vw design

  • All-Everquest Game Studies issue

    Game Studies: The International Journal of Computer Game Research has published a special issue, EQ: Ten Years Later. Among the articles:

    • Nick Yee on “Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath”
    • Greg Lastowka on “Planes of Power: EverQuest as Text, Game and Community”
    • Sal Humphreys on “Norrath: New Forms, Old Institutions”
    • Lisbeth Klastrup on “The Worldness of EverQuest: Exploring a 21st Century Fiction”
    • Bart Simon, Kelly Boudreau, & Mark Silverman on “Two Players: Biography and โ€œPlayed Socialityโ€ in EverQuest”
    • Eric Hayot and Edward Wesp on “Towards a Critical Aesthetic of Virtual-World Geographies”

    There are also interviews with Chris Lena (with whom I worked in the R&D group at SOE back in the day, and who was producer on EQ for years); and with Brad McQuaid and Kevin McPherson. The interviews don’t appear to be recent, but they still give some great insight.

    BMQ: Back when designing EverQuest and coming up with the various playable races, we looked at the more human-like races and decided purposely to make them in appearance similar to real world races. This is true also for the architecture, a lot of the background, etc. But the important point is that what we were trying achieve was familiarity. In other words, the Barbarians in EQ might have had a Scottish flavor to them, but they are not Scots; likewise the pyramids on Luclin might appear to be Egyptian in flavor or style to a degree, but there is no real relationship. This allows the game designer (or fantasy author, for that matter) to create races, cultures, architectures, etc. that draw on the richness of the real world in terms of depth, without actually being constrained by actual real life history or stories or, hopefully, if done right, too many preconceived stereotypes.

  • Richard Bartle’s IMGDC keynote

    …is quite wonderful. It basically makes the case that freeform play (and even user-created content) should be the elder game on top of a more directed and guided play experience — and that we don’t tend to see this because of historical divisions between player types.

    Here’s the PDF.

    PS, I’ve periodically gone digging to find the origin of the term “elder game.” Anyone know? This old MUD-Dev post references the moment when it probably became common currency…

  • Some zone design lessons

    We’re laying out Metaplace Central again. We have iterated it a lot, as we try out different flows, add new tech that makes it more appealing, and so on. These days, what with the balloons, the board games on the table by the cafe, and the many teleporters to user worlds, layout is growing more challenging as we strive to both fit everything in and also make it a social space.

    Musing on these problems not only made me dig out my copy of A Pattern Language but also reminded me of how 8 years ago I did a brief examination of the maps of two popular cities in what were then two popular MMOs: Ultima Online and EverQuest. These days, the science of zone layout has improved a lot.

    Read More “Some zone design lessons”

  • Ways to make your social space more gamey

    Chat is never enough.

    It should be a truism, but far too many social virtual spaces and even sites have fallen down in this regard.You build a social environment, maybe theme it a little bit, and sit back and expect people to turn it into a vibrant community. But nothing happens. It doesn’t catch fire. It doesn’t ever form the nubbin of a community.

    It’s probably a cliche to even bring up pearls. Pearls happen inside oysters and mussels (or at least they used to, before we all got used to artificial ones). They aren’t formed around grains of sand specifically, but rather around irritants of many sorts, usually quite tiny ones. The pearl is a protective mechanism, something that wraps around the irritation. In the wild, this happens very rarely — you have to go through hundreds of oysters to find a pearl, and even then, it might not be much of one. But since the 1920s or so, we have cultured pearls, making them happen on purpose.

    In the last long post, I talked about how to make a game world more social. In this post, I want to do the opposite — talk about ways to add the irritant that causes the pearl to form. Social interaction is a pearl of great price, especially in worlds devoted to it; and yet, this pearl does not form easily without prompting. And the prompting often takes the form of an irritant.

    Read More “Ways to make your social space more gamey”

  • How the city hurts your brain

    How the city hurts your brain is a Boston Globe article that has a ton of relevance to the recent post on sociability in online worlds. It is primarily about natural surroundings serving as aย  literal, measurable cognitive balm via “attention restoration theory.” It also speaks about the pressures of city life impairing working memory, attention, and even reducing self-control and increasing aggression.

    But the density of city life doesn’t just make it harder to focus: It also interferes with our self-control. In that stroll down Newbury, the brain is also assaulted with temptations — caramel lattes, iPods, discounted cashmere sweaters, and high-heeled shoes. Resisting these temptations requires us to flex the prefrontal cortex, a nub of brain just behind the eyes. Unfortunately, this is the same brain area that’s responsible for directed attention, which means that it’s already been depleted from walking around the city. As a result, it’s less able to exert self-control, which means we’re more likely to splurge on the latte and those shoes we don’t really need. While the human brain possesses incredible computational powers, it’s surprisingly easy to short-circuit: all it takes is a hectic city street.

    The hothouse effect also increases innovation, the article says — but it does seem like an interesting question for those of us making crowded virtual worlds, particularly ones chock-full of constant stimuli.