Not many of you will understand this, but I offer it for the ones who will.
Whenever something is created for consumption by other people, the author of that creation is obligated to anticipate how people will react to it. A novel is only successful if the people reading it are somehow intrigued by the writing, the characters, the events, the story and so on. A successful movie must have a compelling script, story, editing, photography, acting, etc. The success might be niche, appealing only to those who seek sex and violence, romance, science fiction or other escapism - or the success might be universal because the content of the book or movie might strike a chord at some fundamental level with the population.
The level grind is niche. It is a kind of escapism that feeds on our desire to achieve something. To feel a sense of clear progress when all the world around us is unfocused and scrambled, going nowhere and everwhere in a non-stop marketing frenzy. We will enjoy it as we enjoy an Arnold Schwarzenegger action movie. It's something to tickle our desire for escapism, but a diet of action movies tends to dull the senses, just as the level grind does.
The connection with other people is fundamental. This is why MMOs exist at all. We want to interact with each other. More correctly, we want to exist in relation to others. The fact that MMOs are multiplayer is the first bit of fundamental insight that makes MMOs as popular as they are. There are many single player role-playing games out there, but it is the interaction with other people that makes MMOs such a success.
How do we know when something is niche or fundamental to the entertainment that we're trying to present? That is determined by the people that will be enjoying the entertainment. Because MMOs are all about lots of people interacting, creating entertainment for that genre requires understanding not only people, but how people interact.
If you want to become a good systems designer for MMOs, you must understand how people interact. The more broadly you understand that, the greater chance you have at creating a successful MMO system.
For example, if you create a system where killing a monster causes the player character that gets the killing shot to die in an explosion, you have to anticipate how people will react to that. Their reactions won't be uniform. You will get a bell-curve kind of distribution of reactions. There will be people who have extreme reactions to it, but the bulk of people will react in a certain basic way. You need to know how the bulk will react and how the extremists will react as well. Then you need to figure out what's going to happen to the rest of your systems as a result of their reactions.
Players might never attack that particular monster. Why? At that point, it becomes a question of your understanding of people. Will they not attack it because they don't want to get the killing blow? What about groups that like risk and find it funny to see who will get blown up by the kill? If your systems have a significant penalty for death, will that deter their enthusiasm for the 'fun' of that interaction? Do players have pets? Can they send the pet in for the killing blow? Will they do that if their pet is an animal that they have to train from birth? Will they do it when they can summon one up for 10% of their mana? Is their mana easily restored or does it take a long time to generate? What is inspiring players to get into combat in the first place? How does that alter the balance of the system?
This sort of thinking goes on forever. Can the system do this versus that? How will people react if a certain condition is true? More importantly, how will people react if what they expect and hope to happen doesn't happen? That's important because there are things that you can do as a designer that will undermine any ability to offer entertainment to your customers. Betraying the trust of customers can be lethal for an entertainment venue. MMOs have done it, and they have paid dearly for it. Ultima Online might have been as big as World of Warcraft ten years ago if they hadn't had free-for-all PvP. The authors of Ultima Online missed some fundamental issues about how people behave in a virtual environment.
At the beginning of the article I made a snide comment about people not understanding this article. That was a bit of psychology. How many people do you think chose to read through more of the article than they normaly might just because that first line was there? That's the sort of thing that goes into system design. The snide comment is, however, fundamentally manipulative and is not good design practice. Some who are reading this paragraph of the article will feel betrayed and may not read any farther in this article, let alone any other articles of mine. To them, I apologize for the subterfuge.
[I should probably also add that some readers will read that first line, take affront and write something unpleasant in the comments. Let's see how I do on that prediction.]
When all is said and done, system designers don't need to focus on graphics, sounds and numbers. They need to focus on psychology, sociology, history and philosophy. You can be sure that Will Wright is a student of those areas of knowledge. It is why he comes up with games like The Sims and Spore. He is addressing fundamental motivations that we all have, and he is addressing them through entertainment.
So look hard at your system designs. Think about why they will fail. To do that, you need to run as many different types of people through your system, and you need to do it in your head while the system is still on paper. If you understand the basic motivations of men and women, adults and children, conservatives and liberals, religious and atheists, tall and short, black and white, and myriad more dichotomies beyond that, then you are well on your way to becoming a fine systems designer.
Disney calls them Imagineers.

yeah i read your wall of text because at least it was nice and neat the writin was ok you get a B for your effort...the but you could have shorten it by just saying games arent what they used to be....
Fri Nov 09 2007 11:00AM Report>Well stated, you would make a great consultant in a game creation process. Understanding that people like to compete, achieve a given goal and soicalize in mmorpg's seems to be the foundation of a good game. As you have stated, the need for consideration for peoples reactions to a given in game event is very important. With the recent wave of " free to play games" the only true goal seems to be how the providers get into your pocketbook. Example: I go to the in game item mall game points then buy in game items just to find out that the items are not as good as they were promoted to be.
That approch really turned me off to the game. Game creators pay attention to your player forums. Because we the players are begaining to unite as a community and soon you will see our abilities as a community.
Fri Nov 09 2007 11:36AM ReportWildCardz, that's an excellent observation: that game developers seem to be drifting away from being concerned about entertainment and towards being concerned about monetizing gameplay. I agree that it's a distasteful trend. It fits that notion of betrayal that I mentioned. How people react to the situation will be an exercise in human psychology. Like all game systems.
Fri Nov 09 2007 11:59AM ReportJB47394, sweet blog. But don't you think MMOs are evolving and every single one is better then the previous? I see the truth in your comment about the developers, yes they do think how to get more money out of a game/s instead of thinking how to attract more people and increase the fun of playing one. The human psychology ain't the main factor, I mean every one of us react different in certain situation therefor nobody can predict the actions of a regular player. Developing such a game system that will satisfy all/most of the gamers is nearly impossible.
Fri Nov 09 2007 1:49PM ReportMapolin, thanks for the comments. Unfortunately, I disagree vehemently that every one of us reacts differently in a given situation. On the surface that may seem to be true, but when you look deeper - at the motivations behind the decisions that people make - you find that they are pursuing similar goals. The manifestations of this reality are things like "common sense", "wise saying", "proverbs" and so on. These are observations about human nature that have accumulated through the centuries.
I invite you to spend some of your time reading and studying psychology, sociology, history, philosophy and perhaps even marketing and economics. Any field of investigation that relates to how people interact will grant you insights into the fundamental motivations of the human person. Make sure you cast a wide net so as not to corner yourself into a biased view of reality. For my money, you should include an investigation into religion because that is a significant motivation for the majority of the people on the planet.
Fri Nov 09 2007 2:29PM Report"The level grind is niche. It is a kind of escapism that feeds on our desire to achieve something."
I bloody hope not. I see what you are saying, but you are only looking in one way to reach your goal.
Yes a level grind will push players to race each other to level 50/75/100, it also drives them to continue playing until they max their player. So majority of players will repeat over, and over the same task that rewards high XP so they reach the top level faster then if they roamed around killing anything.
Now when they reach max level, "wow, cool i'm level 100. this is great." 1 day later, "this is boaring, what do I do?"
If you start players on a level grind from the first day of play, what happens when the player reaches max level, and canot grind anymore? The grind is all they know. So they start a new character and try to do it faster and perfect a few skill branches, then what? How many times over do you expect to play the game over and over, repeating missions?
There are other ways to get and KEEP players interested in a game rather then reaching for things like 'level grind niche'. To try and understand your player community, rather then suck them in with a bit of psychology it is the weak way out. Instead why dont you try and make a kick-a** game that people love and enjoy?
In finishing I am going to try and prove this with other examples from games from the top of my head...
Counter-strike, we have all played that game, there is no level grind, no psychology, just spawn, buy, kill and hopefully not die. no grasping at the level grind niche, yet about as succesful as any game developer can wish for. then its mods, DoD, NS etc
Eve has a skill tree that is endless and means a player is for ever leveling and will never reach max level, always is getting new skills, upgrades. Always trying new things as their skills are always changing enabling them to always be trying new things. thousands of missions for each player to choose from. 1 server, and server is PvP but have come up with a way to keep to Lore/genre and protect people who if dont choose to take part in PvP dont have to.
Sat Nov 10 2007 9:57PM ReportRekit, I'm glad you feel that way because I also consider the level grind only one way of providing achiever entertainment. If you read my article entitled "The Trouble with Levels", you'll get my opinion on the things:
http://mmorpg.com/blogs/JB47394/112007/676_The-Trouble-With-Levels
My mention of the level grind in this context is used to suggest that achievement entertainment is a small, focused manner of entertaining someone. It isn't nearly as universal as having a connection with other people. That distinction is just one of many realizations that a great game designer must be able to make. If we don't understand people, then we cannot know what is fundamental and what is niche.
Thanks for the thoughts.
Sun Nov 11 2007 8:51AM ReportDamn that was a tasty post! Thank you man.
Wed Nov 14 2007 12:41AM ReportMMORPG.com writes:
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