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By N2H
Welcome to Raph Koster's personal website: MMOs, gaming, writing, art, music, books.

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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150 Responses to “The Healing Game”

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  1. Faith wrote on

    [...] Comments [...]

  2. Boing Boing: What would an MMORPG about healing be like? wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. (via Negatendo) [...]

  3. EQMac.com :: View topic - If the object was to heal instead of kill wrote on

    [...] A possibly interesting spin for a MMORPG. Here’s a quote from an an article by commenting on this article [...]

  4. View topic - An MMORPG based on healing not combat....? wrote on

    [...] http://www.raphkoster.com/2006/03/02/the-healing-game/ Its just an idea, but an interesting one._________________”He made me watch! He made me watch!” ~ Sin City [...]

  5. LinkMoTron v0.987 wrote on

    [...] Picture an MMORPG just like the ones today, but everywhere you see combat, replace it with healing. [...]

  6. Viv!xeN.net :: View topic - Who wants to play a healer in this MMO? wrote on

    [...] I do. _________________Sleep is a luxury reserved for the weak and the under-caffeinated. [...]

  7. boingboing_net: What would an MMORPG about healing be like? wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. (via Negatendo) [...]

  8. Band der Völker :: Thema anzeigen - Was wäre, wenn...? wrote on

    [...] WoW nicht ums Töten, sondern ums Heilen ginge? http://www.raphkoster.com/2006/03/02/the-healing-game/ Nette Idee, wie ich finde. [...]

  9. Corusca » MMORPG Centered on Healing wrote on

    [...] What would a healer-centered MMORPG be like? It’s an interesting question, to those of us who enjoy being healers in games (in my case, I usually enjoy being a Paladin - hey it’s still a healer), but I wonder if the game would have that many players. [...]

  10. Healers unite! - FreddysHouse wrote on

    [...] Healers unite! http://www.raphkoster.com/2006/03/02/the-healing-game/ [...]

  11. www.apegaming.net wrote on

    [...] frood Social Admin Joined: 15 Nov 2003 Location: ReadingCountry: UK Imagine a mmorpg centred around healing… [...]

  12. Friends wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. (via Negatendo) [...]

  13. preamble = sardanapalus, one = suitcase wrote on

    Healing MMORPG?

  14. News Feeds : BobKat Enterprises, Quality gifts and collectibles wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via Negatendo) [...]

  15. friends wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via Negatendo) [...]

  16. FFXI Linkshell Forum HUB - LOL Thread wrote on

    [...] whm’s unite Picture an MMORPG just like the ones today, but everywhere you see combat, replace it with healing. imo, this sounds like teh gheyness. there’s a goddamn reason why i bailed out of pre-med in college. [...]

  17. Messages frame wrote on

    [...] 7 [legomancer] http://www.raphkoster.com/2006/03/02/the-healing-game/ 09:33:51 [...]

  18. Newsvine - Concept: Massive Multiplayer Medicine wrote on

    [...] Y. ROTH Integrate me, cap’n. Positive Feedback: N/AArticles Posted: 1; Links Seeded: 1   About AuthorLinksPostsPosts & Links WelcomeYou’ve made it to Newsvine! A place to read, write, and discuss the news. To get started:1. Click around and get comfortable. You can find wire news here faster than any site on the web, as well as contributions from people all around the world.2. Head over to the Help Section and read more about what you can do here.3. Sign up for a free Newsvine account and begin commenting, chatting, and writing your own column. (And replace this big space with something useful).Concept: Massive Multiplayer MedicineSeeded on Thu Mar 2, 2006 6:21 PM ESTentertainment, games, internet, mmorpg, video-gamesStart Chatting10 !Seeded by Y. Roth [...]

  19. al-Shifa wrote on

    on completely different elements. At the point I’ve described, the UI becomes just superfluous. The “healer” role as a byproduct of the meta-game we played till today, Abalieno, 2 mars 2006 via-1 Ralph Koster via-1 Brett O’Connor aka Negatendo via-1 Boing Boing

  20. An MMO Built Around Healing? - Kotaku wrote on

    [...] What if instead of weaving fire and ice through giant dragons, MMO-gamers healed, stitched and saved creatures for phat loot? Boing Boing points to bright mind Raph Koster’s thoughts on a game that was just that - a healing adventure. From Koster: “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. [...]

  21. Blog of Heroes wrote on

    [...] Interesting speculation about a healing-based MMORPG: 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. [...]

  22. The greatest MMO of all time wrote on

    [...] http://www.kotaku.com/gaming/mmorpg/an-mmo-built-around-healing-158258.phpAn MMO Built Around Healing?What if instead of weaving fire and ice through giant dragons, MMO-gamers healed, stitched and saved creatures for phat loot? Boing Boing points to bright mind Raph Koster’s thoughts on a game that was just that - a healing adventure. From Koster: “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.”Koster goes on to explain how the mechanic is basically the exact same way that MMOs are played now, just the way the game is marketed would have to be changed.http://www.boingboing.net/2006/03/02/what_would_an_mmorpg.htmlhttp://www.raphkoster.com/2006/03/02/the-healing-game/ [...]

  23. alazka: The Healing Game wrote on

    [...] and then that my reality closely resembles or exceeds many people’s fantasies…including my own.(Post a new comment) Log in now.(Create account, or useOpenID) [...]

  24. jr conlin’s ink stained banana » Bandaid Runner wrote on

    [...] So, you’d think that a Healer specific game would appeal to me. Actually, no, it doesn’t. Oh, don’t get me wrong, i like being the guy with the tricorder and hypospray, but i also like whipping out the sawed off shotgun and informing a few folks that they’re being “naughty”. Hey, it’s a beat-em-up, there be ups to beat. It’s just that i don’t have to mash the buttons quite as frequently. [...]

  25. Goats Only wrote on

    [...] What if instead of weaving fire and ice through giant dragons, MMO-gamers healed, stitched and saved creatures for phat loot? Boing Boing points to bright mind Raph Koster’s thoughts on a game that was just that - a healing adventure. From Koster: “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. [...]

  26. the Evil Network wrote on

    [IMG Gaming]There’s anarticle by game designer Raph Koster circulating the net at the moment (first springing up on Boing Boing) that talks about Raph’s unique concept of an MMO revolving around the idea of healing and medicine as opposed to combat and raids.

  27. Bruno and the Professor wrote on

    this post from Ralph Koster on medical-based MMORPGs (Massively Multiplayer Online Roleplaying Games): 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

  28. My Homeys wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via Negatendo) [...]

  29. rathershady wrote on

    as soon as daylight breaks and I am not keeping Courtney up with all the light and noise I am making. Saturday’s LINKS are more fun when you’re not hurting BoingBoing linked to an interesting article on the possibility of a healing based MMORPG

  30. WorldChanging: Another World Is Here: Game Designer, Heal Thyself wrote on

    [...] Games can be tools for learning how to change the world: in virtual worlds we can design cities, overthrow dictatorships and run refugee camps, but many of the most popular games are still about adventure and combat. But what if we had games whose adventures were based not on violence, but healing? “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.” [...]

  31. [Z?] wrote on

    [...] 05.03.2006 Jeux  Un concept intéressant dévellopé sur ce blog: pourquoi tous les MMORPG actuels sont-ils basés sur un système guerrier où il faut tuer des ennemis? Pourquoi pas l’inverse, un jeu où il s’agirait plutôt de soigner des inconnus? Est-ce que celà ne favoriserai pas une philosophie altruiste plutôt que concurrencielle? Un ordinateur qui donne des solutions… sans exécuter de programme [...]

  32. work in progress » Blog Archive » An alternative game model wrote on

    [...] n*cole wondered if there were any alternatives to this theme? I knew of a few pencil-paper role-playing games, but the list was very short, and I couldn’t provide the actual names of the games - they were that obscure to me. Quite coincidentally, I stumbled upon The Healing Game, a short inquiry editorial by Raph Koster, explores alternative themes as the basis of role-playing games. Why not replace the destruction and violence with curing and treating diseases? I find the idea very intriguing. [...]

  33. John G Bell’s Blog » What would cooperative MMORPG, my partner liked, be like? wrote on

    [...] It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via Negatendo)” [...]

  34. Raph’s Website » A bit on how I think games work wrote on

    [...] Abalieno at The Cesspit reacted kinda negatvely to “The Healing Game” and raised some interesting points. But I thin kwe’re talking past each other to a degree, so I wanted to take a step back, and make sure we agree on terms. The below is the framework that I am using in thinking about “How Games Work,” which I am thinking about a lot because that is, broadly speaking, the next book. [...]

  35. LifeLines wrote on

    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.” Wonder when the new ‘Mortal Kombat H5N1′ will debut?!! Here’s thelink

  36. Medicalfacts.nl - Alle medische feiten op een rij wrote on

    [IMG ]Online gezondheidsspel, een proefballon of een idee met mogelijkheden? Monday 06 March 2006 @ 10:20 AM | Bijdrage van: MartijnHulst | Opgevraagd: 5 [IMG ] Raph Koster filosofeert over een massive multiplayer online role-playing games (MMORPG) voor de gezondheidszorg: “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

  37. Game Tycoon»Blog Archive » Articles of Interest wrote on

    [...] Via Gamasutra, an interesting article exploring the value of cooperative play. IMO, the market is sorely in need of more games with serious coop modes. I think everyone would enjoy them. And hey, studies suggest that women particularly appreciate cooperative play; useful thing for a female-starved industry to note. Speaking of coop, check out Raph Koster’s thoughts on a healing-centric MMOG. [...]

  38. wow.apegaming.net wrote on

    [...] frood Social Admin Joined: 15 Nov 2003 Location: ReadingCountry: UK Imagine a mmorpg centred around healing… [...]

  39. Boing Boing via Newsbooster wrote on

    [...] 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. It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via Negatendo) [...]

  40. The Talons of Freedom - The Order of the Talon Forums-viewtopic-Random stuff Spack spaced over wrote on

    [...] Oy, I hate being home sick. All those hours in the day dragging on and it’s all I can do to string two clauses together, rrgh. But here’s some random cool junk I found while waiting for my coherence to come back. New term of the day: Leonardo Da Vinci syndrome Photoshop contest: Urban Animal Camouflage. Pardon the pop-ups, this site’s extremely ad-ridden. And one for the Canucks among us: Canadian kiwi The top 10 strangest lego creations: Check the difference engine and the working air conditioner. What would an MMORPG be like where healing is the game, instead of fighting? Thoughts on The Healing Game And the coolets thing of the week: Anagram Transit Maps._________________-Piece, Spackle’s pilot Team to live, live to team! VictoryRP Lives! [...]

  41. Enter the Crackhouse wrote on

    proprio sito, il concept di un gioco basato sulla guarigione invece che sui combattimenti. Come egli stesso ammette, l’idea sarebbe facilmente applicabile a un qualsiasi MMORPG, in cui invece che far fuori i nemici, si aiutano personaggi in difficoltĂ , si coopera

  42. Negatendo.Net - My 15 minutes of meme. wrote on

    [...] Second Generation Tag Clouds 2006-03-02 The Healing Game [...]

  43. Victory RP :: View topic - Random stuff Spack spaced over wrote on

    [...] Oy, I hate being home sick. All those hours in the day dragging on and it’s all I can do to string two clauses together, rrgh. But here’s some random cool junk I found while waiting for my coherence to come back. New term of the day: Leonardo Da Vinci syndrome Photoshop contest: Urban Animal Camouflage. Pardon the pop-ups, this site’s extremely ad-ridden. And one for the Canucks among us: Canadian kiwi The top 10 strangest lego creations: Check the difference engine and the working air conditioner. What would an MMORPG be like where healing is the game, instead of fighting? Thoughts on The Healing Game And the coolets thing of the week: Anagram Transit Maps._________________-Piece, Spackle Team to live, live to team! “spackle, you RP? I always just thought you were wierd somehow!” My SG on That Other Server [...]

  44. Post Comment wrote on

    [...] ozarque (ozarque) wrote,@ 2006-03-10 13:54:00      Linguistics; medical metaphors; gaming; recommended link… Recommended, and especially appropriate in the context of our recent discussion of the Healing Is War/Combat metaphor: “The Healing Game,” at http://www.raphkoster.com/2006/03/02/the-healing-game .(And thanks to Wikipedia, I now know what MMORPG means.)Note: This item was e-mailed to me, and I’d like to credit and thank the e-mailer here — but I’m not sure I’m free to do that, and I don’t want to violate his privacy. If you send me something off-LJ and you don’t tell me that I’m free to identify you, I’ll honor that and keep your identity to myself; if you want to be credited, therefore, please be sure you let me know.(Read comments)Post a comment in response: From:Anonymous OpenID Identity URL:  Log in?  LiveJournal user Username:Password:Log in?  Subject: [...]

  45. friends wrote on

    [...] ozarqueRecommended, and especially appropriate in the context of our recent discussion of the Healing Is War/Combat metaphor: “The Healing Game,” at http://www.raphkoster.com/2006/03/02/the-healing-game .(And thanks to Wikipedia, I now know what MMORPG means.)Note: This item was e-mailed to me, and I’d like to credit and thank the e-mailer here — but I’m not sure I’m free to do that, and I don’t want to violate his privacy. If you send me something off-LJ and you don’t tell me that I’m free to identify you, I’ll honor that and keep your identity to myself; if you want to be credited, therefore, please be sure you let me know. link5 comments|post comment [...]

  46. Friends wrote on

    [...] Link | Leave a comment | Add to MemoriesLinguistics; medical metaphors; gaming; recommended link… Mar. 10th, 2006 | 01:54 pmposted by: ozarqueRecommended, and especially appropriate in the context of our recent discussion of the Healing Is War/Combat metaphor: “The Healing Game,” at http://www.raphkoster.com/2006/03/02/the-healing-game .(And thanks to Wikipedia, I now know what MMORPG means.)Note: This item was e-mailed to me, and I’d like to credit and thank the e-mailer here — but I’m not sure I’m free to do that, and I don’t want to violate his privacy. If you send me something off-LJ and you don’t tell me that I’m free to identify you, I’ll honor that and keep your identity to myself; if you want to be credited, therefore, please be sure you let me know. [...]

  47. PopKult wrote on

    [IMG ”] Od heretickĂ© myĆĄlenky člĂĄnku se odpichuje gamesnickĂœ mastermind Raph Koster (kterĂœ smočil prsty v tělesnĂœch tekutinĂĄch onlinovek Ultima Online i Star Wars Galaxies) na svĂ©m blogu. Navrhuje hru, kterĂĄ by nahradila zabĂ­jenĂ­ — lĂ©ÄenĂ­m. MĂ­sto teamovĂ©ho pwnovĂĄnĂ­ bosse — operace sleziny. MĂ­sto sĂłlovĂĄnĂ­ potvor — stanovenĂ­ diagnĂłzy v sanitce. MĂ­sto spawnovĂĄnĂ­ mobĆŻ — vyvolĂĄvĂĄnĂ­ pacientĆŻ z čekĂĄrny… Ano, je na čase vzĂ­t do rukou dobƙe kalibrovanĂœ perennium

  48. Mikko Saari wrote on

    [...] Hiljaista huutelua: Äitien tekemää ruokaa Hiljaista huutelua: Lintuinfluenssa on vaarallinen tauti Raph’s Website: The Healing Game ButtUgly: The Only True Sport mitvit: kirje Kari Haakana: Markkinointiosastomme ryöstää meidät! Jemory: Kätevä emäntä Boing Boing: 99-word essay explains Fair Use Vahtikoira: Musta on valkoinen Mette miettii: Omituiset tapani Linkkiblogin arkisto [...]

  49. socialstudygames.com wrote on

    [...] Raph’s Website » The Healing Game [...]

  50. Two Bit Gamers wrote on

    [...] With the creation of games like Second Life and a few others, The concept of a massisvely multiplayer world not centered around combat is, while not totally original, pretty new. But then I found this today, and my concepts of what an MMO could be were truly drawn into question. Check it out, it’s a pretty rockin’ theory. filed under PC   •   Permalink [...]

  51. fofRedux - new items wrote on

    [...] Raph Koster suggests a MMORPG based only around healing, not violence. [Via BoingBoing] [...]

  52. DEREFER wrote on

    [...] Einen Moment bitte, die angeforderte Seite wird geladen… [...]

  53. FriedGeek » City of Fallen Heroes wrote on

    [...] A post on this blog puts out the idea of a MMOG based on a healing theme. Rather than fighting orcs you’d battle health issues. It’s a cool idea. [...]

  54. Player1's GameBlog wrote on

    noch zu wage. Eine Ă€hnliche Idee hat Nintendo bereits in seinem OP-Spiel Trauma Center: Under the Knife umgesetzt, in welchem sich die Spieler als Chirurgen versuchen können und Operationen an virtuellen Patienten durchfĂŒhren mĂŒssen. Quelle:Raph’s Website Nachtrag: Wie konnte ich das vergessen? Die Idee einer OP-Sim ist ja uralt! Schon zu Amiga-Zeiten gab es ein Spiel namens ‘The Surgeon’. Es war sehr schlecht, aber das ist hier nebensĂ€chlich.

  55. Raph’s Website » Monthly Report, March 2006 wrote on

    [...] The Healing Game [...]

  56. Conlangs | m. c. de marco wrote on

    [...] March 10, 2006 16:09 Gaciça Conlang Record Modified updatz0r edited the Conlang profile for Gaciça. “Correction of URL.”: Ted Kloba Source: Langmaker Categories: Conlangs 15:21 Kiffish Conlang Page Updated Spence Hill changed the Conlang profile for Kiffish. “Fixning broken link.”: C.J. Cherryh; Spence Hill Source: Langmaker Categories: Conlangs 14:14 Filksong; “Leafenkind Ballad” Leafenkind Ballad[Tune: "Le Roi Renaud"]Early the woman comes to me,bids me “Good morning, Sister Tree,”asks me a boon before the dawn:”Please guard my lands while I am gone.”The woman bids me guard this place;I lay my leaves against her face.Human she is, but rare of mind –this human talks with Leafenkind.Among the humans, few there bethat value discourse with the tree;though born of Eve, I love her wellenough to work an ancient spell.I will stand guard till she comes home,my roots widespread down in the loam.She lays her head against my bark;we hold sweet converse in the dark.Let no one raise a hostile handagainst her person, house, or land.And should one dare: Be warned by menever to shelter ‘neath a tree.The woman bids me guard this place;I lay my leaves against her face.She leans her head against my bark;we hold sweet converse in the dark.=======Note: I know that “Le Roi Renaud” isn’t a familiar tune, and I’m sorry about that. It’s a beautiful old French folktune melody. I googled for it and found a number of mentions, but no webpage that showed the music. Source: Suzette Haden Elgin Categories: Conlangs 11:47 Medical metaphor/Gaming link afternote…. Credit — and thanks — for the medical metaphor/gaming link goes to bluegargantua . Source: Suzette Haden Elgin Categories: Conlangs 10:27 Ralan Babel Text Added N. R-W. added a new Babel Text, Ralan (A fictional language based mostly on German). This is the first translation of my language, Ralan, which I am using in my work-in-progress, “The Havens”. It it similar to German, and not that far from English. It is, however, OSV. You have been warned.: N. R-W. Source: Langmaker Categories: Conlangs 10:23 Bitruscan Conlang Entry Revised Jan van Steenbergen updated the Conlang profile for Bitruscan (Bira rincua buri mu babra ua.). “Updated link.”: Jay Bowks Source: Langmaker Categories: Conlangs 09:31 Recommended link, circuitously and a-geekily identified…. I give up — I’ have been trying to figure it out, but I can’t do this in any elegant way, and I’ve run out of time. I am just going to be primitively messy here, sketching my hieroglyphs in the cybersand…To get a terrific 51-page PDF by Ralph Koster: you go to http://www.theoryoffun.com , you scroll all the way down the page to the header that reads “What is A Theory of Fun?”, and then you click on the link that says “a talk called ‘A Theory of Fun.’ Source: Suzette Haden Elgin Categories: Conlangs 09:08 Personal note…. Things have suddenly gotten very complicated here, because my agent called late yesterday afternoon and needs a complicated “talking points paper” from me instantly, if not sooner. This is good news in the sense that it’s work I’m pleased to have, but it crowds me a tad. I plan to post later today; if that doesn’t happen, you’ll know it’s because I found myself producing more staying-silent points than talking points.Moving right along…. Source: Suzette Haden Elgin Categories: Conlangs 09:01 Linguistics; medical metaphors; gaming; recommended link… Recommended, and especially appropriate in the context of our recent discussion of the Healing Is War/Combat metaphor: “The Healing Game,” at http://www.raphkoster.com/2006/03/02/the-healing-game .(And thanks to Wikipedia, I now know what MMORPG means.)Note: This item was e-mailed to me, and I’d like to credit and thank the e-mailer here — but I’m not sure I’m free to do that, and I don’t want to violate his privacy. If you send me something off-LJ and you don’t tell me that I’m free to identify you, I’ll honor that and keep your identity to myself; if you want to be credited, therefore, please be sure you let me know. Source: Suzette Haden Elgin Categories: Conlangs 08:43 Vilani Conlang Record Modified KS revised the Conlang profile for Vilani (The Official Language of the Ziru Sirka). “Modified authorship, added info on origins.”: Kenji Schwarz Source: Langmaker Categories: Conlangs 08:10 Relay Mailing Listi Resource Added Jeffrey Henning added a new Resource, Relay Mailing Listi (Mailing List). Irina Rempt writes, “This list was created originally for participants in the Fifth Conlang Translation Relay of 2001. It is now available for all discussion of translation relays and other (constructed) language games.”: Irina Rempt writes, “This list was created originally for participants in the Fifth Conlang Translation Relay of 2001. It is now available for all discussion of translation relays and other (constructed) language games.” Source: Langmaker Categories: Conlangs [...]

  57. VWN Resource Database: Training by Simulation wrote on

    [...] AR based Medical imaging technologies really began to take off in the early 2000s. There are a growing range of holographic, projective, interactive gesture recognition tools available, which can really make training and diagnosis so much easier. The Healing Game 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. - Raph Koster’s brilliant ideas for a healing based MMO VR Interfaces: Virtual Reality Welding Trainer [...]

  58. Raph’s Website » Monthly Report, May-June 2006 wrote on

    [...] The Healing Game [...]

  59. Target Your News wrote on

    [...] The better you target your news, the greater the number of interested people who will see it. Learn More (it’s free!) Logged in as demo. Login Feedback Discussion - Register (no email required) - del.icio.us demo accounts - CleverCS - Web 2.0 Everyone’sSubmitted Links (2374) My TargetedLinks (17) My TargetingLinks (61) My LikedLinks (99) My DislikedLinks (9) My SubmittedLinks (27) Link Surfing Mode Raph’s Website » The Healing Game - http://www.raphkoster.com/... games, design, weblog, theory, rpg, ideas, healing, game, articles more like this / fewer like this - family - targeting - reply 0 points, submitted 62 days ago 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 ma –jes5199 [...]

  60. Silver Hand Realm Forum - wrote on

    [...] Q u o t e: I’ve taken a lot of verbal abuse (not that it matters, usually, considering the source) for seeing an OMGDPSROGUE die, after they pulled aggro from the NOOBTANK and the U’RAHEALER. How dare we not keep up with him spamming all his abilities as soon as the mob is within melee range ? OOH THE HUGE-MANATEE ! Haha… Yeah I can’t do my maximum DPS in cat because I know I’ll pull aggro, so I’ll hold back. But that’s just the healer part of my brain beeping at me. I should just bare my teeth and go all-out wild-eyed ass-biting, one eye on the damage meter, then scream in surprise when I die and howl at the healer behind me! Anyway, of course hybrids should heal. But that’s three of my abilities. Three, four if I spec into another. I have taskbars loaded with all these other abilities and spells, and I shouldn’t ever use those? There are all sorts of very interesting ways to make the red bars get smaller–they far outnumber making them grow: dots, bleeds, direct damage, I can’t even count them all. And I’m a primary healer. To make the bars go the other way, 3 abilities. And two won’t stack with others of my class. For me, that means I’m left with one spell I cast, different ranks of the same spell just for variety. It’s so boring, so uninspiring. Perhaps that’s why the class is unpopular? Here are all all these cool abilities. Now we’ll let you use one of them. Blizzard intended this? Healing in WoW just doesn’t have the variety of fun ways to make the bars bigger, whereas making the bars smaller has all sorts of options. It’s the game mechanics of it. Why can’t healing be just as rich and interesting as doing damage? Raph Koster posted a idea on his blog a while back, make a MMOG that was only about healing. Hell I’d settle for more than one spell (a good start would be letting our HoTs stack)! http://www.raphkoster.com/2006/03/02/the-healing-game/ (But Dakmoor’s right, healers often get blamed for other’s mistakes, in many MMOGs) [...]

  61. StumbleUpon wrote on

    [...] Your page is now on StumbleUpon! For each appearance in your referral logs, one of our members has ’stumbled upon’ your site after clicking “Stumble!” on our toolbar to discover a new great site. Enter Your URL → [...]

  62. Player1's GameBlog wrote on

    noch zu wage. Eine Ă€hnliche Idee hat Nintendo bereits in seinem OP-Spiel Trauma Center: Under the Knife umgesetzt, in welchem sich die Spieler als Chirurgen versuchen können und Operationen an virtuellen Patienten durchfĂŒhren mĂŒssen. Quelle: Raph’s Website Nachtrag: Wie konnte ich das vergessen? Die Idee einer OP-Sim ist ja uralt! Schon zu Amiga-Zeiten gab es ein Spiel namens ‘The Surgeon’. Es war sehr schlecht, aber das ist hier nebensĂ€chlich.

  63. Terra Nova: Lights will guide you home wrote on

    [...] I just see this as a limitation of game design (and acceptance in the mass market). Raph a while back posted ideas on a similar theme: MMOG as The Healing Game. [...]

  64. Take this, Raph | The Cesspit. wrote on

    [...] Take this, Raph Submitted by Abalieno on March 3, 2006 - 04:59. This is a direct answer to Raph. I was going to just post it in the comments of his page, then it grew slightly beyond the original intention and I got scruples about posting it there. I guess he is probably going to find it even here. It has an heated tone not because I’m against Raph, but because this is a theme I feel strongly. [...]

  65. Raph’s Website » Some year-end site stats wrote on

    [...] the healing game [...]

  66. Henchman Publishing wrote on

    [...] to be hilarious. Anyone who’s played an MMO will get a kick out of it. Another interesting idea is an MMO centered around healing. Heck, the real point of every MMO is to get as much bling, glowy stuff and costume accessories [...]

  67. Tide's Horizon wrote on

    to change advancement. A good debate about this occurred last year over on Raph’s blog whereby he went through “why levels suck”. But a great rejoinder by HRose to a post Raph made about a medical MMO illustrates the problem really well. Raph proposed a game where you had to “heal” patients; HRose argued it was the same old, same old. There was a difference in interpretation, but HRose was correct in that whether it was healing or killing dumb AI models, the game design seemed the same of consuming your way through the content. In Raph’s

  68. Boing Boing: What would an MMORPG about healing be like? wrote on

    [...] are breeding. It goes on from there, every sentence a perfect mind-bomb of fun speculation. Link (via [...]

  69. Raph’s Website » Monday Mailbag: a new MMO blog, Karma Tycoon wrote on

    [...] not hear about this before? Very cool. And you’re right, I find it reminiscent of stuff like The Healing Game I proposed. albeit with more of a Serious Games [...]

  70. Monday Mailbag: a new MMO blog, Karma Tycoon wrote on

    [...] not hear about this before? Very cool. And you’re right, I find it reminiscent of stuff like The Healing Game I proposed. albeit with more of a Serious Games [...]

  71. Metaplace.info forums • View topic - Raph talks about healers wrote on

    [...] triptych on Mon Sep 24, 2007 5:21 pm http://www.raphkoster.com/2006/03/02/the-healing-game/While I did think about the idea for this game on my own a while back, I searched the web for others [...]

  72. MMOWTF.com - MMORPG News (Shamelessly Reblogged) wrote on

    world like this, but as someone who is both a DIY homeowner and a lover of constuction, the game you propose would be fabulous. Thanks for your time, Fred I can assure you that I have no intention of rushing off to make this game, anymore than I didwhen I tossed out the Healing MMOas an idea. Sorry! Besides, the real point is to make Tycho do it, not me. [IMG :)] Now, this one, I thought was really fascinating: Hey Raph, this is Jeffrey, one of the two designers who did the Three Ring

  73. My Ghillie » Raph’s Website " The Healing Game wrote on

    [...] Check it out! While looking through the blogosphere we stumbled on an interesting post today.Here’s a quick excerpt [...]

  74. Adventures From the Back Row: The cost of healing - Massively wrote on

    [...] healers I know, though, are the kind of folks who don’t look for any of that kind of attention. The art of healing in most Massively Multiplayer games puts you at the back of the party. There, you can shine without [...]

  75. New Hat at MMOG Nation wrote on

    [...] I know, though, are the kind of folks who don’t look for any of that kind of attention. The art of healing in most Massively Multiplayer games puts you at the back of the party. There, you can shine without [...]

Reader Comments
  1. Matt Severin said on

    I’ve thought for a while that this kind of inversion would make a great game. Not only in a MMO. It would work great in a singleplayer (SINGLEPLAYER! Let’s not start on that subject ;) )

    You could also do FPH’s where the player has the cure for the zombie outbreak and has to stop the zombie spread. Or operate to remove the alien parasite, rather than just blowing away the host.

    And you’re right, its really just a case of renaming and effects, the actual gameplay is virtually identical for a number of “proven” genres.

    -Matt Severin-

  2. Andrew Krausnick said on

    You can change the shade of lipstick, but you’ll have exactly the same chicken.

    “Why not make it” seems like a poor reason to start work on anything. However, assuming the question isn’t rhetorical, the reason not to make it is that the players will quickly grow tired of the ‘healing’ facade that is covering the same old gameplay they’ve already grown bored of. You’ll be forced to rely on the tried and true hooks of every MMO in the last 5 years, and it will end up just being another clone.

    Now, if you took this orignal idea and ran with it. Made the world persistant, hit on some of those thoughts in that popular rant post, then you’ve got something here. Derivative gameplay will always be derivative gameplay, no matter what is tacked on as window dressing. If any game in development is described as playing “exactly the same” as one already released, that right there is a good enough “why not”.

  3. Matthew Lloyd said on

    Hey, it could be Trauma Center: Under the Knife Online.

    “Let’s begin the operation, everybody!”

    I do think it’s possible to make healing the core mechanic of a game, though, because healing is essentially preventing the loss of something you or others value. That’s a cold definition, but still.

    As far as why a game like you described hasn’t been made… I would like to believe that people would find a game like that attractive, but would they?

    I too would love to see more constructive games rather than the countless destructive games that already exist. Like Keita Takahashi, creator of Katamari Damacy, said–”I [don't] want to make a game about guns; there are plenty of those games already.”

  4. Nathan Forget said on

    I actually wrote a blog post a couple days ago about an idea for a multiplayer online game where the avatars are residents, just out of med school. It sounds a lot like what you’re describing.

  5. Raph said on

    I’d argue that there’s psychological reasons why we don’t make it. There’s the question of whether slaying orcs is a more appealing fantasy than saving lives (what a sad commentary on us, if so!).

    I am not seriously proposing doing this, mind you.

    On the other hand — give me one good reason why this couldn’t be the gameplay of a healing class WITHIN the standard MMORPG. Give half the spawns to killers and half to healers!

  6. Morgan said on

    Have you played the CRPG Divine Divinity? There are quests that involve elements of healing the sick. The problem with modern RPG design for the MMO platform is that plot has been forgotten in favor of kill counts. Play Secret of Mana for the SNES. You’ll be hard-pressed to find a “quest” that involves the player finding a specific number of some item or killing some number of some creature, and then being rewarded. In fact, you’ll be hard-pressed to find essays of dialogue per character encounter a la World of Warcraft. The MMORPG is clearly ladder-centered, which is why I remain hesitant to accept MMORPG titles into the RPG genre. If I wanted to play a math game, I’d pick up a copy of Math Blaster.

    I’m wonder when game designers will learn from Squaresoft and Hironobu Sakaguchi that successful and effective RPG design is characterized by story-driven gameplay, not mechanics. This should be common sense given the fact that successful IP isn’t built on numbers alone.

    Why not make this game? That’s easy. The game would simply be similar to what games of the FPS genre have become: demonstrations of basic components. The first-person view has finally evolved to the third-person view, which is used in every recent MMORPG. The FPS genre is now simply a platform for developing and demonstrating high-end graphics technology.

    In my opinion, integrating an advanced healing system into existing RPG architecture would produce far more effective results. A medic “class” in an MMORPG that involved the features you described would be a lot more fun than a game that focused on only medics… Integration and conflict with other character classes would provide a higher volume of entertainment value since players would need to adapt battle tactics to succeed. Hopefully, in this game “success” is not defined as “Heal X number of Players before X number of Creatures invade X number of Castle entrances to allow X number of Knights to defend X number of positions to enable X number of Nobles to escape through X number of exits.”

    That’s just my opinion though.

  7. tuebit said on

    I really like the theme. I’d especially like to see it integrated into an existing MMO.

    But to me, it’s only a different theme, wrapped around different mechanics?

    In any game there are ‘mechanics’ wrapped with a ‘theme’ acting as a metaphor for the the ‘challenge’ of the game that stands in the way of the ‘reward’.

    Is there truly any other system of game or life?

    In most MMO’s there aren’t many metaphors.

    There’s the mechanics wrapped up as killing orcs (a themed challenge) on the way to the reward (that brief dinging noise that signals that you get to do exactly the same thing all over again, but with new particle effects against a new model).

    Some games have resource and recipe management mechanics themed as ‘crafting’ on the way to the reward of virtual wealth (which allows you to do the same thing all over again, except the resources have different names and the outcome has a different model).

    The Doc idea fits in well, I think.

    The real challenge becomes finding the way of integrating this with the pre-existing mechanic-theme-reward combos to promote interesting interaction (without, of course, upsetting those people who insist on playing MMO’s all alone all the time).

    I’m always supportive of new mechanic-theme-reward combos in a game. The more sub-games the better … more for me to try my hand at, more new patterns to learn and experiment with …

    From an RP perspective, I think it would be enjoyable also. Sometimes, some players like play the good guy.

  8. Andrew Krausnick said on

    I would agree that ‘psychological’ reasons are why we haven’t seen this variation on the diku theme before. If Frodo had been a intern surgeon who had inherited a scalpel of great power and had to go on a journey to destroy this power in order to keep it from the hands of evil, well, maybe we’d be playing a different type of game.

    And sure, you could split this off as a second paradigm for play in a new MMO. However then you’d run in the problem for creating content for both types of players, one type feeling themselves slighted since they got less content than the other, etc etc.

    In other words, it would solve none of the problems that are plaguing modern MMO innovation.

    The greatest player cooperation and shared skill in modern MMO’s comes from needing to coordinate healing with damage taken. Although it has become old hat, we need to encourage more teamwork, not seek to eliminate it in the name of diversity. There’s no reason for alternative means for success not to be a part of the next generation MMO’s. However, changing the superficial details doesn’t address these issues.

    The models and mechanics of cooperative play is what needs to change if we want to see the solution to the ‘healer’ problem. It won’t be solved by giving them the same game play that has been growing stale since diku.

  9. Damien Neil said on

    Not what you’re talking about, but you just made me realize that I want to play Heart of Africa: The MMO.

  10. MikeRozak said on

    a) I would have been happy with Milton Bradley’s “Operator”, but since you decided to describe a more complex game…

    b) Should there really be a “core” mechanic (aka: combat) in MMORPGs?

    c) You don’t need to use traditional CRPG hit-point combat mechanics for healing (or even for combat). Diagnosing is puzzle solving. The PC doctor can ask questions about the patient’s status, and then try different medicines to see which ones work. Operations could involve trying to guess what’s wrong, making sure you cut out the right bits, etc. Players get extra points for telling appropriate jokes while doing surgery.

  11. OneOfTheOtherNathans said on

    I think… it’s because the mechanic of healing requires a change from the base ground state, before it can be applied. Combat on the other hand does not have that requirement, and so it be applied at the all states (save the terminated state, but then that is not an interactive state). So really healing is not the opposite of combat, since it has different requirements and end states.

    Hmmm… It is sort of like this:

    Not Dead State (So either Full Health or Partial Health) -(Combat)-> Intermediary State or Dead State.

    Not Full Health State (So either Partial Health or Dead State) -(Healing)-> Intermediary State or Dead State.

    The Dead State is not an interactive state. The Full Health State is an interactive state. A Dead State player can not initiate any actions while any of the other states can. So combat can be applied during any of the interactive playable states to any of the same interactive states. Where as healing can only be applied during the interactive playable states but only to the opposite states.

    Gahhh… I should rewrite that. In essence I can only heal when I am alive, and only to those that are hurt. Combat on the other hand can be done during the same times as healing but only to the ones that are not dead.

    So, if we wanted to make truly the opposite of combat, you would have to make healing an action that you can make only when hurt or dead. If you are at full health than you can’t heal. Which leads into something…

    Is being dead just a play state where you can not interact with the environment or other players? What would happen if death just prevented combat, but not other forms of playing?

    Anyways… I leave you to regularly scheduled musings of Academics.

    -Nathan J.

    P.S. I think I’ll write an E-mail to Damion S. asking for a MMDQ on play states.

  12. Excavius said on

    Take it a step further raph. Do what Nintendo did for the DS and bring it to a online format. Heck maybe design it as a mmo for the DS with the touch screen stylus. I think a few of the surgery games on ds did fairly decent. If you make it highly interactive and not rely on push a key/ auto combat type mechanics it may work out.

    In other crazy stuff. Some japanese company may do just that and make it based on the anime BlackJack. Revolves around a extremely skilled doctor who heals really crazy injuries.

  13. Mike Townsend said on

    On the other hand — give me one good reason why this couldn’t be the gameplay of a healing class WITHIN the standard MMORPG. Give half the spawns to killers and half to healers!

    Well if you put it into an existing game, you’ve sectioned off a part of the world exclusively for healers. That gets in the way of group play. Perhaps as some sort of healer quest, where keeping the NPC HP bar from dropping might be interesting, but how does one do that without just mashing the heal button over and over again? Well it could just be another gather stuff quest, but I think we’ve got those already. Maybe a realtime component could require a group to gather things while the healer mashes the button to buy them time? Hmm… could work, I guess. It would be nice to see quests that require/offer multiple players (complete with rewards for all their effort). What I would love to see is a way, other than trade skills, to advance a character without violence. I’d like to play in a world where diplomacy could be a reasonable path to wealth, fame and glory.

  14. John Norris said on

    I wonder if this could be tied into the “real” world. Could a person use a character (avatar) to display actual symptoms? Could medical advice be properly given?

    Along with being entertaining, it might be a good learning ground for working on issues associated with telemedicine, simulating emergency situations and the like.

  15. Nikolai said on

    The main challenge of moving away from combat-oriented MMORPGs is the fact that there is much less material on which you can base your game. I don’t mean material, in terms of the technical offerings of the game. Rather, I am talking about the stories and myths that will create the background for your world.

    Human histories and cultures have a wide variety of stories and mythology which are based on, or involve combat. Whereas, you’d have to go into more obscure research and medical journals to really get a variety of maladies to “cure” and to base a story from.

    Yes, you can have a hero that cures a disease or saves a patient, but you are hard pressed to make a really interesting story out of it.

    On the other hand, there is a genre of games that has this kind of mechanics. They’re called simulators, “Sims” for short. While they don’t have the adrenaline-pumping action effects of the combat MMORPGs, they do offer the “kinder, gentler” alternative.

  16. taorist said on

    Yeah, this game would be unique if that would be the only theme running in the game.

    Looks like something the UN/Red Cross would probably support.

    Why don’t we put a dash of finding food resources for the hungry and shelter for the homeless as well? The heroes would have to deal with all the red tape and corruption around them as a normal person would.

    The hero/es could be from different baackgrounds. One a philantrophist, the others would be someone from the local community, etc. This would serve as their own reasons for being in the game. It will definitely affect the way they react in the game as well.

    Cool idea!

  17. Paul said on

    Actually the Red Cross would probaly just add you to their list of computer game companies they are wanting to sue for using the red cross symbol without authorisation…

  18. Dranore said on

    I think there is alot of room for this dynamic. It’s one I hope we start to see and I think is “blinded” from western thought. We like combat and destruction. If we REALLY wanted to help people Africa would be a much healthier place instead of financing weapons for defense. But that’s a political digression…

    I’m all for a game based on “constructivism” (versus “elimination” or “destructivism”). I think there are examples that are proof that they can work (albeit loose examples).

    Someone here already mentioned “Trauma Center” , which is a successful execution of an operating room environment as a game. It takes a set of medical tools which are effectively “weapons” for fighting off whatever happens or has happened to the patient during your proceedure. This is woven with a story to create a somewhat interesting if not increasingly difficult game.

    Another DS game working on this “constructivism” principle - albiet loosely - is wildly popular Animal Crossing “series” for the DS and Gamecube. The game is definitely more “commerce-centric” but alot of the games activities revolve around an interconnectedness to philanthropy (donating things to the museum, support local business, running errands for friends) on a reward schedule. The DS finally added the ability to practically visit other towns of friends and creating a seudo “Massive” sense in that you CAN connect to every other DS Animal Crossing owner through the net (that’s not to say it’s persistant, but it’s on the right track).

    The Sims is very similar in fassion without the philanthropy. However The Sims is also enjoyed for more promiscuious reasons as it’s a more adult themed game if that’s what you’re after. I’ve done some pretty horrible things to those poor bastards myself, as it’s definitely fun to experiment with those “virtual social lab rats” (afterall Will Wright is a self-proclaimed ‘Social Engineer’ :P).

    I think the jist of it is that there is precident for this type of thing… but lets look outside of interactive entertainment for whether such “constructivist” material is commercially viable.

    How about Reality Television? I know everybody loves it! ::eyeroll:: As lame as it can be, it’s a dominant segment of television production at the moment. While originally shows such as “Fear Factor” and other such programs focus(ed) on exploitation of people for the potential of financial gain or sometimes just for the heck of it, lately there has been a polar shift by some production companies to produce more positive (constructive) content. A good example would be “Extreme Makeovers: Home Edition”. It’s a sappy formulaic show that finds people who’ve had bad luck and make a good story of their bad situation. The gereral jist is that they get a fancy new house and a bunch of awesome stuff catered to their needs. While the show is massively repetative from episode to episode it’s wildly successful (I don’t have figures unfortunately, so just take my word for it). My personal opinion is that there is an audience for constructive material. There are alot of people who want to see good things happen for the APPARENT sake of goodness.

    If this padigram works on the medium of broadcast television (which has an exceedingly larger audience than games do at this point) it seems to me that such games can most definitely work explicitly because destruction doesn’t rub everyone the same way. There’s definitely a mentallity that persists in 90% of game development right now that pokes the “Kill it, Fuck it, and Eat it!” primordial ape part of the brain. I think it’s changing a little, Nintendo has always tried to move away from this as their more of a “family-oriented” company (especially NOA). There’s proof of concept all around your feed.

    If someone is smart, they’ll cash in on it and maybe they too can make games and have titles like “Philanthropical Engineer”.

  19. Alazka said on

    As a former Peace Corps Volunteer, I can say this certainly appeals to my own sense of adventure, and it certainly speaks to the kind of real-world adventures the world abounds in these days and which shall certainly be plentiful in the decades to come. It’s like when ST:Deep Space Nine came out, and the characters were suddenly facing the challenge of rebuilding a postwar third-world planet while superpowers intrigued all around.

    But here’s The Thing: in my ideal MMPORG, the world itself is so ecologically and organically constructed that the role of the healer/development worker naturally emerges. If one models the economy and ecology accurately enough (and god knows we’ve seen enough sims that do this just great), you’d think the needs and the emergent role for healers/aid folks would naturally appear.

    And I gather in WOW (or maybe it was another one I was reading about) something similar happened recently when a plague got out of control, but I’m sure plenty of other folks know more about that than I do.

    Here’s the starting model I’d suggest to an interested developer: take Tropico, a marvelous SimThirdWorld game which constantly calculates the needs and satisfactions of each citizen on the island, and merge it with something like the Sims, and you’ll be off to a great start: an organic world that naturally spawns characters with interesting, challenging, and yet manageable needs.

    Matrix Online had a thin component of “your mission is to help someone escape the Matrix,” but sadly it soon became just a “your mission is to wear cooler clothes and kill bad guys in cooler clothes with cooler guns” story, which lost my attention by losing the political and philosophical heart of the franchise.

  20. Raph said on

    Wow, BoingBoinged again, twice in the space of a week. That’s a new record. :)

    Anyway, I should clarify what I wrote, and I am doing so in the post itself (see above)…

  21. Alazka said on

    Oh, hey, and here’s a link to a review of a game that already does just that:

    http://www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html

  22. stuffedinjar said on

    Wow. Another brilliant Koster idea. No wonder your eyes are brown.

  23. Raph said on
    b) Should there really be a “core” mechanic (aka: combat) in MMORPGs?

    Well, you know that I don’t think so. But the point of the exercise was to make use of the current mainstream and pull a trick with it.

    You can do the same experiment with something else. Every player is an entertainer. You engage in “combat” to cheer things up. Behold, you have Toontown! :)

    c) You don’t need to use traditional CRPG hit-point combat mechanics for healing (or even for combat). Diagnosing is puzzle solving. The PC doctor can ask questions about the patient’s status, and then try different medicines to see which ones work. Operations could involve trying to guess what’s wrong, making sure you cut out the right bits, etc. Players get extra points for telling appropriate jokes while doing surgery.

    Yeah, but then we’re not using classic Diku combat anymore, which undermines my point. :)

    To me, it’s an important mindset shift; it hammers home the point that the dressing of a game and the game itself are different. I’m not making a value judgement about the underlying mechanics here, just as Pokemon Snap doesn’t make a judgement about FPS mechanics when it asks you take pictures instead of fire a gun.

    Human histories and cultures have a wide variety of stories and mythology which are based on, or involve combat. Whereas, you’d have to go into more obscure research and medical journals to really get a variety of maladies to “cure” and to base a story from.

    Oh, I dunno… after all, all you’re trying to do is get your patient’s “health meter” to max. The niceties of which disease it is are relatively minor. The difference between curing smallpox and malaria in what I am picturing would be whether the mob has standard mitigations, resistances, and immunities to particular spells and weapons — er, I mean, to particular drugs and therapies. ;)

    So I don’t see it as sim-like at all. I see it as being, well, kinda like combat in EQ. ;)

  24. Kevin Fox said on

    I like the prospect of a broader mission-arc, like ‘curing smallpox’. The efforts for cordoning off new blooms, managing bio-warfare threats, targeting preventative resources like vaccinations or restricting air travel in highly threatened areas sounds pretty cool.

    There was a game about 20 years ago called ‘Balance of Power’ where you were the president seeking to avert world war III with the Soviet Union. If you failed you get a simple screen that says “You lots. the world is destroyed. There are no cool effects of missiles launching or cities exploding. this is not a reward.”

  25. Russ said on

    Cheap Ass Games has a board game called “Kill Dr. Lucky” in which the point of the game is to find Dr. Lucky and kill him without being seen by the other players.

    Shortly after the creation of the game, a variant came out called “Save Dr. Lucky” in which the point of the game was to save Dr. Lucky in sight of the other players.

  26. Morgan said on

    stuffedinjar said, “Wow. Another brilliant Koster idea. No wonder your eyes are brown.”

    Was that a sarcastic jab at Raph, EverQuest 2, or brown-eyed people in general? If the latter, I take offense! En guarde. :)

    taorist said, “Looks like something the UN/Red Cross would probably support.”

    Paul said, “Actually the Red Cross would probably just add you to their list of computer game companies they are wanting to sue for using the Red Cross symbol without authorisation…”

    The correct response to a legal threat by the Red Cross in that context is, “Let’s develop a Serious Game to help train Red Cross agents for field work.” Personally, I’d really like to work on a serious game. I foresee serious games redefining our perception of “fun” in a big, big way.

  27. vortexala said on

    Gonna babble for a bit…

    If you simply changed the ’set dressing’ of a current MMO, like WoW, to what you described Raph, I highly doubt it would be very successful. It’d probably become just a niche game.

    Many, like myself, who take the healer role in MMO’s do so not because we’re ‘playing a healer’. We do it because we enjoy the support role. We enjoy helping other players, not the act of surgery, or diagnosing an illness or creating a new cure.

    Healing NPC’s as a mission/encounter would be cool at first, but it would not replace the feeling one receives by healing actual players. It’s similar to the feeling one gets in PvP, from facing off against actual players. You face off against an actual person in PvP, as a healer you’re supporting an actual person.

    Healing, as a simple game mechanic, can actually be done without in MMOs. As a playstyle though, it’s one that’s hard to find anywhere else and would be a big loss.

    I’d rather see what’s described initially being folded into an existing MMO, at least partially. The missions would be fun for the healers and would provide them some solo content.

    But as a stand alone game? I’ll pass.

  28. Matthew Lloyd said on

    So shouldn’t the gameplay mechanics and the game’s fiction be more interelated?

    For example, I find that when a song’s lyrics match the tone of the song’s music, the song is more powerful.

    Can this be applied to games? I think so.

    To continue with the healing/combat theme, a game with the mechanics described in your post has a different tone, I believe, than the healer fiction you’ve created for it.

    The gameplay itself should capture the spirit of healing, as well. I think this could be achieved in MMOs better if death was actually death.

    So I suppose the question is, do the gameplay mechanics of combat systems capture the spirit of combat?

  29. karepanman said on

    Your mention of the Hippocratic oath instantly made me think of the context of that oath. You could have Guilds like the AMA competing against the Homeopaths Guild. Maybe you could even have HMO’s. The economic system might be interesting too: would the patients provide less gold per healing if there were too many healers around?

    This could be an awesome game, and timely too, in a time when health care is becoming increasingly complex and important, what with all the technological advances, increased expectations of longevity and comfort, old people, etc.

    Oh yeah, stem cells. You could have guilds that forbid stem cell research. And you could have random anti-abortion activists attacking the players who do abortions.

    Fun fun fun.

  30. Damian said on

    I play a EQ Cleric and have railed for years at the blindsightedness of the designers regarding the class. We exist for one purpose only…to keep the tank alive while he battles down the monster-boss. There has never been an instance where we win by “healing the monster to death.”

    But I’ve often said, “Really…how hard would it be–even with the realms of EQ–to turn that on its head occassionally?” We don’t need an entire new game based on the concept, just work the idea into the existing ruleset…and it’s not really tough to do.

    Instead of beating down the boss, what if our job was to *HEAL* him back to full health. But, of course, he’s afflicted with some hideous–and fast–wasting disease so we’d have to heal him, cure him, heal him….etc… to get him to full HP. BUT…there’s a hoard of semi-tough orcs (or whatever) trying to stop us from doing that….and for a change, it’s the tank’s job to support *US*! The tanks have to kill the orcs in order to protect the clerics so we can cast the spells that heal the boss so that he can live and give us our final reward.

    It’s really not that tough of a concept, but MMORPG “designers” can’t imagine a move away from the kill, kill, kill, kill, kill, kill, kill, kill, kill, kill, kill, kill, and for variety kill-some-more mentality.

  31. John Norris said on

    we make money not art occasionally features alternative games, not the usual combat/car chase type stuff.

  32. MikeRozak said on

    Nikolai wrote:

    Yes, you can have a hero that cures a disease or saves a patient, but you are hard pressed to make a really interesting story out of it

    Mash? Any of the many hospitol drama shows? Of course, neither of these focus on the surgery, but they use it as background material. However, most war movies (or fantasy books/movies) don’t focus on the actual combat, but on what takes place around it.

    I think the biggest problem is that since we haven’t seen it done (as a game), we don’t think it can be done as a game. Someone in the middle ages cold never have imagined what a science fiction (or murder mystery) book would be like. You’d be able to describe it to them, but until they actually read such a book, it wouldn’t make sense. To s