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The Healing Game

March 2nd, 2006

Abalieno has a post up at the Cesspit about The “healer” role as a byproduct of the meta-game we played till today. In it, he argues that the traditional healer role that exists in the modern MMORPGs only exists to fill a need in the core combat game system; that it is, in other words, purely mechanical, and present merely as a formal system, not because it captures the spirit of healing in any way.

Which makes me think, rather of a game where healing is the core mechanic.

Picture an MMORPG just like the ones today, but everywhere you see combat, replace it with healing. A six-man encounter would be a surgical operation that required teamwork. Soloing would be a brilliant doctor doing drive-by diagnostics. Raids would be massive experimental treatments.

Rather than spawning mobs, spawn ill people. Instead of weapons, have medicines. Instead of managing aggro, manage fever. Instead of armors, we have disinfectants.

Quests would include tasks to find and gather new plants for pharmaceuticals, and bespoke missions to fix the sanitation in a remote village. Puzzles might involve finding the standing water where the mosquitoes are breeding.

You can level up by building up immunity to the most common diseases. Your abilities are new forms of intervention and diagnosis; some classes might use homeopathic medicine, others might be trained in a Western mode. And death? Well, that would be a case of fighting off the infection youself, and failing.

You could go pretty psychedelic and “virtual” on the visuals, if you chose, with plenty of full-screen particle effects to keep the “fight” interesting. You could even, if you wanted to betray the Hippocratic Oath, have Dr vs Dr combat biowarfare.

How would it play?

Exactly the same.

And yet, there’s something different and appealing about it. Why not make this game? It could be done very conservatively, design-wise.

Edit:
Yes, of course, there’s much richer, cooler, and neater things to do with healing. And yes, I played Trauma Center.

I picked the straight swap with combat precisely because you can analogize all of it very directly — it’s literally the same game — precisely because of the underlying point I wanted to make about how blinkered we tend to be about design. Here’s something we could do by just changing the presentation a little, and that would still be a major paradigm shift. It’s risky only in a marketing sense, not in a technical or design sense.

How big an audience would it have? I have no idea.

*

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