We Can Be Heroes, Just For One Day

Design lessons that spring forth from practical experience are much more memorable than those read in books or preached at you on long-winded blogs. Case in point: Cameron Sorden made an excellent post illustrating how trying to get away from an established paradigm can often reveal what was appealing about that paradigm in the first place.

For me, this touches on one of the differences between virtual worlds and games (yeah, I still think there’s a difference–in design intent if nothing else–and P. Neva agrees with me, so I must be right). In a world simulation, there would be far-reaching consequences for whether you negotiate or attack, just like there would be in real life. In a game, I want to do whatever is the most fun–and much of the time, that involves being a badass and killing stuff.

Being a badass is cool. When the Space Invaders made their first move on my bases, I didn’t want to negotiate a truce; I wanted to blow the hell out of them! MMO combat may get repetitive, but many players still find some measure of satisfaction in it (even while complaining about its dullness).

I’m a big believer that, regardless of the theme of your MMO, you want to make it clear that your players are badasses. Now, that doesn’t just mean one has to be a great fighter; if you’re smart, you’ll also provide the means to be a badass crafter, a badass diplomat (cf. Vanguard’s diplomacy card game), a badass house decorator, a badass cantina dancer, or whatever. Players are not victims at the mercy of the world; they are heroes who actively shape their world’s destiny.

The challenge for the storyteller in an MMO is to give up enough of that destiny to the players for it to be meaningful while still maintaining control over the big threads. MMOs haven’t been very good at doing that. Yet.

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