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About Andreas Öjerfors - twvideo01.ubm-us.nettwvideo01.ubm-us.net/o1/vault/gdceurope2010/slides/A_Ojerfors_Game... · About Andreas Öjerfors ... Third generation: World of Warcraft

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About Andreas Öjerfors

Game designGame designAge of Conan: Rise of the GodslayerAge of Conan: Hyborian AdventuresAge of Conan: Hyborian Adventures

Editor-in-chiefPC Gaming World (Scandinavia)g ( )

The Untapped Potential

of the MMO

Or ”Why Han Solo Returned to Finish the Fight”

Evolution ofEvolution of MMO narrative

Rattus norvegicusRattus norvegicus

Evolution ofEvolution of MMO narrative

The ”Skinner box”The Skinner box

Evolution ofEvolution of MMO narrative

The ”Skinner box”The Skinner box

Evolution ofEvolution of MMO narrative

The ”player’s story” periodThe player s story period• First generation: Ultima Online

(dynamic world)(dynamic world)

Ultima OnlineUltima OnlineUltima OnlineUltima Online

Evolution ofEvolution of MMO narrative

The ”player’s story” periodThe player s story period• First generation: Ultima Online

(dynamic world)(dynamic world)• Asheron’s Call & Everquest

(lack of direction)(lack of direction)

Asheron’s CallAsheron’s CallAsheron’s CallAsheron’s CallAsheron s CallAsheron s CallAsheron s CallAsheron s Call

Evolution ofEvolution of MMO narrative

The ”player’s story” periodThe player s story period• Second generation: Dark Age of Camelot

(Realm vs Realm)(Realm vs Realm)

Dark Age of CamelotDark Age of CamelotDark Age of CamelotDark Age of CamelotDark Age of CamelotDark Age of CamelotDark Age of CamelotDark Age of Camelot

Evolution ofEvolution of MMO narrative

The ”player’s story” periodThe player s story period• Second generation: Dark Age of Camelot

(Realm vs Realm)(Realm vs Realm)• EVE Online & Star Wars: Galaxies

(player-driven dynamics)(player driven dynamics)

EVE OnlineEVE OnlineEVE OnlineEVE OnlineEVE OnlineEVE OnlineEVE OnlineEVE Online

Evolution ofEvolution of MMO narrative

The ”designer’s story” periodThe designer s story periodThird generation: World of

Warcraft & Everquest IIWarcraft & Everquest II (quest-driven content)

World of WarcraftWorld of WarcraftWorld of WarcraftWorld of Warcraft

Singleplayer traditionsSingleplayer traditionsin an MMO environment

The Lone HeroThe Lone HeroThe protagonist comes to a world

that cannot change throughthat cannot change through his hands alone.

Singleplayer traditionsSingleplayer traditionsin an MMO environment

The Lone HeroThe Lone HeroLuke Skywalker: I got a mission to attack the Death Star. That is so cool! I need to buy an X-Wing.L k3 Sk 4lk3 Wh t t lki b t? I d t d itLuk3 Skyw4lk3r: What are you talking about? I destroyed it last month. Haven’t you noticed? WE’RE FREE! HOORAY!Luke Skywalker: You are confused. Perhaps you should speak with master Yoda.Luk3 Skyw4lk3r: Yoda’s dead, man. Yoda’s dead.Luke Skywalker: That’s it! I’m logging off!

Singleplayer traditionsSingleplayer traditionsin an MMO environment

The Lone HeroThe Lone Hero (current strategies)

• Give the illusion of change• Only provide mundane tasks

• Instance / Phasing

Singleplayer traditionsSingleplayer traditionsin an MMO environment

The Lone HeroThe Lone HeroAllow communities to tell stories.

Singleplayer traditionsSingleplayer traditionsin an MMO environment

Complex scenariosComplex scenariosMassively chaotic environments.

Singleplayer traditionsSingleplayer traditionsin an MMO environment

The never-ending gameThe never-ending gameShortage of content and

bloated productionsbloated productions.

Content throughContent throughsystems

Quality requirementsQuality requirements• Challenge• ConsistencyConsistency• Repeatability

Content throughContent throughsystems

Direct Conflict – PvPDirect Conflict – PvP

Content throughContent throughsystems

Direct Conflict – PvPDirect Conflict – PvPPlayer-driven dynamics through

humans in oppositionhumans in opposition.

Content throughContent throughsystems

Faction PvPFaction PvP• Higher stakes

G t th th l• Greater than themselves• Strenghtens communities

’ ” ”• Doesn’t rely on ”lone hero”

Content throughContent throughsystems

Beyond PvPBeyond PvP

Content throughContent throughsystems

Beyond PvPBeyond PvP

Content throughContent throughsystems

PvP support rolesPvP support rolesOut-of-combat systems.

Content throughContent throughsystems

System outlineSystem outline• Generate player dynamics

F lfill lit i t• Fulfill quality requirements• Utilize main gameplay system

f• Use opposing factions

Content throughContent throughsystems

Player conflict through proxyPlayer conflict through proxyMeaningful faction based player conflict expressed indirectly through a PvE proxyexpressed indirectly through a PvE proxy.

Content throughContent throughsystems

Player conflict through proxyPlayer conflict through proxy

Player PlayerProxy

Content throughContent throughsystems

Player conflict through proxyPlayer conflict through proxy

AttackersDefendersArmy

Content throughContent throughsystems

Player conflict through proxyPlayer conflict through proxyProxy moving target between 2 states.

Content throughContent throughsystems

The persistant worldThe persistant worldand the fear of change

Always isolate risk in dynamic systems.

Why Han Solo returnedWhy Han Solo returnedto finish the fight

ConclusionConclusionThe massive game is at odds with static

content but carries an untappedcontent, but carries an untapped potential for dynamic worlds that can empower player communities to craftempower player communities to craft

their own, epic tales.

Andreas Ö[email protected]

http://www.pixelpark.sehttp://www.pixelpark.se