, 07:40:01 AM
I would have been snoozing halfway through that speech.  Folks have got to learn the get to the point first, and then explain those points in more detail.

Personally I think that games that are huge time sinks to get anything done are losing loyal customers simply because we don't have enough time to play them.  Each tasks has gotten to the point to where it requires 45 minutes of ass wrangling to get a group, 30 minutes to run there, 2 minutes to get killed, and then repeat.  Leveling by questing (INTERESTING QUESTS) is much more fun than mob bashing, but there needs to be group + solo leveling tracks.

Put the fun in gaming, and take the job out of it.  Until you do that, you'll keep losing people who hit 25+, have kids, and get a real job.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 08, 2005, 08:04:25 AM
I see this a a consistant development of Raph's thinking on games.  Agree or not, I think it is a fairly unique take on things, made to seem familiar by Raph's omnipresence and verbosity, ratrher than by triviality.

Does Raph make good games?  Argueable.  What would the MMO space look like without Ultima Online?  I can't concieve of it.  It is not just that UO was first, since it really wasn't, or that UO was fantastically successful, since it really wasn't, it is that UO tried so many things.  It failed at many, but it tried.  That isn't what you'd say about a lot of successful, even likeable products.  Friends was good, it was fun, it was enjoyable, but I don't think it will change western culture.  News footage of police dogs attacking demonstrators in Montgomery was none of the former, but did the latter.

Nerd factor?  The Sims began as an architecture simulator.  It was so odd and nerdy an idea that nobody wanted to work on it.  Mass market appeal came later, because following a really wierd game idea, based on a book about architecture, led to a game people could write thier own dreams on.  As Will Wright has pointed out, the things that most people think thier Sims are doing aren't really happening.  People are imposing their own patterns on cleverly designed white noise.  The game reflects the player more than the designer.  That is its mass appeal; a mirror that looks like a painting.

Yeah, I can clearly see the path that Raph has taken to get here.  As has been severally pointed out, it's a path subtle as an eight lane freeway.  The question is, where is he going?  Nowhere, somewhere, into folly, into wisdom?  I don't know where, and I'm willing to wait and see.  What he has said so far was blindingly obvious, once he said it, but nothing that I noticed before then.  Doubtless others see things ahead more clearly than I.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Daeven on March 08, 2005, 08:14:50 AM
Games are quite clearly mathmatical state models, which provide varous Functions for us to fiddle with. The more interesting the Function, the more the Pattern Matching engine (our brain) likes it. It's nice to see that Raph is reading up on his Game Theory and Neuropsychology. It's to bad he hasn't really figured out how to translate that into games with Emergent Functions to stretch appeal.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 08, 2005, 08:27:53 AM
I've read that already... in A Theory of Fun. I liked it then, less so when I'm being told it's a new speech.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Krakrok on March 08, 2005, 09:05:33 AM

It was a "new" speech to me since I didn't read A Theory of Fun.

---

I used the Copernic Summarizer for that summary but Microsoft Office has a summarizer built in to it as well. They are a little more advanced than just giving you the first sentence. In a nutshell they index all the words per sentence, count them, and weight whichever words are used most. It probably gives a weight to the location of the sentence too.


Or there is a web summarizer demo here (http://139.142.234.4/Extractor/XtractorDemo/xTractorWebDemo.aspx) which spits out this summary:

Quote
GAMES
A Theory of Fun came out of this: a back to basic process of why and how games work.

PATTERN
When we meet noise, and fail to make a pattern out of it, we get frustrated and quit.

BORING
I find it boring when it's really easy, and also boring when it's really hard.

PLAY
Watching kids play is a really startling process.

FUN
A Theory of Fun came out of this: a back to basic process of why and how games work.

DIE
If you don't have a pattern library, you are going to die.

LEARNING
So the brain HAS to give positive feedback to you for learning stuff.
[/size]


Title: Re: Raph's Keynote Address for the GDC.
Post by: Mesozoic on March 08, 2005, 10:26:08 AM
...and what happens when you run the summarizer on a summary? 

Perhaps:

Games:

PATTERN BORING DIE


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 08, 2005, 11:39:32 AM
Was Raph's "theory of fun" something he spoke of and tried to apply in previous games, or has this "lightbulb" only turned on recently (i.e. after SWG)?

Lemme quote from something Raph said about three days ago on this very forum (http://forums.f13.net/index.php?topic=2355.msg63403#msg63403):

Quote
The whole reason for writing the book, as I have mentioned elsewhere, was getting beaten up over SWG.  Sometimes it seems like the more you chase lofty goals, the more you lose sight of fun--and vice versa. Since I am not about to give up on lofty goals, I decided to go back to basics on the fun part, and try to give myself a deeper understanding of what I was trying to do.

Supposedly Raph's going to be doing a talk later at GDC where he discusses putting this theory into practice.  I'm very eager to read that one.

FWIW, I read Theory of Fun and I still liked the keynote - it was a very nice summary of the book.   :wink:  There's nothing more annoying that someone who assumes that you must have read his book, so I think it's not a bad thing for Raph to have written his keynote with the opposite assumption in mind.  It was probably correct.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Alkiera on March 08, 2005, 11:43:25 AM
FWIW, I read Theory of Fun and I still liked the keynote - it was a very nice summary of the book.   :wink:  There's nothing more annoying that someone who assumes that you must have read his book, so I think it's not a bad thing for Raph to have written his keynote with the opposite assumption in mind.  It was probably correct.

Agreed, especially if he's going to do a talk later which developed from A Theory of Fun.  This way they all know where he's coming from when he starts the new thing.

Alkiera


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 08, 2005, 12:25:56 PM
I thought this WAS the talk that was derived from ATOF. Hence, my disappointment.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 08, 2005, 01:56:34 PM
Stay on target, Red Leader.... stay on target...


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 08, 2005, 04:42:03 PM
It seems to me that Raph has been chasing this particular rabbit since at least the Keynote he gave at the first AGC.  I've seen it change a fair bit over that time, and I expect it to change more as it goes forward, but you can see the consistancies in his thinking as well.  I suppose it would be more interesting if he had a higher rate of epiphany, but I can wait.  It's not as if there is nobody else having ideas that I can think about.

As to putting innovation into application, one mantra that I'm starting to hear around is the 'execution over ideas' line.  It is very true that the first generation of MMOs had a level of execution that could charitably be called 'uneven'.  I think there will be an inevitable trade-off over the next few years between innovation and execution, with innovation getting the short end as people come to grips with how to execute these things more reliably.  As execution improves, I think the pendulum will then begin to swing back toward innovative ideas.  I think this dynamic has plauged all of the more innovative developers before this, and I think that Raph is included in that group.


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 08, 2005, 05:54:27 PM
First, I was at the keynote.  I have also read his book, and saw the one at AGC before that inspired the whole thing.

Raph actually stood up at the beginning of the keynote and said, those who had seen the AGC talk but not the book, would see a few things new in this talk.  But that those who had read the book probably would not.  He was mostly correct, although he did make some interesting examples during this keynote that he hadn't used before.

The talk was much more enjoyable with the slides to go along with them.

Raph's real "follow-up" to the book is tomorrow, where he tries to identify those "atomic units" of fun that we find inside games, and which can be formalized for use in game design.  That's really the one I'm looking forward to.

Bruce


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 08, 2005, 06:43:32 PM
Yay!  The "atomic unit of gameplay" was the term that confused me most when I was reading the book.  I'm glad it wasn't just because I'm dense.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Roac on March 08, 2005, 09:59:22 PM
A lot of what he said is right on, particularly about pattern matching.  The thought is far from new, but far as I know it hasn't been championed in the gaming sphere until him.  He goes on to grand stand a bit, with gaming saving the world and all.  Whatever, write that off.

The thing that bugs me though, is that Raph has been fairly consistantly against PvP.  Whether he admits it or not, he has through design decisions.  Keep in mind too that PvP need not always be "walk up and kill you" - any competition could be dropped into that category, only that few types of competition are fleshed out as well as combat.  Yet here he is, going on about how other players are the most interesting thing about pattern matching, and how playing against other players makes neat (fun) patterns.

Well, not always.  Letting a high school team play against the Jets might be a game, it might be techncially fair, but it's no fun for either side.  Raph hits on the reason though - difficulty.  It's impossibly hard on one side, and impossibly easy on the other, meaning the pattern is uninteresting.  On a related note - the goal of most sports franchises has been to make it where "any team can beat any team".  A game can be fun when one side is better than the other, but not when one side will knowingly crush the soul out of the other.

The difficulty part is why games like UO had such a rough time at it.  A lot of the people who played were going to lose, and KNEW they were going to as soon as they logged in.  That part is no fun.  Going up against a roughly similar opponent(s), however, is constantly cited as one of the most exciting parts of that game.

So.  We can all expect a massive overhaul to how PvP works in SWG come next patch, right? :P


Title: Re: Raph's Keynote Address for the GDC.
Post by: Alkiera on March 08, 2005, 10:19:32 PM
Roac...

We won't see decent 'even' PvP until 'advancement' is no longer 95% of the game.  Even in UO during the most macro-friendly times, it took what, a week to max a character?  In every game to date, a starting character has a HUGE system disadvantage to someone who has been playing for a couple weeks, even if only an hour or two a night.  Characters are only consistently even in strength at the high end, whether you use levels or 'skill points', like UO/SWG.  A newb with 50% Sword and 50% Some Other Skill, and minimal starting str/dex/int is going to be wailed on by someone with 75-80% in those skills, probably pretty quickly.  Just the same, a lvl 1 has no hope of winning against a level 3 or 4 character in the level systems, nevermind one of the teens or 20's.

The only room for 'advancement' as a mechanic in PvP games are to increase non-character-power related things(NPC influence, titles, prestige, etc) and maybe slight increases in character power.  Otherwise, advancement causes newbs to be instantly completely inferior.  With a setup like this, you could even afford to do permadeath.  Sure, you're no longer good friends with Baron Soandso, but you can make a new character and be approximately as powerful(in combat) as you were before, assuming you take the same skills.

That's my plan, anyway.

Alkiera


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 09, 2005, 07:41:39 AM
As to putting innovation into application, one mantra that I'm starting to hear around is the 'execution over ideas' line.  It is very true that the first generation of MMOs had a level of execution that could charitably be called 'uneven'.  I think there will be an inevitable trade-off over the next few years between innovation and execution, with innovation getting the short end as people come to grips with how to execute these things more reliably.  As execution improves, I think the pendulum will then begin to swing back toward innovative ideas.  I think this dynamic has plauged all of the more innovative developers before this, and I think that Raph is included in that group.

When it's my money on the line, I want execution first, innovation second. Innovation means fuckall if you cannot execute it solidly enough to make the innovation fun and non-crashy.

In short, I'd rather have an MMOG I can login into with similar, yet evolved gameplay, than innovative, fresh-thinking gameplay that I can successfully play 1 out of every 6 login attempts.


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 09, 2005, 07:58:34 AM
The thing that bugs me though, is that Raph has been fairly consistantly against PvP.  Whether he admits it or not, he has through design decisions. 

Would that be the design decision to make UO bonedood heaven?  Or the design decision to steadfastly refuse to add anything resembling a PvP switch to UO?  Or the design decision to make just about every inch of iconic Star Wars content in a game called Star Wars Galaxies available only to PvP players?  Koster has been arguably the most PvP-friendly major player in the business for a long time.  Though I hear WoW will have battlefields sometime before 2008.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 09, 2005, 08:07:19 AM
Yes, Raph has long been an advocate of PVP, he's just constantly been under financial pressure to make sure PVP doesn't drive away most of the player base and cause a "It's not a mirror - Trammelize it!" to the MMOG he works for. It was his original design for PVP that got tossed out of SWG because it wasn't "mass market" friendly enough.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Paelos on March 09, 2005, 08:22:53 AM
Yes, Raph has long been an advocate of PVP, he's just constantly been under financial pressure to make sure PVP doesn't drive away most of the player base and cause a "It's not a mirror - Trammelize it!" to the MMOG he works for. It was his original design for PVP that got tossed out of SWG because it wasn't "mass market" friendly enough.

Exactly what was the vision? Full-blown conflict? Holding cities? I'm guessing it wasn't TEF's.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 09, 2005, 08:33:48 AM
Outcasting. As in, certain types of PVP were acceptable (faction vs. faction), but PVP outside of that (like say an Empire guy killing an Empire guy), would cause the attacker to become "red" or "outcast." Every single character on that person's account, including other servers I think, was then outcasted, and attackable by everyone without any sort of penalty. I think it was similar to Lineage 2's system, except it flagged the account and not the player.

It had its holes, and I don't remember the exact specs anymore, but I remember Raph saying somewhere it was changed to the TEF because it was thought most people would object to being PVP'ed even if it affected the attacker in this way.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 09, 2005, 09:21:13 AM
It's impossibly hard on one side, and impossibly easy on the other, meaning the pattern is uninteresting.

This is one of the points that makes Raph's arguments utter crap.  Sure, games are patterns.  But a good many, and possibly most, players prefer an easy, repetitive pattern.  And those same players will always attempt to find the easy subpattern embedded in any hard pattern.  Once discovered, the easy subpattern will be exercised into the ground.  Catasses are what the kids call those kind of players these days.

Take PvP for example.  Hardcore PvP'ers look for easy marks, easy patterns.  They are uninterested in someone of equal skill.  UO, EQ, DAoC ... pick your acronym, and the PvP has followed the general pattern of "let's go gank newbies and get l33t" for more hours per day than most people work a job.

Another example would be high-end uber mobs.  Again, the pattern is uninteresting, but for a different reason: the mobs do not change their tactics.  A foozle will spawn and have exactly the same abilities as the last time it spawned.  Players will kill these uber mobs over and over again for reasons that have nothing to do with patterns:  uber loot.  These players will carry pagers, screw over RL and in-game friends, and stare at their monitors until they are sterile not because they love hard patterns but because they want to exercise an easy, repetitive pattern to get some record in a database that validates their digital genitalia.

Raph's track record shows that he designs games with patterns that look good on paper, but devolve into easy repetition in implementation.  This is a problem for the whole industry, admittedly.  I just think it is going to take someone smarter and more innovative than Mr. Obvious to make real progress.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Ironwood on March 09, 2005, 09:39:27 AM
Outcasting. As in, certain types of PVP were acceptable (faction vs. faction), but PVP outside of that (like say an Empire guy killing an Empire guy), would cause the attacker to become "red" or "outcast." Every single character on that person's account, including other servers I think, was then outcasted, and attackable by everyone without any sort of penalty. I think it was similar to Lineage 2's system, except it flagged the account and not the player.

It had its holes, and I don't remember the exact specs anymore, but I remember Raph saying somewhere it was changed to the TEF because it was thought most people would object to being PVP'ed even if it affected the attacker in this way.


If you're seriously asking for info on the PvP aspect of SWG as it was being designed, the man to talk to is Triforcer.  He had daily battles with Raph on the SWG development boards about the whole GCW aspect of the game.  Frankly, I think they both had extremely good ideas about where to go with it.

It's just they didn't actually implement, er, any of them...

On Paper, SWG looked like it was going to be brilliant.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 09, 2005, 10:40:14 AM

When it's my money on the line, I want execution first, innovation second. Innovation means fuckall if you cannot execute it solidly enough to make the innovation fun and non-crashy.

In short, I'd rather have an MMOG I can login into with similar, yet evolved gameplay, than innovative, fresh-thinking gameplay that I can successfully play 1 out of every 6 login attempts.

Yeah, I quite agree, which is why I tend to think of WoW as 'innovative' even though it seems to be pretty much an EverQuest clone, one which cleverly includes quests as a viable playstyle.  Execution is an innovation in the field, although DAoC did it sooner, but not better.  Eventually, if execution becomes more of a standard, innovation will become a competitive advantage, rather than just causing games to be more broken than usual.

On Raph's speech, it would appear that not everyone has become impatient yet: Alice Speaks (http://crystaltips.typepad.com/wonderland/2005/03/raphs_keynote.html)

On PvP, I'll just say that lumping all PvPers into one group is like calling all PvE players bread bakers, shortsighted and wrong.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 09, 2005, 11:06:18 AM
On PvP, I'll just say that lumping all PvPers into one group is like calling all PvE players bread bakers, shortsighted and wrong.

I don't think anyone on this thread has done that.  Not all PvPers are the same, and I myself enjoy PvP when it's more than a gankfest.  But I still assert that the majority of PvP'ers do fit a certain mode, and in MMOG's to date PvP has tended to follow a certain pattern because of that fact.  Nonconsensual PvP tends to bring out the inner smacktard in a lot of people, even those who claim to be "good" PvP'ers.  I rather like Haemish's quote (paraphrased): "We can't have nice things."


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 09, 2005, 11:51:41 AM
Actually, the majority of VOCAL PVP'ers fit into your mold of hardcore PVP people. Since PVP is about competition, you will find a larger percentage of PVPer's, even the non-vocal ones are in the mold of "if it goes to 11, 10 won't do" crowd.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 09, 2005, 12:19:30 PM
Outcasting. As in, certain types of PVP were acceptable (faction vs. faction), but PVP outside of that (like say an Empire guy killing an Empire guy), would cause the attacker to become "red" or "outcast." Every single character on that person's account, including other servers I think, was then outcasted, and attackable by everyone without any sort of penalty. I think it was similar to Lineage 2's system, except it flagged the account and not the player.

It had its holes, and I don't remember the exact specs anymore, but I remember Raph saying somewhere it was changed to the TEF because it was thought most people would object to being PVP'ed even if it affected the attacker in this way.

That got tossed out because frankly it was just another implementation of "player justice" and everyone and their dog knows this doesn't work. Hell griefers would take being outcast as a badge of honor.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evil Elvis on March 09, 2005, 12:53:07 PM
Quote
That got tossed out because frankly it was just another implementation of "player justice" and everyone and their dog knows this doesn't work. Hell griefers would take being outcast as a badge of honor.

Noone knows if it would work, because noone has actually put in a real outcast system.  Those half-assed UO and L2 outcast systems don't count.

I definitely think it could work.  You just need to implement the systems to make outcasts true pariahs, instead of a d00d m4rK3r.


Title: Re: Raph's Keynote Address for the GDC.
Post by: AOFanboi on March 09, 2005, 02:09:04 PM
Outcasting is for sissies. If Frontier 1859 ever comes to life, it will apparently have player-run courts of law and PERMADEATH for characters sentenced to death. That takes balls - but of course that game is apparently just ideas as of now, most likely the scope and features will be stripped down to nothingness if they ever get around to implementing any of it.

Ah, the industry sucketh.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Roac on March 09, 2005, 09:54:33 PM
Sure, games are patterns.  But a good many, and possibly most, players prefer an easy, repetitive pattern. 

No, it just means that the reward system built into the brain is more complex than he leads on.  Not that his suggestion is incorrect, just incomplete.

Example on a repeditive action; slot machines.  They're the most popular item in any casino, and arguably the most boring game of all (push the button to play, and just wait for your result).  The reward?  Your payout - EQ got this right with the "ding" also.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Raph on March 09, 2005, 11:19:17 PM
Just to correct the description of outcasting:

Anyone could attack anyone.
If you pkilled someone and they didn't enjoy it, they could "yank your PK license." This would make it so you could no longer initiate PvP.
If you felt that it was done unjustifiably, well, you could go to the local player government and ask for your license back. The governments actually would have access to the log of the events leading up to the kill.
Some govts would forgive anyone. Some would be honorable. SOme would change over time.
The forgiveness only applied to that govt's territory.

So yeah, it was a form of player justice, but not one I have seen before.

--------

On sticking to easy patterns--I actually do spend a fair bit of time on this in the book...


Title: Re: Raph's Keynote Address for the GDC.
Post by: Paelos on March 10, 2005, 05:03:50 AM
That sounds like you'd have a full-time job justifying every single kill you ever made in PvP. I'm sure some asshats would make it their purpose to be litigous if they ever went down in a fight.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 10, 2005, 07:58:40 AM
See, as many holes as are in it, I dig the outcasting system Raph is talking about, at least as a first step. I think it's a much more elegant, organic system than either the TEF thing that made it into SWG or the one they are switching to.

But I can also see how it would make some developers, suits and other people wet their pants at the thought they might actually be killed by another player when they weren't expecting it.

I think had you made PVP servers that had that rules set on it, and PVE-only (or factional TEF type servers) servers as well, it would have been a much better design.


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 10, 2005, 08:30:15 AM
So, Raph gave his follow-up talk yesterday, where he examined the funamental units or "atoms" of game design, and how they are assembled together, and what sort of notation system we would use to describe them.  Unfortunately the lecture was far more complex than I can summarize here.  In the end, he failed to come up with a satisfactory notation/graph system for design, but he did come up with a lot of interesting and possibly useful tools which we may be able to extend upon in the coming years to actually come up with something practical.  Look for the slides to appear on Raph's web site or the Theory of Fun web site in the coming days and then you'll be able to judge for yourselves.

Bruce







Title: Re: Raph's Keynote Address for the GDC.
Post by: Raph on March 10, 2005, 09:40:49 AM
That sounds like you'd have a full-time job justifying every single kill you ever made in PvP. I'm sure some asshats would make it their purpose to be litigous if they ever went down in a fight.

Yes... I forgot to mention that a gvt could give blanket kill permission to people within their territory too, so you wouldn't necessarily get any resource on those cases. and you would be able to see the rules before you entered someone's territory...

Basically, it's mostly automating the policing, in a way...


Title: Re: Raph's Keynote Address for the GDC.
Post by: Alkiera on March 10, 2005, 01:21:19 PM
That sounds like you'd have a full-time job justifying every single kill you ever made in PvP. I'm sure some asshats would make it their purpose to be litigous if they ever went down in a fight.

Yes... I forgot to mention that a gvt could give blanket kill permission to people within their territory too, so you wouldn't necessarily get any resource on those cases. and you would be able to see the rules before you entered someone's territory...

Basically, it's mostly automating the policing, in a way...

This, with some way to set 'we are at war with gov't X, anyone in our gov't is allowed to kill anyone in X gov't', and similar thing for guilds, to get rid of the hassle of combat with a point... I can see that working somewhat well.  It actually a variation of plans I'd thought up, tho I wasn't planning on having human 'judges' for disputes.

Alkiera


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 10, 2005, 11:16:55 PM
There was something like this on a server-wide basis which I saw playing M59.  I was reading the proceedings of the political record (it was a logfile you could pull up and read in one particular building in one town), and it quickly became evident that first one faction would elect the Justicar, who would pardon that faction's murderers, and then another faction would elect the Justicar, who would pardon that faction's murderers, etc...

It was actually pretty neat to read, it gave the game a sense of history, even if it was a history of twisting the mechanics to serve the ends of various groups of killers.  Which really isn't too different from how I've heard the whole Earp/Clanton Tombstone dispute described some places, except they had permadeath...


Title: Re: Raph's Keynote Address for the GDC.
Post by: Krakrok on March 11, 2005, 09:14:26 AM
As for games are saving the human race, meh. I think someone read too much Orson Scott Card. The problem isn't the games, it's the society surrounding the games. Fix that, include others, and stop gunning for nerd factor.

It may sound corny but if you approach it from the right direction it isn't.

1) Precedents include things like Lego MindStorms and the Sony Aibo dog. Take that some kind of thing and transpose it into a game or virtual world with a real world application or a problem to solve (build a Mars rover or stop erosion of Louisiana). Now add the new PPU (Physics Processing Unit) board that Ageia is working on. It's really all about the hack factor. Give people the tools to work with and see what they come up with.

2) On the brain. Say 100,000 kids buy and play a sim space elevator video game. Twenty years from now those kids will be adults and some of them will be in positions of authority. What happens when a funding request, grant, or project for space elevators comes across the desk of Joe Bureaucrat/Head Scientist/Senator? Joe might be more inclined to approve such a request if he has fond memories of playing a sim space elevator video game as a kid.

3) The SETI@home style projects. This is just conjecture but if there was a similar project to solve a scientific problem which required a human to look at endless reams of data to detect a pattern it could be transformed into a video game (or if a computer could do it but a human could do it faster). Think Tetris/Puzzle Pirates/Bejeweled but with real world data pattern matching behind eye candy graphics.


And lastly where video games are already being used is by the military for language and situation training. Whatever article it was that was talking about the military stripping out all of the weapons in the Unreal engine and using it for language and body language situation training for soldiers dealing with Iraqi's.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Margalis on March 13, 2005, 10:27:44 PM

1) Precedents include things like Lego MindStorms and the Sony Aibo dog.

That's a good point, because both of those are saving the world as we speak.  :-P

Lots of activities can be self-improving, and video games are one of those. THAT'S IT. Soccer can be self-improving. So can D&D. So can watching TV with the right mindset.

A lot of people watch awful TV with the wrong mindset and it is not self-improving at all. Same with video games. I don't think the blockbuster workers I overheard discussing the drive-by levels of GTA are really being saved and improved by video games.

It's what you make out of the activity. Nearly any activity can lead to self-improvement if you approach it the right way. I don't see anything special about games, or video games in particular.
---

That said, a pet peeve of mine is people who think that say reading is a wonderful self-improvement activity. It isn't. Most people who read read a lot of trash, and the people reading self-help books are probably actually getting dumber and less independent. Reading, like most things, is what you put into it. You can read trashy romance novels 3 a day for your entire life and not have learned anything or grown in any way.

There is nothing wrong in working on games, or comic books, or whatever. It really depends on what gamesm what comic books, and how the consumer approaches them. But I wouldn't go off on the fact the Super Mario is helping save the world any more than Connect 4 or Jump-Rope is.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 14, 2005, 12:09:34 PM
Actually, the majority of VOCAL PVP'ers fit into your mold of hardcore PVP people. Since PVP is about competition, you will find a larger percentage of PVPer's, even the non-vocal ones are in the mold of "if it goes to 11, 10 won't do" crowd.

"if it goes to 11, 10 won't do" is exactly reason why PvE and PvP games lumped in one are not so good in PvP aspect. PvEers want unlimited advancment - they want 99 and beyond and PvP can't be done with 10 if 99 is possible to achive.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 14, 2005, 12:20:13 PM
If you pkilled someone and they didn't enjoy it, they could "yank your PK license." This would make it so you could no longer initiate PvP.

Define "enjoy" in context of loosing PvP fight. People hate loosing, there isn't good reason NOT to "yank your PK license" from someone who just killed. If you have even slightest intention of making this system work you will want to add some restrictions on who and how can "yank your PK license"

Overall - I don't think this system will ever work. Its too complex, involves too many undesriable activities for all players involved and overall too hard to implement right.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 14, 2005, 12:26:32 PM
Just to correct the description of outcasting:

Anyone could attack anyone.
If you pkilled someone and they didn't enjoy it, they could "yank your PK license." This would make it so you could no longer initiate PvP.
If you felt that it was done unjustifiably, well, you could go to the local player government and ask for your license back. The governments actually would have access to the log of the events leading up to the kill.
Some govts would forgive anyone. Some would be honorable. SOme would change over time.
The forgiveness only applied to that govt's territory.

So yeah, it was a form of player justice, but not one I have seen before.

I can see so many ways to grief and abuse this system. If nothing else, you make it so that the player court spends every moment of their play time resolving disputes. It's an interesting idea on paper, I just don't know how it would work out in real life. Players are infamous for tearing holes in systems that seemed like a good idea.

I don't know, as much as some of your design choices drive me crazy, there is a part of me that would love to see what you could do given a few years, a large budget, and full control.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 14, 2005, 12:34:54 PM
I don't know, as much as some of your design choices drive me crazy, there is a part of me that would love to see what you could do given a few years, a large budget, and full control.

I suspect that game will have superb and very complicated crafting and economic system and not much of anything else.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 14, 2005, 12:51:16 PM

I suspect that game will have superb and very complicated crafting and economic system and not much of anything else.


Possibly, though it might be the most immersive thing ever. It'd also have a very complex PvP system which would probably steer me away from it.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 14, 2005, 12:57:54 PM
I still think SWG's PVP system would have worked... so long as they separated the PVP-enabled servers from the PVE-only servers, or if PVP was only enabled in certain zones. Really, history has shown that mixing the two together just creates headaches for all involved.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 14, 2005, 05:08:47 PM
In a nutshell complex PvP system is an oxymoron. To me best PvP system is lack of artificial rules that introduce restrains on player behavior – if you compare set of prohibitive rules and forbidden interactions between PvP and PvE games PvP game should have a lot less. In my opinion what Ralph attempted with UO with notoriety system, SWG with factions and with his later ideas he is approaching problem from the wrong end. Creating elaborate set of rules and cases of how player can and cannot behave is not needed in PvP game – you just let player do anything they want and environment allows. Now this approach will not work for just any game, a lot of PvE-centric games built in such way that allowing this kind of interaction will disrupt non-PvP elements. This is why PvP should be zone-separated and unrestricted. There aren’t any loopholes if everything is allowed, moment you start introduce overcomplicated rules and mixing PvE and PvP you drastically increase chance of it not working as intended or at all.

Lets look at Ralph’s latest idea:

] Anyone could attack anyone. If you pkilled someone and they didn't enjoy it, they could "yank your PK license." This would make it so you could no longer initiate PvP. If you felt that it was done unjustifiably, well, you could go to the local player government and ask for your license back. The governments actually would have access to the log of the events leading up to the kill. Some govts would forgive anyone. Some would be honorable. Some would change over time. The forgiveness only applied to that govt's territory.

There are number of obvious problems that stand out to me. First define “enjoy” when you just got PKed. If you loose a fight, even fair one that was justifiably started what would stop you from just “yank your PK license”? Now to fix this you have to regulate whom and how can “enjoy” PvP by adding another set of rules. Similar thing was attempted in UO with notoriety flags, while it was interesting system it give birth to countless unintended interactions, like notos or notoPKs.  Second problem is with “local government” – how many people would want to be a bureaucrat reviewing ‘cases” in a mmorpg? How do you select or change this government? What is there aren’t any governments that suit your play style? Third problem how do you log “events leading up to the kill”? I don’t see this being feasible since this will require logging everything all the time. As you can see adding more rules on top of even more rules is not easy and does not guarantee to work way you expect.

Lets instead try to simplify this system and see if we can get it to work by manipulating game environment rather than introducing artificial rules.

Say you have nation-based game, something like Shadowbane, where you have nations competing over territory. Say you have barren, fertile and bliss territories. Barren territories that are your starter territories with only difference that you can stay there indefinably only things there advance a lot slower, doing any activity there is also lot less profitable and there a lot less things to do. You also have fertile territories that are your regular content and few bliss territories that are choke-full of desirable things. You can base your nation in any of these territories and get to control as large of an area as you can manage. Guilds and nations get to control areas but anyone can use any territory. Controlling territory allows you to set taxes on players, maintain NPC guards and set aggression rules and can declare anyone an enemy of various ‘threat’ levels.

Now to actual rules – anyone can attack anyone at any time.

How does this work? You give nations and guilds tools to track and control area. If they decide that certain player, guild or behavior is undesirable they can use their means to stop that activity or player. How well they can achieve this depends on how well they control territory.

Examples:

Dominant guild in control of bliss territory decided to prohibit PKing since it decreases income they receive from taxes. They control numerous and powerful guards that can be allocated to any areas they control, have a lot of ‘scouting’ outposts that can be used to track everyone and find anyone and have an ability to control any travel magic in any area. They set rules that if you attack non-nation member less than once a day you are ‘enemy’ for one hour unless you pay PKing ‘tithe’ and bounty on you is small amount of money and few weak guards are dispatched to the area to look for you and deal with you. They also set rules if you attack more than once a day or attack nation member you are permanently an enemy and strong guards dispatched to an area where you get noticed.

Backwater guild in control of poor territory decides to declare that any PKing is immoral and declare anyone doing it maximum threat enemy. Problem is that they don’t have many scouting outposts to know where problem is and don’t have that many guards at their disposal to dispatch.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 14, 2005, 10:48:37 PM
... To me best PvP system is lack of artificial rules that introduce restrains on player behavior...

I cut everything else because I'm just replying to this.  I'm not interested in Raph's ideas nearly so much as the ideal case you have proposed as your baseline.

"artificial rules that introduce restrains on player behavior" - This is what games in general, and computer games in particular, are.  The idea doesn't work even if you say simple; as an example, tic-tac-toe is a simple system, but hardly the hieght of PvP.  All games introduce restraints, the trick is to introduce the right restraints.  Generally unrestrained (game physics excepted) PvP works relatively well in non-persistant games like chess and Counter Strike.  It has not been notably successful in persistant games.  Note that most professional sports, which are persistant game systems, have extremely elaborate and artificial rules sets, including regular game resets and team rebalancing on several levels, to counter the sorts of problems PvP has encountered in the online world.


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 14, 2005, 11:28:15 PM
What he said.

Bruce


Title: Re: Raph's Keynote Address for the GDC.
Post by: Margalis on March 14, 2005, 11:58:17 PM
I am going to make the same point I always make in these discussions:

Some players want a Wild-West style free-for-all
Some players want a competition

There's nothing wrong or right with either of those, and arguing which one is better is pointless. They are just different.

The problem is, both of these are referred to as PvP even though they are totally different. Look at what happened on the WoW forums when they announced the honor system was gutted. A bunch of people said "you tricked me into joining a PvP server, I only joined because of the honor system) and another group called them care-bears and whatnot.

Free-for-all craziness had it's appeal, so does a structured competition. It just depends on what you are looking for. And you can deliver both in the same game, just not at the same time.

A lot PvP systems straddle the middle ground - they aren't really free-for-alls, but the attempts at structure are superficial and half-assed. Which is good for nobody.


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 15, 2005, 12:14:48 AM
The problem is when most people say they want unstructured PvP, they don't really want it.  They want to PvP someone while they PvE (or be PvPed while PvEing themselves).  And most PvE players decidedly DO NOT want that.  Moreover, integrating PvE and PvP and providing balance is extremely difficult.  So you get a lot of structures and restrictions that leave most PvPers unsatisfied.

Bruce


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 15, 2005, 05:42:40 AM
"artificial rules that introduce restrains on player behavior" - This is what games in general, and computer games in particular, are.

What I was trying to say is that as an ideal mmorpg designer you create world and manipulate environemtent but do this without creating rules like "in case A you can't use ineraction B". More cases you pile up more likely you will overlook something. Example of restraining rule in a non-presistant mmorpg would be no AWP rule in CS.  Example of restraining rule in a mmorpg would be you can attack only opposite faction within N levels of your own that are flaged as PvP+.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Roac on March 15, 2005, 07:28:24 AM
Most people are content to lose if they feel they had a reasonable chance of winning.  Most people hate getting trounced on, whether if the cause is the game mechanic (level difference, getting ambushed, imbalanced mechanics, etc) or lack of skill / game knowledge.

Yet, for some reason MMOGs don't take these two factors into account.  I've yet to see a good mechanic where the game supports semi-equivalency in ability.  The closest that any ever really comes to are safe zones for newbies; but that's a bandaid that doesn't even cover the whole problem.  I want to be able to participate in PvP at level 1; I just don't want to get turned into hamburger for trying.  Or, conversely, getting chewed up doesn't qualify as "participating". 

Skill is a bit harder to qualify, but there's no reason that it can't be done.  There are ways to rank equivalent skill, and one should never be able to go "backwards" in tier.  For example, assume 3 tiers of ranking; beginner, normal, expert.  Based on certain criteria, you advance to the next tier.  There should be overlapping criteria; such as getting a certain skill ranking, OR completing a certain number of fights, OR completing a certain quest, OR attaining a certain level, etc.  Once advanced, you don't go back.  Impose penalties for attacking down a tier(s); combat debuffs, in-game fines, etc. 

The other thing, is that PvP needs to be an opt-in situation.  I sometimes just want to log in and chat; let me do that.  That doesn't mean I should have free reign of the game map, but if I want to poke around in my guild house or do a bit of shopping, let me.  Whether this is enforced with UO-style guards, PvP- areas, or penalties (above), it doesn't matter.  For other areas, PvP should be encouraged. 

Not to mention, there are a whole host of arenas within which there can be PvP.  What about missions (instanced?) that allow opponents with competing goals?  Systems that allow players to compete for control of NPCs on a "social" level?  Allow players to compete for resources (mines, farms, whatever)?  Lot of things outside of straight up melee can be implimented.  Or, even in down and dirty fights, there can be some sort of context for the fight - context that either encourages or discourages assaults. 

But so far, no one wants to mess with any of this.  Even when there are players who beg for PvP, and when people like Raph talk about how players are the coolest opponents, no one is actually spending time trying to set out a system that allows fair and fun competition between people. 

I am really curious why any dev, of whom I'm sure all are geeks who were terrorized on the playground, thought that a virtual playground would be fun.  Football is fun.  Conflict within borders is fun.  Eight year olds on a playground without an attentive teacher is not fun. 


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 15, 2005, 08:07:36 AM
There are really 3 types of player in MMOG's.

1) Player P wants totally unrestricted wide open PVP, all the time
2) Player E wants totally closed off PVE only, never wanting to compete with other players for anything besides spawns
3) Player M likes both PVE and PVP, but wants to be able to choose between the two at his leisure. Depending on what side of the scale he tips towards, he is more or less inclined to accept being PVP'ed while he PVE'es, so long as he knows the danger beforehand. He enjoys the competition of PVP, but wants to have times where he doesn't have to worry about it. He doesn't always want to be outgunned, outnumbered and outexploited.

Can you guess which player is the most numerous among MMOG players? I know you can.

Look, there's nothing wrong with any of these 3 playstyles. Not a goddamn thing. One is not necessarily better, more skilled, or more important than the other. Player P and Player E can get along equally well with Player M. But Player P and Player E CANNOT CO-EXIST PEACEFULLY. They just cannot. They are on two equidistant polar opposite ends of the spectrum. Because you can't do both and make either of them reasonably satisfied.

You'll also not that since E and P are both opposite ends of the spectrum, they are also in that minority of hardcore people who ony accept it their way. There is no tolerance for the other side. Now, I'll grant you that there are probably more Player E's than there are Player P's. The market has already demonstrated this, over and over again.

But guess what? The games which have given Player M what he wants have done much better than they should have had they catered excluvisvely to E or P. Dark Age of Camelot, despite its stable release, would not have sold nearly as well or kept such a great subscriber base had it been a PVE-only game, or had it dropped all PVE for PVP. WoW had lots of things going for it besides PVE and PVP, but the PVP was not a deterrent to the people who bought the game. Because even on non-PVP servers, there is still PVP, and yet at release, the PVP servers were more populated. It's probably only now that a settling out of player population has been seen, where people leave the PVP servers because there's perhaps too much P for their taste. Games that have denied that PVP can be a draw and thus have not allowed it, such as Horizons, EQ2, Earth and Beyond, have done worse in comparison to the player M type games that have come out in the same time frame. Granted, some of those I mentioned had other problems that contributed to their lack of popularity.

You can talk about unrestricted PVP being all this and that, and you can scream at the "carebears" all you want, but you'd better realize that open PVP is always going to be a niche. PVP with rules is always going to garner more players than PVP without boundaries.

I'm not discounting the licensing of games like SWG and WoW as a factor in their sales. But the fact that, from what little information is available, both games have maintained a steady user base despite the problems shows that Player M is the majority of player out there.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 15, 2005, 09:34:49 AM
I'm going to do something stupid and tell somebody what they really want.  What they want isn't unrestricted PvP, because truely unrestricted PvP means I can hack the server and it is OK.  None of this carebear rules stuff, if I get surprised or I might lose my tree, I can crash the server if I want.

What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

And if you want to be able to completely defeat the opposition, you don't want to play a persistant game.  The Dark One must always be able to rise from the ashes of defeat and again threaten The Good and The Fair, because that is inherent in the nature of persistance.  If that doesn't fit within the definition of what you want PvP to be, then I suggest you might perfer a nice game of chess.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 15, 2005, 09:37:21 AM
Or, to put it in Raph's terms, they want PVP that doesn't break the "magic circle" of the game.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 15, 2005, 09:42:08 AM
Pretty much, yeah.  Sheesh, even Raph is more concise than me.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 15, 2005, 10:12:18 AM
To be fair, he did have a cartoon to help him.  :-D


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 15, 2005, 11:29:05 AM
actually... I dont want to get involved in this arguement


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 15, 2005, 11:32:38 AM
2) Player E wants totally closed off PVE only, never wanting to compete with other players for anything besides spawns

Player E sucks. He's my first target in every game. And when I kill him I make sure to tell him he should be playing Pikmin or something on his Gamecube. Yes, specifically, the Gamecube. And it can't be Resident Evil 4. Wussy. *spit*

I <3 PK.  :-o


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 15, 2005, 03:40:19 PM
Quote
You can talk about unrestricted PVP being all this and that, and you can scream at the "carebears" all you want, but you'd better realize that open PVP is always going to be a niche. PVP with rules is always going to garner more players than PVP without boundaries

Open PvP is a niche of mmorpgs, mmorpgs are niche of PC games that are niche of computer games that are niche of general games that are niche of entertainment activities.... Everything other than shelter, food and medicine is a niche but that does not meant that it cannot be very popular of successful. I’m surprised how few attempts are made at open-PvP games considering that PvE games take A LOT more effort in form of content and content infusions to stay popular.

Quote
Yet, for some reason MMOGs don't take these two factors into account.  I've yet to see a good mechanic where the game supports semi-equivalency in ability.

I guess you skipped my post about keeping things simple. You can't fool-proof your mmorpg or only fools would want to use it. Golden age of UO PvP ended when designers attempted to come up with simple and idiot-friendly PvP system - it resulted in a system where your decisions didn't really matter and it was mostly up to the random roll. Everything was equal, everyone had an axe or a spear, GM gear and equal ability to double click opponent, yet it was less fun than watching paint dry. You simply cannon equalize for ability and number and not regress your PvP game to a point where it is just a passive GUI for a game of tic-tac-toe.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 15, 2005, 03:42:07 PM
What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

While I want thematically consistent PvP, the very term "thematically consistent" is highly subjective.  Because of that, I would break PvP'ers down into two groups using that term as the divider:

For most PvP'ers, "thematically consistent" means being able to kill at a time of their choosing.  They cannot conceive of a game or virtual world without some sort of descent into all-out war.  Nor can they conceive of villainous masterminds with more depth than simply killing everyone around them.  PvP is their theme.  In other words, they interpret "thematically consistent" to mean a theme that they invent regardless of the game milieu.

Then there are those of us who interpret "thematically consistent" as making sense in the context of a game.  They want a game that resembles another world in one or more interesting ways, even if it's not really a "virtual" world.  Villains do other things besides go on killing sprees for loot.  That's the kind of PvP'er Raph is, I'm assuming.  And because he's that kind of PvP'er, he assumes everyone is, or at least enough are that he can construct a game with free-for-all PvP without much regard for the consequences.

The fundamental difference between the groups is this:  The first group plays with the primary motivation of PvP-ing, while the second group plays with the idea that PvP is only one aspect of the game world.  Because of that fact alone, they cannot coexist in the same game.  In games that attempt to cater to both, one group will eventually dominate the other.

I think Raph's right that implementing PvP that doesn't break the magic circle represents good game design.  I just don't think the majority of PvP'ers really want this because it imposes rules on one's conduct that are too much like the real world, rules that they are trying to escape by playing an MMOG in the first place.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 15, 2005, 03:47:16 PM
I'm going to do something stupid and tell somebody what they really want.  What they want isn't unrestricted PvP, because truely unrestricted PvP means I can hack the server and it is OK.  None of this carebear rules stuff, if I get surprised or I might lose my tree, I can crash the server if I want.

Unless hacking server is part of your game that will clearly be considered an exploit and has nothing to do with what open PvP is about.

Quote
What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

You are trying to reinvent the wheel here, there is a term for "thematically consistant PvP" and it is open-PvP.

Quote
And if you want to be able to completely defeat the opposition, you don't want to play a persistant game.

You shouldn't be able to take away ability to come back and try again from your opposition. Defeat - yes, stop from trying again - no.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 15, 2005, 03:52:43 PM
Quote
What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

You are trying to reinvent the wheel here, there is a term for "thematically consistant PvP" and it is open-PvP.

Not quite.  "Open-PvP" means a server full of retards running around and shooting each other screaming "OMG LOLZ".  (See: Faces of Mankind.)  This is certainly consistent with some themes, but not with any that would make a fun game for the average human being.

Faction systems, where factions can attack each other but not their own members, are one form of "thematically consistent" PvP. The theme in that case is war between those factions, as opposed to an open grief-fest.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 15, 2005, 07:03:12 PM
What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

While I want thematically consistent PvP, the very term "thematically consistent" is highly subjective.  Because of that, I would break PvP'ers down into two groups using that term as the divider:

I don't agree.  Thematically consistant is a primary goal of the game designer.  The point is not to cater to gamers tastes, it is to shape them; to sell your vision of the game you are playing so that players say, 'Yeah, that makes sense'.  The other primary design goal is aesthetic excellence, which makes players say 'and I like it.'  The second may be a matter of taste, but the first cannot be, or the designer has failed at his craft.

For most PvP'ers, "thematically consistent" means being able to kill at a time of their choosing.  They cannot conceive of a game or virtual world without some sort of descent into all-out war.  Nor can they conceive of villainous masterminds with more depth than simply killing everyone around them.  PvP is their theme.  In other words, they interpret "thematically consistent" to mean a theme that they invent regardless of the game milieu.

Being able to attack at the time of your choosing is tactically sound, and therefore thematically consistent.  This is part of the challenge of constructing a viable PvP setting, allowing people to use good tactics.  Surprise is good tactics.  Perching in inaccessible terrain and attacking at range is good tactics.  Vastly outnumbering your opponents is good tactics.  And all of these have been called exploits at some point.  Thematically consistent PvP allows good tactics.  Which is why it is hard to create thematically consistent PvP in a large fully 3D accessible persistant world.

Then there are those of us who interpret "thematically consistent" as making sense in the context of a game.  They want a game that resembles another world in one or more interesting ways, even if it's not really a "virtual" world.  Villains do other things besides go on killing sprees for loot.  That's the kind of PvP'er Raph is, I'm assuming.  And because he's that kind of PvP'er, he assumes everyone is, or at least enough are that he can construct a game with free-for-all PvP without much regard for the consequences.

The fundamental difference between the groups is this:  The first group plays with the primary motivation of PvP-ing, while the second group plays with the idea that PvP is only one aspect of the game world.  Because of that fact alone, they cannot coexist in the same game.  In games that attempt to cater to both, one group will eventually dominate the other.

I think Raph's right that implementing PvP that doesn't break the magic circle represents good game design.  I just don't think the majority of PvP'ers really want this because it imposes rules on one's conduct that are too much like the real world, rules that they are trying to escape by playing an MMOG in the first place.


And I don't think most people who want PvP are griefers, which is how you are defining them.  I agree with Haemish that most of us are Player M.  I take it farther, I think most non-griefer players are Player M.  Heck, I don't even think most griefers are griefers, I think they are people who have discovered the thematic inadequacies of the world, and are now playing the new game they have discovered.

I think most of them are This Guy (http://static.circa1984.com/the-big-scam.html)  (Link stolen from Broken Toys)

I'm going to do something stupid and tell somebody what they really want.  What they want isn't unrestricted PvP, because truely unrestricted PvP means I can hack the server and it is OK.  None of this carebear rules stuff, if I get surprised or I might lose my tree, I can crash the server if I want.

Unless hacking server is part of your game that will clearly be considered an exploit and has nothing to do with what open PvP is about.

There you go again, infringing on PvP with rules. :-D  There is a whole school of players out there (not all of them PvPers) who don't agree with you.  You have heard them, they are the 'if it can be done in your code, then I can do it' crowd.  Your hack is their game.  Now I don't argue that you have to play by their rules, but you most certainly are going to play by some set of rules, and unless your rules include the armed takeover and reprogramming at gunpoint of the server farm as legitimate tactics, you will absolutely have rules on PvP.

Games are sets of rules.  Otherwise we just stand in the backyard yelling 'I shot you, you're dead' at each other until SOE comes out in her apron and tells us to stop yelling and play nice.

What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

You are trying to reinvent the wheel here, there is a term for "thematically consistant PvP" and it is open-PvP.

And as I said above, open-PvP is rules bounded PvP, open only within the rules you have agreed to.

And if you want to be able to completely defeat the opposition, you don't want to play a persistant game.

You shouldn't be able to take away ability to come back and try again from your opposition. Defeat - yes, stop from trying again - no.

In other words, they need safeholds, places where PvP is not open.  As long as you exclude total defeat, which by definition persistance does, you exclude total war.  PvP must have boundries of some sort, or the game we end up playing is Global Thermonuclear War.

I would really prefer a nice game of chess.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 15, 2005, 07:41:06 PM
Player E sucks. He's my first target in every game. And when I kill him I make sure to tell him he should be playing Pikmin or something on his Gamecube. Yes, specifically, the Gamecube. And it can't be Resident Evil 4. Wussy. *spit*

I <3 PK.  :-o

I'm going to assume this post is mostly hyperbole, like when I call PKs sociopaths. However, I wonder if you realize that you're responsible for alot of Player Es?

See, my theory is that Player E is relatively rare. I think most people start as an M. E's are created by the worst of the P's. (PKs.). They get so angry and so frustrated they want nothing to do with PvP ever again.

For example: Myself. During the so-called "golden age" of UO PvP I was an M. But, this clusterfuck of 12 year old retards turned me into a hardcore E. I wouldn't even buy a game if I saw it had any PvP in it. (To this day, if i see someone acting like those days of UO Were the good old days I have a tendency to judge them very negatively, as a player, and as a person. It is inconceivable to me that any normal person could miss that shit. ) Over time I calmed down and gradually slid back into M territory, especially when I saw intelligent PvP designs start coming out. (Which Open PvP, especially UO-style was not).

WoW has slowly swayed me back to being an M and I am now looking forward to battlegrounds. Doesn't mean you hardcore P's don't occasionally inspire fantasies of mass murder in me though.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 15, 2005, 08:13:55 PM
See, my theory is that Player E is relatively rare. I think most people start as an M. E's are created by the worst of the P's. (PKs.). They get so angry and so frustrated they want nothing to do with PvP ever again.

Excellent point, and I'll second that.  Years after my UO time, I'm just now getting back to being an M.

The M group is very common simply because M is self-selecting: you try MMOG's precisely because you want to interact with other players, something beyond the E experience of a single-player game.  Then you meet the P's, have messageboard conversations about which is the most common kind of gamer, then realize you don't give a shit because the P's force you to play the game their way and bitch at you for not liking it.  The P group may or may not be the majority, but they are functionally equivalent to the majority because they are the ones impacting your play the most in a game like UO.


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 15, 2005, 08:38:11 PM
There's no difference between an E, though, and an M who simply never chooses to PvP.  Any game system that accomodates M must accomodate E, but can never accomodate P.  E doesn't care if people PvP in their own areas without effecting E, but P most certainly cares that he can't PvP where he can effect E.

So it's pretty easy to satisfy E and M without having PvP at all.  But still, M wants more.  So it is tempting for designers to try to increase the satisfaction of M, and give something for the P.  But no such hybrid system has ever worked very well (DAoC being perhaps the best example?); P is never satisfied with half-measures, and E's experience is slowly eroded away.  And many M folks finally figure out this hyrbid thing isn't really all its cracked up to be; maybe there's a way to do it better, but since they can't have a great M, they'd rather have a great E or a great P.

Most people are not Ms in the sense you mean it.  They're really Es except it's more than just spawn camping.  Obviously you could put this on a continuum, with Ps on one end and Es on the other, and Ms in the middle.  Well, far more people are going to be closer to the E side than the P side.  Especially since great M can't be delivered.

Bruce


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 16, 2005, 03:16:46 AM
Talking off the top of my head when I should be asleep, I think I disagree about delivering PvP.

The absence of PvP from the majority of computer games is part of why these games are regarded as 'immature'.  Most non-computer games are in fact PvP games.  PnP RPGs were odd because nobody 'won', or everybody won, and either way, that sounded communist.  Football has winners and losers, although both sides generally need an ice pack and a discreet shot of painkillers afterward.

I agree that so far delivery of PvP has been lacking, but that doesn't mean we should stop trying to resolve the issue.  In the end, I think part of the mass market solution lies in provioding a fair, understandable, and robust PvP game.  PvP is what the mass market knows and understands, badly implemented PvP is what computer games have generally provided.  Closing that gap is a major part of the mass market puzzle.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 06:47:16 AM
Talking off the top of my head when I should be asleep, I think I disagree about delivering PvP.

The absence of PvP from the majority of computer games is part of why these games are regarded as 'immature'.  Most non-computer games are in fact PvP games.  PnP RPGs were odd because nobody 'won', or everybody won, and either way, that sounded communist.  Football has winners and losers, although both sides generally need an ice pack and a discreet shot of painkillers afterward.

I agree that so far delivery of PvP has been lacking, but that doesn't mean we should stop trying to resolve the issue.  In the end, I think part of the mass market solution lies in provioding a fair, understandable, and robust PvP game.  PvP is what the mass market knows and understands, badly implemented PvP is what computer games have generally provided.  Closing that gap is a major part of the mass market puzzle.

See, where I disagree is that PvP has a nasty tendency to bring out the fucktard in people. It feels like the more PvP the less mature the playerbase. It's the whole anonymity thing all over again. When you don't know people and people don't know you, your inner asshole comes out. This, to me, is why so many people are turned off by PvP, especially open PvP. Sure, you can grief in PvE, but it's a whole different kind of griefing. It's a lot less...personal.

Steps like being unable to talk to factions help alot, but then we're getting into that whole rules thing that the open PvP guys dislike. (then again, I suspect the open PvP guys just love expressing their inner asshole.)


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 09:24:16 AM
There's no difference between an E, though, and an M who simply never chooses to PvP. 

Bullshit. The E's and the P's are the FRINGE ELEMENT, who will never ever accept any kind of the opposite game play in their game. Those people are the very vocal minority. The majority of people will PVP, if given the opportunity to do so at their time and place of choosing. The majority of man lives in that middle, not on the fringes. M's don't have to PVP to accept it, but they also do not mind it's existence in the game. It is only the holy mission of E's and P's that PVE/PVP gameplay is removed from "their game."

As for successful M games: DAoC, now WoW, whose inclusion of PVP even on PVE servers has got to be considered in discussing its success. No, it is not nearly the only factor, but it most certainly has not hurt the success of the game. Compare its box sales to EQ2's box sales, and you'll see a direct comparison of a lot of mitigating factors, one of which has to be that one has PVP and one does not in anyway, not even in the form of duels. Other factors include the Warcraft/Blizzard brand name, casual vs. time-intensive playstyle, heavy forced-grouping vs. slowly building casual forced grouping, and length of treadmill. They are all factors, but PVP has got to be considered one of them.

Other M games might include Eve, which has a small user-base but supposedly a steadily growing one. PVP has hurt that game less than say the lack of marketing.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 10:33:15 AM
Bullshit.

Your whole player M thing is a goddamn myth...

Your saying the vast majority of players only enjoy games where there are pvp-on and pvp-off zones, or pvp flags?
Think about what pvp gets reduced to in the great games you've mentioned:

Daoc = Planetside, with crappier combat and oh yeah a bunch of horrible boring shit you had to do before you could even get to the part where you capture the same bases over and over and over with no real benefit to doing so.

WoW, PvP skills = persistence, bind rushing has never been so incredibly ghey as the bind rushing in WoW.  It single handedly made me quit the game, a game who's pve I could not only stomach but often enjoyed (first time that ever happened).  Battlegrounds??  Hah we're back to DAOC's crap system, but even shittier...  Think of it as DAOC's RvR but after you captured a relic it was transported back to the enemy's realm keep automatically after 20 minutes.

I really hope that the majority of players are not so stupid as to doom all of us to another 5years of this type of crap, or I'm going back to fps despite how much I like having a character with his own look, unique personality and friends/enemies in a game.  You just can't get that in a game where switching your name is a server command.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 16, 2005, 10:51:51 AM
So it's pretty easy to satisfy E and M without having PvP at all.

That's where I disagree with you.  Credit to Riggswolfe for hitting this on the head.

Fundamentally, I think most gamers want PvP, or at least want to try PvP, with a reasonable chance of success.  I assert that very, very few MMOG gamers start as an E, since the motivation for trying a MMOG tends to indicate an M or P to begin with.  Most of the time, an E is born through contact with the other extreme of P.  But like it or lump it, gamers gravitate to MMOG's because they want some form of PvP, either direct combat or some other form of competition (e.g. competing for uber spawns in EQ1 -- yes, there are a lot of gamers who do like that).

I think I'm pretty typical of the M->E crowd:  I became disgusted with combat-oriented PvP, not because I didn't like it, but because of what other players (P's) did with it.  Even during my E time, I still sought out FPS games like Unreal or Half-life to feed my PvP urges.  That's what I would offer as an indicator of the desire for PvP in most MMOG gamers:  seeking it out in other non-MMOG games even after being fed up with it in MMOG titles.  I'd be willing to bet that's typical of a very large percentage of the playerbase.

So it isn't that you can satisfy E and M without having PvP at all.  It's just that M takes what it can get from the current market.  And, as has already been pointed out numerous times, games that offer consensual PvP do much better than those at either end of the spectrum.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 11:25:10 AM
Bullshit.

Your whole player M thing is a goddamn myth...

Your saying the vast majority of players only enjoy games where there are pvp-on and pvp-off zones, or pvp flags?
Think about what pvp gets reduced to in the great games you've mentioned:

I'm saying that however it is done, the majority of players want to choose whether or not they are susceptible to PVP on any given night or day. I'm not saying they can't get enjoyment out of other types of games. After all, single-player games are usually just story-driven versions of PVE; they are usually more elaborate PVE, because SP games can make better use of processor power to simulate decent AI. Players want to make that choice, not have that choice thrust upon them. If they feel like killing mobs with their friends, they don't want Dirk Diggler pouncing on their rat-whacking party with purple potions screaming lollercopters the whole time.

Just like the Matrix, it's about choice.  :roll:

Quote
Daoc = Planetside, with crappier combat and oh yeah a bunch of horrible boring shit you had to do before you could even get to the part where you capture the same bases over and over and over with no real benefit to doing so.

You conveniently forget to mention that, whatever you may think of it, DAoC has the option of not having to participate in PVP when you don't want to, and just doing some PVE. Dave Rickey once quoted us some numbers that said a good majority of the players in DAoC have at some time or other participated in PVP, though there is a small minority that have never participated. And if you look at their alternate server rulesets, one of which is all-PVP anywhere/anytime, and the other is absolutely NO PVP, all PVE, both of those extreme rulesets (and not eXtrem3) are the lowest population servers.

Quote
I really hope that the majority of players are not so stupid as to doom all of us to another 5years of this type of crap

“You can never underestimate the stupidity of the general public.”
- Scott Raymond Adams (1957-Present)
American cartoonist, creator of "Dilbert" in 1989
from The Dilbert Future.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MrHat on March 16, 2005, 11:38:57 AM
I think we're all viewing battlegrounds and DAoC PvP the wrong way.

We all want PvP with proper effects, but some of the most played multiplayer games (online FPS) don't have long term effects.  You play for 20 mins and the map resets.  That's the way I'm viewing the upcoming BG's - something to do.  The issue is will it be worth paying $15 a month.  I think they should let you cap out, then give you another option, where you pay $5 a month and are only allowed to do BG's and City stuff.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 16, 2005, 11:41:58 AM
[
See, where I disagree is that PvP has a nasty tendency to bring out the fucktard in people. .... It's the whole anonymity thing all over again. When you don't know people and people don't know you, your inner asshole comes out.

I've played PvE and PvP MMOs, and I've generally noticed a fairly equal distribution of fucktards.  PvP provides another conduit for the furktard, but I don't think the frequency is any higher.  It is more about the anonymous nature of online play than about the type of play.

Blaming asshattery on players ignores the fact that in the absence of rigorous and redundent design asshats will flourish.  That is one reason why I keep bringing up things like player accessible CS and Account Management tools as a basic part of MMO design, as well as secure and flexible trade channels and identification by account rather than by character.  Bad Design is the problem, not Bad People; good design accounts for the issues caused by bad people.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 11:53:36 AM
I've played PvE and PvP MMOs, and I've generally noticed a fairly equal distribution of fucktards.  PvP provides another conduit for the furktard, but I don't think the frequency is any higher.  It is more about the anonymous nature of online play than about the type of play.

Keep in mind that in PVE, you generally aren't going to be exposed to as many other people, especially those you don't know, as you would as a PVP player. PVP requires other players. PVE doesn't necessarily require other people. So it would be much easier to see more fucktards that PVP than PVE because you'll be exposed to them more.

And yes, bad design is a part of it, but there ARE bad people out there, people who take the anonymity of the MMOG as a free license to let their inner asshole out despite the presence of other people. Or maybe because of it.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 12:04:11 PM
We should discuss this over in the FoM thread...

With their system it is possible for a person to get his character perma dead if he is too much of a fucktard for any faction to tolerate him.  How it works is, the faction leader (rank7) can kick a player from the faction, he then blacklists the player and can even tell allied factions to blacklist as well.  The player must then join a new faction if he is kicked/blacklisted from all the game's factions his character ceases to exist.

Its a far from perfect system but it seems like a step in the right direction.  We want open pvp, but we want it to make sense not just be l33t dewds gangbanging players in 10v1 ambush style situations where the victim stands no chance.  Nobody wants that but whereas some of you forsake open pvp because you equate it to l33t dewd gangbangs I refuse to give up the constant fear/adrenaline of playing in a wild west setting despite the inevitable l33t dewd gangbangs from time to time.



Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 16, 2005, 12:06:32 PM
Can't a single faction leader then decide to make his faction a safe haven for all the l33t smacktards?


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 12:49:16 PM
Bullshit.

Your whole player M thing is a goddamn myth...

Your saying the vast majority of players only enjoy games where there are pvp-on and pvp-off zones, or pvp flags?
Think about what pvp gets reduced to in the great games you've mentioned:


By this whole tirade you've shown how out of touch with the general population you are. It has been shown time and again, that P and E are fringe. M is pretty much the core playerbase (with I suspect some leaning towards E but that may be my own prejudices speaking).

There is a reason that the vast, vast majority of MMOs cater to this playstyle. It is what people want. Shadowbane didn't sell. EQ2 isn't selling well. WoW is flying off the shelves. Some of that can be attributed to good and/or bad game design. Alot of it can be attributed to WoW delivers what most players want. (just an example with current MMOs guys, not trying to turn this into a WoW thread).

Really, you're hallucinating if you think the M players don't rule the roost and rightly so. I Don't want to be assraped by a bunch of PK fuckheads. I want the option to offer my sphincter willingly on the battleground of my choice. And most players are with me. Sorry if you're in a minority and don't like it. Here's Jesse Jackson's number. Give him a call.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 01:25:37 PM
"I'm saying that however it is done, the majority of players want to choose whether or not they are susceptible to PVP on any given night or day. I'm not saying they can't get enjoyment out of other types of games. After all, single-player games are usually just story-driven versions of PVE"

I still call bullshit on that.


A majority of players dont want to be raped in the ass with no system to punish the rapist and no hope of winning the fight due to the combat system being so based on time spent in-game, they enjoy pve and pvp content.

Thats what I'm hearing.  If Open PvP to this point has been unable to deliver that, well then yeah open pvp has sucked for them.  That doesn't mean that everyone wants to play CTF with no score (daoc) or bind rush till one side gets bored (WoW).  If they do well then frankly we're all in for an eternity of shitty games...

@Samwise:  I dont want to start talking about FoM really, as Haemish pointed out there are too many problems for 90% of players to even get to the creamy nogut center, which makes talking about the things I like about it frustrating.

But say one faction became the haven of l33t dewd gankers, and all the other factions despised them due to their RPK ways.  Not only could every other faction just band together and kick the shit out of them but they would be put on every factions enemy list and taxed to the point where mining on anyone but their own colonies would be out of the question.  The police/military could hunt them down, or lock them out of major markets on earth by stunning them then pp checking them and sending them to jail on sight instead of only arresting if they commit a crime.  It would take a very specific set of circumstances for a faction that disregards all others and RPK's their members to get away with it, and if they did it would be a failure of the community/player base not the game.

Player justice can not be fooled by loopholes, it can only (and will from time to time) be abused by unjust players who somehow gain positions of authority.  But the same way RPK's will be kicked out of most factions due to the drama and political problems they cause, corrupt cops are kicked out of the LED for abusing their authority on a daily basis.  They already have an IAD department in the open beta who members of other factions can submit ss's and testimony to.



Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 01:35:28 PM
"I'm saying that however it is done, the majority of players want to choose whether or not they are susceptible to PVP on any given night or day. I'm not saying they can't get enjoyment out of other types of games. After all, single-player games are usually just story-driven versions of PVE"

I still call bullshit on that.

Well then you have your head in the sand and have little understanding of the mindset of the average person.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 01:45:53 PM
No I dont, I just believe something other then what you believe.  But discussing things with you is tiresome.  You quote pieces of what I say and then tell me I'm wrong and insult me based on some stereotype you've made up in your head from when the bad men hurt you in UO.  All the while disparaging the immaturity of anyone who isn't a pussy when it comes to playing games, I'm getting kind of sick of that.

Somebody else pointed this out, but I thought it was a good point so I will repost it.

-Almost every game that involves 2+ people is player vrs player.  Sports, board games, table top, computer games hell most of our entertainment on tv or in the movies are stories of competition.  Just because mmog's haven't been able to execute player vrs player well, a fact I blame on the stupid level treadmill btw.  Does not change the fact that human's like to compete, they like one person to win and the other to loose.  So please go on thinking your in some vast moral majority that enjoys playing pointless, tacked-on pvp that is level/item dependent and requires little to no skill.  Like I said, I refuse to believe that as it dooms the pc game community to a future where games will suck either because they have no money or the ideas behind them are boring and stupid.



Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 01:51:47 PM
But say one faction became the haven of l33t dewd gankers, and all the other factions despised them due to their RPK ways.  Not only could every other faction just band together and kick the shit out of them but they would be put on every factions enemy list and taxed to the point where mining on anyone but their own colonies would be out of the question.  The police/military could hunt them down, or lock them out of major markets on earth by stunning them then pp checking them and sending them to jail on sight instead of only arresting if they commit a crime.  It would take a very specific set of circumstances for a faction that disregards all others and RPK's their members to get away with it, and if they did it would be a failure of the community/player base not the game.

Player justice can not be fooled by loopholes, it can only (and will from time to time) be abused by unjust players who somehow gain positions of authority.  But the same way RPK's will be kicked out of most factions due to the drama and political problems they cause, corrupt cops are kicked out of the LED for abusing their authority on a daily basis.  They already have an IAD department in the open beta who members of other factions can submit ss's and testimony to.

Here's the problem you are missing.

The majority of people do not want to play games to unfuck other people's messes. They don't want justice, and player justice is really nothing more than revenge and mob rule in disguise. That's not what the majority of people really want. They don't want revenge or justice, they want to not be bothered by it at all, unless they choose to have it happen to them.

Call it stupid, call it shortsighted, call it what you will. People ARE stupid. But they are also paying money to play a game, and if they want their play style to not be interrupted by retards on Jolt Cola, that's their lookout. You will attract more players when you give them the choice of how to play as opposed to saying you can only play "this way."

EDIT: Also, people DO like to compete. Open PVP is not about competition, it's about ownage. It's not looking for competition, it's looking for victims. Competitions have rules. Open PVP has one rule, "Just Win, Baby." Player M wants to compete, not necessarily to own.


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 16, 2005, 01:53:47 PM
Well, I'm not meaning to insult you.  I once thought open PvP was all I ever wanted in a game.  However ...

A majority of players dont want to be raped in the ass with no system to punish the rapist and no hope of winning the fight due to the combat system being so based on time spent in-game, they enjoy pve and pvp content.

No one's disagreeing with that.  However, we are proceeding from a different definition of "raped in the ass."  You seem to think that all areas of a game should be dangerous and prowled by PvP'ers at all time.  I think that engaging in PvP forcibly with someone who does not want it is tantamount to taking some of his monthly fee.

We don't even have to agree.  These two playstyles require different games, and that's fine.  We can each have different games even in the current market.

If Open PvP to this point has been unable to deliver that, well then yeah open pvp has sucked for them.  That doesn't mean that everyone wants to play CTF with no score (daoc) or bind rush till one side gets bored (WoW).  If they do well then frankly we're all in for an eternity of shitty games...

We're going a step further: Open PvP is fundamentally unable to deliver that.  Players have proven that open PvP simply cannot exist without abuse.  Not just abuse from time to time, but abuse with each and every play session.  As long as players are willing to construct reasons both elaborate and silly as to why they should be allowed to forcibly change the channel to ALL GANK ALL THE TIME and force everyone else in the pizza parlor to watch it, open PvP will not work.  Which means it will never work.

Player justice can not be fooled by loopholes, it can only (and will from time to time) be abused by unjust players who somehow gain positions of authority.

Yes it can, and it's easy to show how.  Players are anonymous in an online game.  In UO, I can create Lord Melron and iAmG0nnAk1ckUrA$$ on the same account.  The first character is sweet and nice, the second character is a l33t peekay.  Items and loot can be shuffled between them ad nauseum.

I don't even have to make two characters.  I can simply log off and wait enough time that the player justice police need to log off for bed, work, or whatever, and come back on to resume gankage.  Then there's also the fact that players don't want to pay a monthly fee to be a babysitter for the pimply-faced masses, though technically that's not a loophole, being more of a playerbase characteristic.

I could go on, but don't see the point.  Player justice doesn't work for so many reasons.  If the hundreds of MUD's and the social experiment that was UO didn't prove that to you, I'm not sure what would.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 01:54:11 PM
No I dont, I just believe something other then what you believe.  But discussing things with you is tiresome.  You quote pieces of what I say and then tell me I'm wrong and insult me based on some stereotype you've made up in your head from when the bad men hurt you in UO.  All the while disparaging the immaturity of anyone who isn't a pussy when it comes to playing games, I'm getting kind of sick of that.

It has nothing to do with UO or anything else. It has to do with you ignoring very blatant and obvious trends in the human psyche and the market in general. People don't mind PvP in general. But they want to choose when and where for the most part. Why is that so hard to understand? Noone is saying PvP is evil and shouldn't be done. (Except hardcore E players which UO briefly pushed me into being). They are saying that they want it when they want it and don't when they don't. That's not unreasonable. Why you deny that this is the way people are is beyond me since all observable evidence is totally against you.

As for the non-hardcore PvPers are pussies argument. That's tired and old. Get a new insult. Don't bother with carebear either, I know where the term came from so it has no power over me. That and it is overused.

As for the rest of your bitching about levels and items and boring PvP. The game you want is already made. It's called Unreal tournament. Or quake. Etc etc. MMOs come from the earlier CRPGs and part of the whole RPG aspect is leveling and items. People like those things. They enjoy getting the sword of uberness. They like the ding when they level.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 01:56:23 PM
Quote from: Hoax
immaturity of anyone who isn't a pussy

You say he is insulting you, and then claim anyone who doesn't like PVP or open PVP is a pussy?

Pot, kettle, black.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 02:01:08 PM
Quote from: Hoax
immaturity of anyone who isn't a pussy

You say he is insulting you, and then claim anyone who doesn't like PVP or open PVP is a pussy?

Pot, kettle, black.

I think I kinda pushed a button with my posts. I was waiting for the whole non-PvPers are pussies card. It is always tossed out by the hardcore P's.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 02:19:48 PM
Again, you quote pieces of my posts and ignore everything else I say.  Yes you are pushing my buttons you are a E player that much is obvious.  I dont like people that deny that competition is what games are about and AI will never provide competition.  Also items/levels are what create E players, anyone who fears being attacked by superior numbers can travel with friends.  The problem with mmog PvP that causes so many players to become what you are is that a kid with more time on his hands will always be better then you are, then when he kills you (not because he has more skill but because time = levels/uber items) he will act like a kid and rub it in your face.  I can draw this conclusion as it is well established that for the most part younger players have more time for games, I know I have gone from playing 8+ hours to playing 6max and usually more like 4 a day and not at all on weekends.  The evil fucktard pk stereotype is formed almost entirely on the back of these truths imo.

Nobody, no matter what "player type" you consider them likes to not stand a chance in a fight.  The fact that most mmog's are designed with level determining whether you can even hit or damage an opponent makes it the obvious culprit for so much grief being caused by fights where one person stands 0 chance of surviving.  How do you not see that?  Of course the whole target + auto attack + mash skill buttons thing doesn't help either but lets not go there for now.

Saying that the only solution is to make a pvp on/off switch means you just have a limited imagination or are in fact a E type player.  You demand the on/off switch because you dont care if PvP is fair you want to be able to have no part in it.  I would say that puts you nowhere near the majority and you will not convince me otherwise.  I will agree that the majority of gamers do not enjoy open pvp using level/items > skill and target + auto attack combat systems, I include myself in that group.

I detest pvp in the current flavor of mmog's for the same reason you do.  But we arrive at different conclusions to the solution.  Neither of us likes to loose to some asshat because he has /played 2months and we have /played 3weeks.  I see that as a failure of the game to allow me to win a fight where I am more skilled then my opponent.  You want me to believe that the problem is you can't turn pvp off.

P.S.  I do think anyone who denies the fundamental truth that multiplayer games are almost always meant to be competition and competition is achieved from player vrs player conflict is a pussy who just can't handle losing a fight.  I also think the lvl60's who go to redridge or stonetalon and massacre lvl2x-3x players are pussies, so what?  Both groups avoid true competition, one by picking on players who do not stand a chance against them the other by trying to avoid conflict with other players all together. 



Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 16, 2005, 02:23:38 PM
-Almost every game that involves 2+ people is player vrs player.  Sports, board games, table top, computer games hell most of our entertainment on tv or in the movies are stories of competition.

The important thing here is that the games you listed are not persistent.  We've been around this issue a number of times, but let's take chess for an example.  I can start playing chess with my friend who is a very good chess player.  He will whip my ass.  However, every time he does, we reset the board and play again.  My prior asswhippings have no impact on current game.  I get better and better, to the point where I can win some games against him.  However, if chess was a persistent game -- say, every time you lose to someone, they get to take one of your pawns for the next game, I would never be able to catch up.  Same with sports.  The Steelers may have beaten the Browns the last 10 times they played, but the 11th time the score starts 0-0, because we wipe the board, so to speak, after every season.

MMOGs have to be persistent.  That's what makes them cool.  More importantly, any board wiping mechanism has the effect of asking each of your subscribers "hey, if you have been thinking about quitting, now would be a great time to do so!"  Once you have persistence, you can't have competition with real consequences (i.e. winning helps the winner and hurts the loser) without devolving into the perma-winner/perma-loser state.  So the games don't let the winners win or the losers lose, and you get empty competition with no actual impact on the world, which isn't competition at all really.  
In short, you can have:

A non-persistent competition, and you end up with me and my friend playing chess or the Steelers playing the Browns in football, which are fun.  

B persistent non-competition, and you end up with Everquest and its progeny, which at least some people think is fun.

C Persistent competition, and you end up with the United States vs the Iroquois Nation.  Which was only fun for one side, and precludes the possibility of meaningful competition between the two sides ever again.

Most decent PvPers want "C" that doesn't devolve into perma-winners and perma-losers, but I think that's just impossible.  They want real,  meaningful battles that will reshape the face of the world, but they don't want the world to ever actually get reshaped.  I think I know what decent PvPers want: they want to be part of a virtual Pickett's Charge, on one side or the other.  I can imagine how great that would be.  Pickett's Charge was Pickett's Charge because the fate of two nations hung in the balance.  If you have Pickett's Charge but everyone knows that winning or losing means nothing come the next dawn, then you don't have Pickett's Charge anymore.  What you have is Hilsbrad Foothills.  And that's all you are ever going to get.


Title: Re: Raph's Keynote Address for the GDC.
Post by: WindupAtheist on March 16, 2005, 02:36:25 PM
I do think anyone who denies the fundamental truth that multiplayer games are almost always meant to be competition and competition is achieved from player vrs player conflict is a pussy who just can't handle losing a fight.

Look!  An absolute vintage "I know what the game is MEANT to be, and you're a pussy if you don't like it!" hardcore PvPtard!  I thought they all fucked off to Counterstrike years ago.  Someone tag it's ear.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 02:49:39 PM
Again, you quote pieces of my posts and ignore everything else I say.  Yes you are pushing my buttons you are a E player that much is obvious.  I dont like people that deny that competition is what games are about and AI will never provide competition.  Also items/levels are what create E players, anyone who fears being attacked by superior numbers can travel with friends.  The problem with mmog PvP that causes so many players to become what you are is that a kid with more time on his hands will always be better then you are, then when he kills you (not because he has more skill but because time = levels/uber items) he will act like a kid and rub it in your face.  I can draw this conclusion as it is well established that for the most part younger players have more time for games, I know I have gone from playing 8+ hours to playing 6max and usually more like 4 a day and not at all on weekends.  The evil fucktard pk stereotype is formed almost entirely on the back of these truths imo.

Agreed for the mostr part.

Quote
Nobody, no matter what "player type" you consider them likes to not stand a chance in a fight.  The fact that most mmog's are designed with level determining whether you can even hit or damage an opponent makes it the obvious culprit for so much grief being caused by fights where one person stands 0 chance of surviving.  How do you not see that?  Of course the whole target + auto attack + mash skill buttons thing doesn't help either but lets not go there for now.

File this under Duh. Are you seeing yet why I don't bother to respond to most of your posts?

Quote
Saying that the only solution is to make a pvp on/off switch means you just have a limited imagination or are in fact a E type player.  You demand the on/off switch because you dont care if PvP is fair you want to be able to have no part in it.  I would say that puts you nowhere near the majority and you will not convince me otherwise.  I will agree that the majority of gamers do not enjoy open pvp using level/items > skill and target + auto attack combat systems, I include myself in that group.

I do want to be able to have no part in it if that is my mindset that night. I'm not alone. The vast majority of players feel the same way. Something you continue to deny despite all evidence to the contrary. The more you rant the more you're starting to look like one of those 12 year old ganktards in disquise.

Quote
I detest pvp in the current flavor of mmog's for the same reason you do.  But we arrive at different conclusions to the solution.  Neither of us likes to loose to some asshat because he has /played 2months and we have /played 3weeks.  I see that as a failure of the game to allow me to win a fight where I am more skilled then my opponent.  You want me to believe that the problem is you can't turn pvp off.

I think the problem is you don't want to play an MMO. You want to play some uber-persistent-pvp-gankfest. It doesn't exist. The so-called glory days of UO were the closest we ever got and the playerbase abandoned it for good reason.

Quote
P.S.  I do think anyone who denies the fundamental truth that multiplayer games are almost always meant to be competition and competition is achieved from player vrs player conflict is a pussy who just can't handle losing a fight.  I also think the lvl60's who go to redridge or stonetalon and massacre lvl2x-3x players are pussies, so what?  Both groups avoid true competition, one by picking on players who do not stand a chance against them the other by trying to avoid conflict with other players all together. 

Again. You don't want an MMO. You totally missed the MMO boat and what they're all about. Raph could lecture you better than I but there is a reason that you can take a survey to figure out what personality type you are. (I don't remember the survey name, it's been along, long time and I'm not even sure I remember my score.)

Killer is one part of it. So is socializer, explorer and umm...achievement if memory serves. You seem to think it's all about being a killer. Guess what, you're in a minority and you're fucking deluded. The vast, vast, vast majority are some mix and as I said before don't mind PvP but want it when they want it and not at the exclusion of everything else an MMO can offer.

MMOs can have competitive aspects, but they're among the first type of game that has more than one player that aren't centered around it. Do you get it yet?


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 16, 2005, 03:14:16 PM
I've been watching this thread with avid interest--some great points of view on all sides!

The only thing that I wanted to interject is that there are a lot of claims of "my side is representative of the majority of gamers", and then references to WoW, or UO, or how PvP is handled (or not handled) in a particular game.

As far as I am aware (and I do a lot of research in this area), there has been no statisticial correlation between success/failure of a game soley based on it's type of PvP as a predictor. People like WoW for dozens and dozens of reasons, and it's gotten such a huge player base for those reasons (as well as being one of the currently most polished MMOGs around), but I don't think it's fair to back up any of the PvP positions in the debate by saying "WoW has huge numbers, therefore a majority of the players agree with the PvP concepts involved with that game".

People also don't like "open PvP" games (I include Planetside, Shadowbane for example in this context) not necessarily for their PvP structures, but due to an entire mash of other reasons as well. While ganking/griefing were prevalent in SB for example, I don't know of many people personally that quit the game because of that--they quit for other reasons.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 16, 2005, 03:33:45 PM
There have been several persistent worlds that did provide what I want combat-wise:
-10six did it well and survived with no marketing and no budget/devs for a long time (in fact to this day in an underground player-run version of a game from '99)
-EVE did but there was a huge time/money grind
-Planetside would have been cool with PvP that mattered instead of DAOC's RvR system (which I'd already tried and rejected)
-Neocron tried
-SB had something decent going if the game didn't have so much gold farming as well as other flaws
-GW is almost there but not really a persistent world imo
-FoM is trying

meanwhile there are several pvp games that are cropping up (RyL, Dark and Light and Mourning) that continue to use the same tired level+gear is always > skill formula rather then actually trying to make a good game.

I like persistent worlds, I like having an avatar, somebody who represents some facet of my personality, I enjoy limited roleplaying in futuristic settings.  I'll pass on fantasy rp'ing as it gets in the way of communcating effectively and most ppl are nazi's about it.  

I'm sorry I dont fit into one of your little molds, I hardly see that as a failure on my part.  To you apparently persistent worlds are just rpg's and should act like rpg's.  Gain level, get skill x, get item +3 and fight bigger monster of doom, but with more people.  There is a reason why I never touched DnD thats because this type of gameplay for the most part sucks, it is a fun way to kill time while sitting at the local Denny's from 11pm-3am and making stupid jokes, nothing more.  I loved Diablo1, one of the first online gaming experiences of my life, but after that I got over that "genre".  

The important aspects of the mmog genre and persistent worlds to me are not lewt/levels.
-Player's influencing the storyline/world
-An evolving storyline/world
-Player's are accountable for their in-game actions
-The player societies that grow in online worlds
-The avatar itself, its fun to have a character I dont need uber lewt just having a persona who is more then CTskin4 is a cool thing

"I do want to be able to have no part in it if that is my mindset that night. I'm not alone"
-The reason to want no part in pvp are treadmill related: you are too busy grinding through stupid treadmills, and getting killed sets you back, this is annoying.  I've never heard somebody at level cap bitch about being "forced to pvp".  Its always players who are trying to get there and getting killed, again your long level grinds are the problem here as I see it, not the pvp itself.

"first type of game that has more than one player that aren't centered around it"

Bullshit.  Thats why there is a massive number of PvE competitions in mmog's right?  
-First player to 60 on a server
-First player with full ub3r epic set xxx
-First guild to slay so-n-so
-First guild to access raid zone Y

You turned fun player vrs player competition into some kind of sick race where players burn through stupid timesinks and boring tasks as fast as possible, something ENTIRELY based on /played, thats nice.  This is the type of gameplay you want to preserve?  

Meanwhile some people will tell me that the joy is in leveling up, in exploring the zones and completing the quests ect.  Are you going to tell me that they are the majority too?  I would wager the smell the flowers types are outnumbered by the racers, not on this board but I think its been said many times this is hardly a group of avg. gamers.  Obviously that statement can not be proven but in my gut I'm damn sure from all my EQ-clone experience in various games.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 16, 2005, 05:15:06 PM
Hoax, you're hopelessly deluded. There are 4 kinds of MMO players, and you seem to believe there is only one. What's the point? Fine you win. Only Killers matter. The other playstyles are totally invalid because they don't wish to be your victims. Let me know when you wake up and realize you and your playstyle are not the center of the MMO universe that in fact you are a small part of it.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 16, 2005, 05:39:36 PM
but I don't think it's fair to back up any of the PvP positions in the debate by saying "WoW has huge numbers, therefore a majority of the players agree with the PvP concepts involved with that game".

Which certainly isn't what I have said. I said that PVP certainly isn't HURTING it, as many anti-PVP folks would like to believe. Your statement should be "WoW has huge numbers, therefore a majority of the players do not DISagree with the PvP concepts involved with that game."


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 16, 2005, 07:11:07 PM
Hoax, you're hopelessly deluded. There are 4 kinds of MMO players, and you seem to believe there is only one. What's the point? Fine you win. Only Killers matter. The other playstyles are totally invalid because they don't wish to be your victims. Let me know when you wake up and realize you and your playstyle are not the center of the MMO universe that in fact you are a small part of it.

Hoax isn't deluded into thinking that only one type of MMO player exists. I think that what he is saying (and what I personally believe) is that there is no need to segregate your socializers/explorers, and even achievers into the "PvE" part of the game, and the killers into the PvP part of the game, with only minor cross-over. I personally think that you can provide draws for all 4 types of players and the multi-type players as well) within a single integrated design, instead of sectioning off different parts of the game for different types. Obviously no one has come up with the perfect design (and I'm no where near it myself, that's not what I'm trying to say), but I do think it's possible.

I'm working on an article (coming VERY slowly) that is about managing postive and negative conflict in a MMOG, and the main premise is that if you can design away from negative conflict (griefing/ganking/out of the game circle conflict) and towards positive conflict (competitive, complex, interactive and controlled), you don't need to segregate the 4 types of players, but can have them leverage off of each other. You KNOW you will have gankers/griefers in any MMOG, but instead of trying to limit their destructiveness (managing negative conflict), turn their tendencies into a more acceptable interaction (managing positive conflict).


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 16, 2005, 07:13:12 PM
but I don't think it's fair to back up any of the PvP positions in the debate by saying "WoW has huge numbers, therefore a majority of the players agree with the PvP concepts involved with that game".

Which certainly isn't what I have said. I said that PVP certainly isn't HURTING it, as many anti-PVP folks would like to believe. Your statement should be "WoW has huge numbers, therefore a majority of the players do not DISagree with the PvP concepts involved with that game."

Fair enough (although it wasn't just you specifically I meant), but honestly my gut feeling (unsupported by numbers, because they simply don't exist) is that for very large portion of "Joe WoW player"'s decisions to play the game, PvP didn't even enter the decision process.


Title: Re: Raph's Keynote Address for the GDC.
Post by: dEOS on March 17, 2005, 01:08:52 AM
Is there a post I missed where everyone from F13 who went to GDC gives a report about discussions and show some pictures ?

d


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 17, 2005, 01:14:32 AM
No one "from" f13 went to GDC this year. We'll be going to E3 and possibly/probably AGC. Maybe others.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 17, 2005, 07:32:21 AM
Quote
Fair enough (although it wasn't just you specifically I meant), but honestly my gut feeling (unsupported by numbers, because they simply don't exist) is that for very large portion of "Joe WoW player"'s decisions to play the game, PvP didn't even enter the decision process.


 I see it as following - there were four groups of people joining WoW. First group was established PvP guilds that wanted to try something new, second group was established Uber-PvE guilds, third group was people that joined because this is Blizzard title and last group were people that wanted to try something new.  WoW brough a lot of new blood into mmorpgs and these new people don't mind PvP or PvE as much as older generations that tend to gravitate to all PvP or all PvE and tend to be intolerant of other side. This suggests that people start equally inclined to PvE or PvP and their experiences with the game shape them to be PvP or PvE players.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 17, 2005, 07:38:16 AM
If you believe that griefer gankers can be channeled into positive conflicts, you are talking about one of two things:

1) The game is full of griefer gankers, thus limiting its mass appeal

2) You have ignored the entirety of MMOG history

Griefer gankers need one thing to make them happy: sheep. Sheeple. People who are victims. Which means that in order to please griefer gankers, you have to provide them with someone they can exploit, with an entire set of players who will be unhappy with their social interactions. Because to the griefer ganker, if their actions are not causing distress, IT ISN'T FUN. Just being able to play monsters is not going to be fun for them, because that's just another form of player character. They have to be able to destroy something other players have built. They have to be able to easily defeat someone with no challenge to themselves.

If you really want to cater to that crowd, you are designing your game to be a game only for griefers. It isn't JUST bad game design that creates griefers, there are truly people who do not deserve to be allowed to impact other people in an anonymous way.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 17, 2005, 07:44:46 AM
I think this thread should go into Game Design since it is no longer about Raph's address but rather people's opinions about PvP.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 17, 2005, 09:08:10 AM
It isn't JUST bad game design that creates griefers, there are truly people who do not deserve to be allowed to impact other people in an anonymous way.

While this isn't the post I'm actually replying to, it summarizes it nicely.

While I agree that game design is not responsible for griefers (in all their flavors and tactics), that does not exempt designers from designing for the griefers inevitable presence.  Poor design does not obviate personal responsibility, but assuming personal responsibility is poor design.

On the PvP in WoW, I would say that while WoW may not have THE solution to mixing PvP into a PvE setting, it certainly seems to have A solution.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Raph on March 17, 2005, 09:30:39 AM
I have posted the slides for the "follow-on" talk, "A Grammar of Gameplay". They're at http://www.theoryoffun.com/grammar/gdc2005.htm


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 17, 2005, 10:56:43 AM
If you believe that griefer gankers can be channeled into positive conflicts, you are talking about one of two things:

1) The game is full of griefer gankers, thus limiting its mass appeal

2) You have ignored the entirety of MMOG history

Griefer gankers need one thing to make them happy: sheep. Sheeple. People who are victims. Which means that in order to please griefer gankers, you have to provide them with someone they can exploit, with an entire set of players who will be unhappy with their social interactions. Because to the griefer ganker, if their actions are not causing distress, IT ISN'T FUN. Just being able to play monsters is not going to be fun for them, because that's just another form of player character. They have to be able to destroy something other players have built. They have to be able to easily defeat someone with no challenge to themselves.

If you really want to cater to that crowd, you are designing your game to be a game only for griefers. It isn't JUST bad game design that creates griefers, there are truly people who do not deserve to be allowed to impact other people in an anonymous way.

I'm not saying that you can eliminate all reasons for griefing by design--you are absolutely correct, there ARE people that feel as you discussed--they simply want to fuck with others and ruin their world.

However, there is a meta-category of "griefers" that I have seen personally (in fact, it happened to me): those that aren't inclined by pschological makeup to play that way, but in the long run, things like frustration with game mechanics, frustration with implementation (crashes, bugs, etc.) or simply boredom start to drive those that don't start as griefers towards the mentality.

Personal example: For my first year of shadowbane, I "played by the spirit of the rules"--we worked within the game mechanics and designs to drive conflict into our server above the level of simple ganking--lore based war, defending the under-dog guilds, countering actions of the "griefer crews", etc. After that year, and especially once our server was closed, we tried to move the same concepts and techniques to a new server, and we all just basically ran out of steam. For the next 3 months, I actually joined a ganker crew and played maybe a couple of hours a week simply attacking anything that moved, and then logging off when we got counter-attacked (the whole guild did this). Quite honestly, the combination of unworkable game mechanics, poor game design, and implementation frustration quite literally turned me from a strong 'M' into the super-extreme 'P' player, and all of this could have been avoided had the game designed for managing the killer style players into a better role, instead of making ganking/griefing in fact the easiest thing to do in the game.

So what I'm getting at is that design for the fact that you are going to be forcing people into the "griefer" role if they are killer type players, but you don't provide an outlet for their interests other than ganking. No, it's not going to cover everyone (because as I said, I agree that some people simply do not wish to channel their "killer instincts" into anything but destroying game enjoyment for others), but it's going to go very far in removing the catalysts for players like me as demonstrated in my SB history.

And yes, most certainly I am "ignoring the entire history of MMOGs", but I don't think in the way you meant. I'm "ignoring the entire history of MMOGs" in the way they handle the killer style players, because I've yet to see designs/implementations that constructively channel these players into roles that turn into positive conflict instead of negative.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 17, 2005, 11:12:49 AM
I have posted the slides for the "follow-on" talk, "A Grammar of Gameplay". They're at http://www.theoryoffun.com/grammar/gdc2005.htm

I just read them, from a link on Feet of Clay.  Interesting, but even with your notes I'm going to bomb the quiz.

I recognized a couple of the references you cited as mandatory reading, any chance of links to the rest, or am I condemed to google for them?


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 17, 2005, 11:29:42 AM
I'm with Zepp on this one.  Most people who enjoy pvp are not just sadistic l33t dewd assholes.  Thats just the form of pvp that is created in most mmog's. 

You take a PvE game and slap on some shoddy "pvp system" and you get a game that will not deliver for pvp'ers.  So they come to pvp and you give them WoW with its bind rush over and over and over pvp, unending npc gaurd spam and stupid battlegrounds that are just a fps map that rebuilds itself over time instead of just resetting (how many runs till that gets boring?).  There is no accomplishment, no reason and no persistence to the pvp in WoW.  So anybody who is playing a mmog for pvp is going to dislike it over time.  So what do you do, you start camping the lava and mind controlling people who are trying to do brs instance runs.  If you can't have fun some goddamn PvE hippie isn't going to...

I dont buy that theory 100% but I like it, it puts the blame back where it belongs on the people who design shitty pvp.


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 17, 2005, 11:30:09 AM
because I've yet to see designs/implementations that constructively channel these players into roles that turn into positive conflict instead of negative.

That's because you cannot create positive roles for these types, they will naturally gravitate towards creating their own negative roles.

If you allow it, it will be done. If it can be done to hurt someone, it will be done twice.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 17, 2005, 11:42:10 AM
I have posted the slides for the "follow-on" talk, "A Grammar of Gameplay". They're at http://www.theoryoffun.com/grammar/gdc2005.htm

I'll have to reread that a few times to really grok the diagram notation, but all the individual concepts made sense.  Once I get a better handle on it it'd be a very fun project to diagram a few simple games using that system.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 17, 2005, 12:54:28 PM
I have posted the slides for the "follow-on" talk, "A Grammar of Gameplay". They're at http://www.theoryoffun.com/grammar/gdc2005.htm

Try adapting nural networks notation, imo it will fit your goals a lot better.


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 17, 2005, 01:17:32 PM
NITPICKING DERAIL ALERT!!11!
Am I the only person who hates the use of the word "grok"?  I realize that I am an old-fashioned snob, but it makes it very difficult for me to take the writer seriously (unless I know from previous experience that the writer usually has something worthwhile to say, like Samwise who nevertheless sparked this diatribe).  It isn't just that it is slang, it's that it is such an awkward word, and it is popping up more and more in gaming discussions.  Especially considering the fact that 99.999% of the instances of "grok" I have ever seen could be replaced with "master" and the rest with "understand" or "intuit." 


Title: Re: Raph's Keynote Address for the GDC.
Post by: Aenovae on March 17, 2005, 01:28:55 PM
I feel the same way about the word "paradigm."

It's a stupid, overused word.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 17, 2005, 01:33:24 PM
"Grok" is four letters and a single syllable.  "Understand" is ten letters and three syllables.  Given the choice of two equivalent words, I will almost always use the shorter one, regardless of whether it appears in OED.

In addition, "understand" doesn't quite convey the meaning I am trying to express - you can "understand" a language without being able to express thoughts in it.  "Assimilate" is probably closest to the mark, but that's an entire four syllables, and sounds even sillier than "grok" thanks to the Borg-ish connotation that any Star Trek fan will undoubtedly assign to it.

Don't knock "grok".


Title: Re: Raph's Keynote Address for the GDC.
Post by: Darthus on March 17, 2005, 01:34:20 PM
Firstly, this whole business of E, Ms and Ps is sort of stilly. Obviously by definition Ms will be most people. By defining Es and Ps as extremes, Ms will be the most simply be being in the middle.

But what I would contest is that even Ms will appreciate "open PvP". The initial difficulty of even talking about open PvP is that nothing you have experienced in a big name MMO has come close to Open PvP. The goal of open PvP is not to encourage gankage, or even to create a quake-like setting of competition. It is to imitate reality. That is the point of MMOs. Maintain fun, while imitating an alternate version of reality. The more dynamics of reality in your MMO, the easier the user will be able to suspend his disbelief and become truly immersed in the game. The trick is including these elements of reality in a fun way.

As someone mentioned, the epitome of the griefer is one who enjoys ruining other people's day. People like that exist in real life as well. But systems, which people have also mentioned can get around that. Anyone who has played a game like UO has seen the pure potential that is there for things like player justice. Anti-PK guilds for example. But without the systems to support that, they're fighting an uphill battle. The EverQuest MMO mold is still the basis for most every MMO that comes on the market today, including WoW, because it can package addictive levelling in an easy to balance formula. But it is becoming admittedly stale.

Player justice CAN work. Even in a world where "Ms" want to just be left alone. The same effect can be created through organic systems, without throwing huge "NO PK HERE" hardcoded flags in the game. That's just sloppy game design. And the more systems are player run, or organic, the more easily the suspension of disbelief comes. That's the definition of open PvP. It's not "PvP anywhere". It's "the game doesn't tell me when I can and can't PvP".

FoM's prison system is only one example of how that can be done. As you kill people you are more recognized as a criminal, and can be sent to prison. That's only one solution though. They should not be used as the shining example of an open PvP system. They're just guys who had the courage to try to actually think up an organic, player based system that will allow people who don't want to be PvPed to go on their way.

Even having Zones like in WoW can be handled more organically. Currently it just says, "This area you can PvP in" and "This area you can't". If instead for example, Stormwind was open PvP, but there were more tools for people to keep tabs on when horde were in their area, ways for people who saw a horde to actually easily send a "last seen location" to everyone nearby who was Alliance, and the world was laid out in such a way that the horde would have to cross a lot of Alliance filled territory to ever even SEE Stormwind, then you would seriously not have a problem. How many horde would make it to stormwind to kill noobs? Almost none.

Although even envisioning that, there are more core problems with WoW that will prohibit such a system. 4 level 10s have no chance of killing a level 60. In real life, no matter how good you are, if you just try to stand there and fight 4 guys, you're probably going to get your ass kicked. But the very system of PvE level factoring so heavily into PvP performance precludes a system like I mentioned above. Any level 60 could just walk through, killing lower levels who have almost no chance of killing him, and walk up to Stormwind. But envisioning a system where a few lower levels could actually kill that level 60, then it simply would not happen.

I'm not trying to propose a hard and fast system change that will make WoW a great open PvP game here. I'm just illustrating to you that with a little inventive game design, even Ms can be happy in a game with "no PvP restrictions", because there can still be many many areas that are perfectly safe for Ms, just like Wow, it can just be done in a much much more organic way than PvP flags.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Shockeye on March 17, 2005, 01:44:24 PM
NITPICKING DERAIL ALERT!!11!
Am I the only person who hates the use of the word "grok"?  I realize that I am an old-fashioned snob, but it makes it very difficult for me to take the writer seriously (unless I know from previous experience that the writer usually has something worthwhile to say, like Samwise who nevertheless sparked this diatribe).  It isn't just that it is slang, it's that it is such an awkward word, and it is popping up more and more in gaming discussions.  Especially considering the fact that 99.999% of the instances of "grok" I have ever seen could be replaced with "master" and the rest with "understand" or "intuit." 

I'm with you 100%.


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 17, 2005, 02:21:36 PM
The more people see The Tick live action series, the more will start saying "I grok your mouth music." Grok has been embedded in the geek subculture because of Putty.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 17, 2005, 02:26:26 PM
NITPICKING DERAIL ALERT!!11!
Am I the only person who hates the use of the word "grok"?  I realize that I am an old-fashioned snob, but it makes it very difficult for me to take the writer seriously (unless I know from previous experience that the writer usually has something worthwhile to say, like Samwise who nevertheless sparked this diatribe).  It isn't just that it is slang, it's that it is such an awkward word, and it is popping up more and more in gaming discussions.  Especially considering the fact that 99.999% of the instances of "grok" I have ever seen could be replaced with "master" and the rest with "understand" or "intuit." 

I'm with you 100%.

Hmm...interesting that people are reacting to what is basically the equivalent of a foreign word used within our language as being awkward...it's awkard because the english language doesn't have an equivalent (when grok (http://dictionary.reference.com/search?q=grok) is used as the author intended)...is it any more awkward than that french term I can never spell, but sounds like "say la vee", or "faux pas", or "carpe diem"? "Grok" doesn't mean "master", or "understand", or "intuit"--it's a much more broad concept. I don't use it myself because I've never really grokked anything, but I do agree that people use it poorly!

EDIT: The term has been around for more than 40 years by the way..."Stranger in a Strange Land" was written in the early 60's (won the 1962 Hugo award).


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 17, 2005, 02:27:48 PM
Shockeye was just being funny. He was saying "I'm with you 100%" instead of "I grok what you're saying."

El Gallo was just nitpicking. Again, the Tick live action, watch it.  :-D


Title: Re: Raph's Keynote Address for the GDC.
Post by: MrHat on March 17, 2005, 02:29:17 PM
(http://users.adelphia.net/~sciencex/kramercs/puddy.jpg)

Puddy!


Title: Re: Raph's Keynote Address for the GDC.
Post by: Shockeye on March 17, 2005, 02:33:32 PM
Shockeye was just being funny. He was saying "I'm with you 100%" instead of "I grok what you're saying."

El Gallo was just nitpicking. Again, the Tick live action, watch it.  :-D

schild, you can shove your "grok" straight up your "ass".

I despise "grok" and will never use it unless I am poking fun at the word, concept, or a person who uses it.

Can you "grok" that?


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 17, 2005, 02:34:35 PM
For someone who so vehemently hates that word, you just used it 3 times in one post. When do you spontaneously burst into flame?


Title: Re: Raph's Keynote Address for the GDC.
Post by: AOFanboi on March 18, 2005, 01:07:53 AM
Another interesting tidbit about "Stranger in a Strange Land" is that it's significant in one version of the "Bet Story".

Basically, the story goes that Robert Heinlein and L. Ron Hubbard made a bet whether you could create a religion from scratch, and have people believe in it. Heinlein wrote "Stranger", with some Martian philosophy and new words like "grok". Hubbard wrote "Dianetics".

Hubbard seems to have won (http://www.dianetics.com/).

(In another version, the bet was against Clarke or Asimov or someone like that.)


Title: Re: Raph's Keynote Address for the GDC.
Post by: SirBruce on March 18, 2005, 05:18:13 AM
There are multiple versions. (http://www.bible.ca/scientology-1million-start-a-religion.htm)

I'm tempted to believe Harlan's (http://www.holysmoke.org/cos/ellison-hubbard.htm) version myself, since as a friend I trust his word more than that of others, but it's possible he too is embellishing the story.

Bruce


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 07:52:31 AM
"Grok" is four letters and a single syllable.  "Understand" is ten letters and three syllables.  Given the choice of two equivalent words, I will almost always use the shorter one, regardless of whether it appears in OED.

In addition, "understand" doesn't quite convey the meaning I am trying to express - you can "understand" a language without being able to express thoughts in it.  "Assimilate" is probably closest to the mark, but that's an entire four syllables, and sounds even sillier than "grok" thanks to the Borg-ish connotation that any Star Trek fan will undoubtedly assign to it.

Don't knock "grok".

"Master" is only two syllables, conveys the meaning you are going for, and is a word in a real, live language that you can plausibly expect other speakers of that language to comprehend.  Anyway, I am just being a dick I guess. 


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 18, 2005, 07:53:41 AM
It's always blown my mind how people believe in Scientology. I've noticed alot of movie stars are into it and I suppose that says something...


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 18, 2005, 08:19:19 AM
I hereby pronounce this thread well and truely derailed.  Move along.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 09:40:17 AM
Oh no you don't.  I'm re-railing back to the previous derailment.  (We already had a Scientology thread, dammit!)

is a word in a real, live language that you can plausibly expect other speakers of that language to comprehend. 

Every real, live language is constantly acquiring new words, either by stealing them from other languages or by having someone coin a new term from thin air.  When someone says "seppuku," do you bitch them out for using a word that speakers of English won't comprehend?  They could just as easily say "ritual self-disembowelment."  When someone says "foozle," do you bitch them out for using a word that's not part of a real-live language?  They could just as easily say "object that you whack".   :wink:

Would you have complained if I used the verb "chunk" instead of "grok"?  That'd be my runner-up choice, but you probably won't find that particular usage of "chunk" in OED either.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 18, 2005, 10:18:15 AM
You call that a re-rail?   


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 10:52:10 AM
Yes.  In fact, I even left a bridge back to the original topic by mentioning "chunking," which is something Raph talked about a fair bit in Theory of Fun.  Damn I'm good!


Title: Re: Raph's Keynote Address for the GDC.
Post by: HaemishM on March 18, 2005, 11:15:27 AM
"I chunk your mouth music, man!"

Hmmm, that just sounds vaguely sexual. Or something.



Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 12:18:22 PM
"Chunk" is possibly even worse, since its use is narrower (it isn't listed even as slang most places) and the word has many other meanings (hell, even urban dictionary defines it as an ethnic slur against overweight Asians before it gets to the gaming meaning) while it also appears to be replaceable with other words.

If someone gave me one example of a sentence using "grok" where an actual English word could not be substituted for "grok" then I would perhaps be more receptive.  But really, people have been "grokking" things for thousands of years; it just seems very unlikely that any developed language would not have a symbol for this concept.

"Seppuku" is different, because it refers to a social practice that did not exist in English speaking countries, so it is natural to borrow it, especially because it flows well.

I am 100% in support of evolution in language.  Hell, I think it would be great if we could get speakers of English to agree on an audible way of distinguishing the plural "you" from the singular "you."  However, "grok" seems like a solution in search of a problem.  I suspect it's just an attempt to "jargonize" language to identify peers like most slang, perhaps with a little "we need jargon to make our discipline look serious" obfuscation thrown in.

There's also the fact that when we come up with new words for a new concept (like those new-fangled picture boxes) or an old concept that is now used frequently enough in a particular field where a new word would be handy (like adjusting avatar powers downward to make a game more balanced), we usually make the new word out of other English words or pieces of predecessor languages (like television) or by appropriating another word that has an intuitive link to the concept (like "nerf").  "Grok" on the other hand, just looks like a newly made-up word attached to nothing else in the language.

Sorry for the longish post, since I am having some trouble unpacking my feelings on "grok." 


Title: Re: Raph's Keynote Address for the GDC.
Post by: Roac on March 18, 2005, 12:53:16 PM
"Chunk" is possibly even worse, since its use is narrower (it isn't listed even as slang most places) and the word has many other meanings (hell, even urban dictionary defines it as an ethnic slur against overweight Asians before it gets to the gaming meaning)

Uh, no, it's not referring to a D&D die roll.  Chunking is a psychological term relating to how people retain information in memory.

Quote
If someone gave me one example of a sentence using "grok" where an actual English word could not be substituted for "grok" then I would perhaps be more receptive.

Because the meaning of grok is tied into one of the deeper plots of a modestly old book, there isn't a word that could replace grok.  Grok means, best as you can term it, "to understand something entirely, completely, and in its asolute, unquestionable true nature", or something to that effect.  The implication runs quite a bit more deep than "I get it".  Use outside the book is going to be more loose than that, but still implies that "I get it" is too weak.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 12:58:47 PM
So your beef is not with new words, it's new words that are similar in meaning to old ones.  I would still argue that they aren't exactly alike in meaning - for example, I consider "mastering," "intuiting," "memorizing," "conditioning," and "grokking" to all be distinct subsets of "learning" (there are probably a few others).

However, ignoring that - should we abolish the synonymn entirely, then?  "Tune" and "melody" are fundamentally the same words with slightly different connotations.  Why not strike "melody" from the English language?


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 01:03:33 PM
Grok means, best as you can term it, "to understand something entirely, completely, and in its asolute, unquestionable true nature", or something to that effect.  The implication runs quite a bit more deep than "I get it".  Use outside the book is going to be more loose than that, but still implies that "I get it" is too weak.

On the nose.  I'll point out here that an abstract concept is the only thing that you can really "grok" in the proper sense of the word - only a pure abstract has an" absolute, unquestionable true nature" that can be comprehended in its entirety.  Like, for example, the simple formal grammar which was the main topic of Raph's talk.   :wink:


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 01:32:57 PM
Zoxr egro monf donth krorb reeb.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 01:48:04 PM
Zoxr egro monf donth krorb reeb.

Don't be so hard on yourself!   :cry:


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 01:55:08 PM
Zoxr egro monf donth krorb reeb.

Don't be so hard on yourself!   :cry:

You are missing the nuance.  "Zoxr egro monf donth krorb reeb" is the term for a particular type of hardness-on-the-self that implies appropriate growth-inducing insight along with the hardness. 


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 01:55:56 PM
Exactly my point.


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 02:05:27 PM
]Uh, no, it's not referring to a D&D die roll.  Chunking is a psychological term relating to how people retain information in memory.

Yeah I looked up the psychological meaning on http://allpsych.com/dictionary/c.html defining "chunk" as "unit of information used in memory" and "chunking" as "Combining smaller units of measurement or chunks into larger chunks.  (e.g., a seven chunk phone number such as 5-5-5-1-2-1-2 becomes a five chunk number such as 5-5-5-12-12)" though it seems to be talked about as pattern recognition (as in chess masters recognizing general patterns on the board as one fact rather than individual pieces as individual facts), so I can see how it applies.  Not being a professional psychologist, I don't have any informed opinion on whether it's application to tic-tac-toe is correct.  I am not seeing what this gets you when talking to non-psychologists as it seems but another example of "let's jargonize this obvious fact to make us sound like experts" but I'll concede this one for what it's worth.  Chunk away!

Quote
Because the meaning of grok is tied into one of the deeper plots of a modestly old book, there isn't a word that could replace grok.  Grok means, best as you can term it, "to understand something entirely, completely, and in its asolute, unquestionable true nature", or something to that effect.  The implication runs quite a bit more deep than "I get it".  Use outside the book is going to be more loose than that, but still implies that "I get it" is too weak.

I'm just not buying it.  It sounds like you are talking about(and Samwise certainly seems to be talking about) something like Zen insight or Platonic knowledge of the forms, which we've been talking about for well over 2,000 years, several hundred of those in English, without appeal to "grokking" anything.  Even if it were the case that there was no English word for this kind of insight, appropriating its use for figuring out how a video game works is not very useful.  "I get it" may be to weak, but "I have mastered it" or "I thoroughly understand it" isn't, and saying those things don't make you sound like you are four years old.


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 02:06:41 PM
Exactly my point.

Well, I guess we're having the happy accident of both going away from the thread feeling like we have proven our points.  I will have to troll some other thread for my 700th post.  Maybe Schild is saying something about WoW again.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 02:15:09 PM
Well, I guess we're having the happy accident of both going away from the thread feeling like we have proven our points.

Really?  I assumed you knew you were being ridiculous and I played along.

I mean, I could have instead posted that it was an obviously different thing, since "grok" has been around for decades, is part of the vocabulary of many English speakers, and can be looked up (several links have already been posted in this thread), whereas what you posted was in a language known solely to yourself and invented a few minutes ago, but I didn't want to insult your intelligence by doing so.   :oops:


Title: Re: Raph's Keynote Address for the GDC.
Post by: Riggswolfe on March 18, 2005, 02:17:36 PM
This is starting to remind me of arguments about irregardless...


Title: Re: Raph's Keynote Address for the GDC.
Post by: MaceVanHoffen on March 18, 2005, 02:20:20 PM
Well, I guess we're having the happy accident of both going away from the thread feeling like we have proven our points.

Really?  I assumed you knew you were being ridiculous and I played along.

I mean, I could have instead posted that it was an obviously different thing, since "grok" has been around for decades, is part of the vocabulary of many English speakers, and can be looked up (several links have already been posted in this thread), whereas what you posted was in a language known solely to yourself and invented a few minutes ago, but I didn't want to insult your intelligence by doing so.   :oops:

Please keep going.  This is like watching 2 dogs meet for the first time, growl and posture, sniff each others asses, then walk away satisfied that each one has defended his territory.  It's saving me a DVD rental!  If it helps I can make up other words whose canonicity is questionable! C'mon!


Title: Re: Raph's Keynote Address for the GDC.
Post by: El Gallo on March 18, 2005, 03:07:25 PM
Well, I guess we're having the happy accident of both going away from the thread feeling like we have proven our points.

Really?  I assumed you knew you were being ridiculous and I played along.

I mean, I could have instead posted that it was an obviously different thing, since "grok" has been around for decades, is part of the vocabulary of many English speakers, and can be looked up (several links have already been posted in this thread), whereas what you posted was in a language known solely to yourself and invented a few minutes ago, but I didn't want to insult your intelligence by doing so.   :oops:

Hey now, that phrase may exist in some book somewhere.  Perhaps the Klingon Hamlet.  OK, you got me.  I made it up.  You get the gold star.  I was trying to make nice considering that this thread has all the indicia of profound degeneration.  Of course I was being silly and thought you were playing along in good fun looking to end the conversation with a mutual smile too.  Oops!  Anyway, I know that "grok" is more legitimate than "zoxr" is just like you know that "grok" is less legitimate than "master" is.  Only one person uses the word "zoxr."  About a billion use "master".  How many use "grok" I don't know, but I guarantee its much, much closer to "zoxr" than "master" even when you include the whack jobs who belong to the religion based on the book.  How many people do I need to get to say "zoxr" before it becomes legitimate?  And spot on the continuum is arbitrary, and you and I just have different standards.  I admit that I might be a bit stuffy. 

"Schizzle fo my nizzle" certainly has a slightly different connotation than "powdered cocaine" or "C17 H21 NO4" and it is used and understood on a vastly wider basis than "grok" is, and I would think less of anyone who used that in a formal presentation or in a semi-serious discussion too.

Back to GROK itself.  I never read the book, so I looked up "Grok" on wikki and this definition is supposedly given by a character in the book:
Quote
Grok means to understand so thoroughly that the observer becomes a part of the observed—to merge, blend, intermarry, lose identity in group experience. It means almost everything that we mean by religion, philosophy, and science—and it means as little to us (because we are from Earth) as color means to a blind man

I mean, really.  Where's that picture of the giant roll-eye emoticon barfing out a bunch of other roll-eye emoticons when I need it?  Even if you can stomach the bull, how one can compare "almost everything that we mean by religion, philosophy, and science" to "that day I figured out EQ was just like a slot machine" escapes me.  If I was a "grokker" I wouldn't want the term to be sullied in this manner.



Please keep going.  This is like watching 2 dogs meet for the first time, growl and posture, sniff each others asses, then walk away satisfied that each one has defended his territory.  It's saving me a DVD rental!  If it helps I can make up other words whose canonicity is questionable! C'mon!

How about we both just hump your leg until someone turns the hose on us and sends us to the Board That Shall Not Be Named.

/hump


Title: Re: Raph's Keynote Address for the GDC.
Post by: Roac on March 18, 2005, 03:19:17 PM
I never read the book

We know.  That being the case, understand that whenever any of us use grok, we aren't talking to you.  You don't get it, and you've professed your ignorance well enough.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Stephen Zepp on March 18, 2005, 03:23:51 PM
Hehe...this thread has actually turned out fun, but I think that the important thing to understand is that the concept of "grok" actually is a concept that human beings have absolutely no reference to...while that attempt at a definition by the character of the book was just that, an attempt, even still it doesn't meet the concept.

One of the underlying themes of the book is why this human being, who was raised on Mars by Martians, and then returned to earth as an adult is really on earth. He spends a lot of time trying to understand why we do what we do, and near the end of the book starts to get the "lightbulb" above his head about a lot of things, and the only term he can use to describe his complete understanding is the martian term "grok" (which means literally, to drink).

The point about why he was on earth in the first place comes to light late in the novel, when you get a flashback (that's not the term I mean, but "peering directly into the thoughts of one of the characters") into the Ancient Ones (the martian "elders" who are actually dead, but still have a discorporated conciousness) who is thinking about their past relations with the inhabitants of "the 5th planet" (the asteroid belt), and describes how they spent thousands of years "grokking them in fullness, cherishing their lives, culture, and intelligence" before they obliterated their planet.

Humans would destroy another planet only after failing to be able to understand another species (or even one of their own races), but Martians only destroyed another civilization after completely "grokking" them in fullness.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 03:30:04 PM
How many people do I need to get to say "zoxr" before it becomes legitimate?

I'd say the majority of the people that your message is intended for.  Doesn't that sound reasonable?

In the case of "grok," your comparison to "zoxr" would be fully reasonable if you didn't know what it meant, couldn't infer its meaning from context, or felt that my usage was so wrong as to be misleading.  However, if it succeeded at conveying my point, I'd say it's pretty valid.  And I'd say that on this board it's safe to say most people would know what "grok" means.  If I were writing to a broader audience, I probably wouldn't have used it, at least not as loosely.

FWIW, the literal meaning of the word given in Stranger in a Strange Land was "drink".

(FYI, FWIW is an acronym standing for "for what it's worth.")


Title: Re: Raph's Keynote Address for the GDC.
Post by: Hoax on March 18, 2005, 03:31:24 PM
Re-railed it eh Samwise...  nice try.   :roll:


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 03:33:23 PM
I never said I was re-railing onto the original topic, just back onto the original derail (away from Scientology and onto grok).  I think I did pretty well with that.   :-D

Once the grok discussion has been beaten to death maybe we can go back to Raph's talk.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Evangolis on March 18, 2005, 03:54:00 PM
Just to be pendantic, the original derail was PvP.  Grok was the derail after that.

Anyway, I warned you, but you wouldn't listen.  Think of all the wasted electrons that we will never get back.

The heat death of the universe is coming, and I bet you'll want those electrons then, by golly.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on March 18, 2005, 04:09:56 PM
Think of the mole people! (http://www.squelched.com/detail.cfm?num=832814062)
Quote
Though they only surface in their home state of North Dakota, the vast underground network of the Mole People’s caves stretches throughout the nation, forming the backbone of the Internet. There really is no such thing as fiber-optic cable, but rather a legion of data-packet carrying Mole People. So before you hit the Stop button on your web browser, remember: a poor, hard-working Mole Person has probably already run halfway.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Raph on March 18, 2005, 10:56:53 PM
Once we grok the universe, we'll realize we never really lost those electrons anyway.


Title: Re: Raph's Keynote Address for the GDC.
Post by: sinij on March 18, 2005, 11:23:10 PM
This thread couldn’t get any more derailed unless someone start talking about Sirbruce sexual tendencies or furies. Wait….


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on March 18, 2005, 11:36:26 PM
This thread couldn’t get any more derailed unless someone start talking about Sirbruce sexual tendencies or furies. Wait….

Why? Why go there? It's not funny. It's not amusing. It's just bad. Bad Sinij, bad.


Title: Re: Raph's Keynote Address for the GDC.
Post by: WindupAtheist on March 19, 2005, 04:17:19 PM
UO pwns, everything else suxx0rz.  Also, I hate fat people, and George W. Bush is Hitler reincarnated.

*shrugs*

Just pissing on the ashes is all.


Title: Re: Raph's Keynote Address for the GDC.
Post by: stray on March 20, 2005, 10:13:14 AM
UO pwns, everything else suxx0rz.  Also, I hate fat people, and George W. Bush is Hitler reincarnated.

*shrugs*

Just pissing on the ashes is all.

I said it before, and I'll say it again: I'm almost positive that you'd like SWG.


Title: Re: Raph's Keynote Address for the GDC.
Post by: WindupAtheist on March 20, 2005, 12:23:46 PM
I said it before, and I'll say it again: I'm almost positive that you'd like SWG.

SWG lets you kill a morbidly obese George W. Hitler?


Title: Re: Raph's Keynote Address for the GDC.
Post by: stray on March 20, 2005, 01:48:50 PM
I said it before, and I'll say it again: I'm almost positive that you'd like SWG.

SWG lets you kill a morbidly obese George W. Hitler?

Why yes! Yes it does.



It doesn't have much to do with Star Wars though  :|


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 02:46:15 PM
Does Raph think Chevron makes cars?

So, make PVP fun for everyone and you will make a trillion dollars.

Think of all the single player games you can make wih a deck of cards.  They all suck, and are just ways to pass the time when you are bored, and stuck in a situation where you have nothing else to do.

Now think of all the fun, kickass, multiplayer games that can be played with the same set of cards.

A computer is just a deck of cards.  Eventually, players and game designers will come around and figure out that the BEST, MOST FUN games are PvP.  I think a lot of he problem is tradition; we haven't always had networks that allowed multiplayer games.  Most players and designers are stuck in an archaic mindset that computer gameplay should be about human thought vs. random numbers.

Anyone ever play M.U.L.E.?  It is one of the greatest computer games of all time.  It was a pain in the ass to play, because everyone was using the same computer, but when you had a lot of human players(I think 4 was the max), it was worth the pain.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 02:47:36 PM
If Raph had ever made anything concrete that I thought was any good, I might give more credence to his speech.  Instead, I find it to be the ivory tower ramblings of a designer whose general appeal baffles me.  I'm not sure why he's thought to be so visionary.  All he's done is state the obvious using as many words as possible.

UO.

I win with two letters and a period.  Kthnx.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 02:49:20 PM
I would have been snoozing halfway through that speech.  Folks have got to learn the get to the point first, and then explain those points in more detail.

The entire thing was great!  I've seen exceprts to "A Theory of Fun", and this address was much more succinct.  He really cut to the heart here.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 02:57:12 PM

The difficulty part is why games like UO had such a rough time at it.  A lot of the people who played were going to lose, and KNEW they were going to as soon as they logged in.  That part is no fun.  Going up against a roughly similar opponent(s), however, is constantly cited as one of the most exciting parts of that game.

So.  We can all expect a massive overhaul to how PvP works in SWG come next patch, right? :P

But that's what hooked me on UO.  I started off with an assumption of how the game worked, and changed my outlooked.  I learned not to take things head on, in my young days.  I learned to not take the beaten path.  I learned to use hiding and tracking to identify possible aggressors.  I learned to go out naked, hunt for skins, build up a set of armor as I hunted, and sell the rest to make money.  If I died, I lost nothing, and I was a less valuable target to someone who had to macro off murder counts at night in order to stay blue.

Eventually I WAS strong enough to take the heads up approach, but the human opponent factor is what hooked me to that game, when I had dumped lots of DIKU-style text MUDs very quickly, for being too repetetive and boring.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 03:03:05 PM
Quote from: MaceVanHoffen


Take PvP for example.  Hardcore PvP'ers look for easy marks, easy patterns.  They are uninterested in someone of equal skill.  UO, EQ, DAoC ... pick your acronym, and the PvP has followed the general pattern of "let's go gank newbies and get l33t" for more hours per day than most people work a job.

You are completely uninformed on this matter.  You are confusing hardcore PvPers with griefers.  Hardcare PvPers want a good fight.  Griefers want to pick off people who can't defend themselves, to make them upset.  Sure, the hardcore guys can, and do kill defenseless people at times when they play in an open world, but those aren't really the main targets.  They tend to be mouthy newbies, people with stupid names, or griefers.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 03:14:40 PM
Quote
What you really want is thematically consistant PvP.  You want rules, but only so long as they make sense for the setting.  You don't want to stop pursuing your enemies because they have gone into a Safehold; you want to stop pursuing your enemies because they somehow stopped you.

You are trying to reinvent the wheel here, there is a term for "thematically consistant PvP" and it is open-PvP.

Not quite.  "Open-PvP" means a server full of retards running around and shooting each other screaming "OMG LOLZ".  (See: Faces of Mankind.)  This is certainly consistent with some themes, but not with any that would make a fun game for the average human being.

Faction systems, where factions can attack each other but not their own members, are one form of "thematically consistent" PvP. The theme in that case is war between those factions, as opposed to an open grief-fest.

You never played UO:SP.  There was FAR less "OMG LOLZ" than on the regular servers.  An armed society is a polite society.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 03:26:31 PM
-Almost every game that involves 2+ people is player vrs player.  Sports, board games, table top, computer games hell most of our entertainment on tv or in the movies are stories of competition.

The important thing here is that the games you listed are not persistent.  We've been around this issue a number of times, but let's take chess for an example.  I can start playing chess with my friend who is a very good chess player.  He will whip my ass.  However, every time he does, we reset the board and play again.  My prior asswhippings have no impact on current game.  I get better and better, to the point where I can win some games against him.


The same holds true for some persistant games.  You'd be a fool to think that every good PvPer in a persistant game had started playing on release.  Time and time again, I've seen a "no name" pop up who just started kicking ass.  We just need more games that don't have such a big disparity of player power based on time played.

In oldschool UO, combat gear was, for the most part, player made, cheap, and dispposable.  A newbie could jump right in and start learning the ropes of PvP.  Sure, it would take longer for the newbie to recover, financially, but it was very doable.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on January 10, 2006, 04:32:32 PM
Wow.

Septuple necro post for the win.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Arnold on January 10, 2006, 11:49:07 PM
Wow.

Septuple necro post for the win.

pwnage!

I didn't even look at the date, heh.  I just saw a big, "new", post that I hadn't commented on, and went for it. 


Title: Re: Raph's Keynote Address for the GDC.
Post by: Samwise on January 11, 2006, 12:08:02 AM
It wasn't so much the "necro" as the "septuple" that impressed me.


Title: Re: Raph's Keynote Address for the GDC.
Post by: schild on January 11, 2006, 12:59:30 AM
I didn't even look at the date, heh.  I just saw a big, "new", post that I hadn't commented on, and went for it. 

And there you have it. Why I have over 10,000 posts. I read every single post on the boards. 90% of the time I hit reply and words fly out. Everything goes black during that time for me. Like right now. I'll have to read this post again before I know what I wrote.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Signe on January 11, 2006, 07:43:52 AM
You people are impolite.  Poor Arnold may have just woken up from a 10 month coma and you're already picking on him.  It would serve you all right if he went right back in.


Title: Re: Raph's Keynote Address for the GDC.
Post by: Furiously on January 13, 2006, 10:34:20 AM
I like napping.