Features

Soapbox:
Why Virtual Worlds are Designed By Newbies - No,
Really!
[Author's note: What I'm calling virtual worlds, you
might call MMORPGs or MMOGs or (if you're a real old-timer) MUDs.
Macro replace with your preference accordingly. Got that? Then I'll
begin…]
Introduction
Virtual worlds are being designed by know-nothing newbies,
and there's not a damned thing anyone can do about it. I don't mean
newbie designers, I mean newbie players - first timers. They're
dictating design through a twisted "survival of the
not-quite-fittest" form of natural selection that will lead to a
long-term decay in quality, guaranteed. If you think some of today's
offerings are garbage, just you wait…
Yeah, yeah, you want some justification for this assertion.
Even though I'm in Soapbox mode, I can see that, so I will explain -
only not just yet. First, I'm going to make four general points that
I can string together to build my case. Bear with me on
this…
The Newbie Stream
Here's a quote from Victorian author Charles
Dickens:
Annual income £20/-/-, annual expenditure £19/19/6,
result happiness. Annual income £20/-/-, annual expenditure
£20/-/6, result misery. Annual income £0, annual expenditure
£20,000,000, result There.com.
OK, so maybe he didn't actually write that last
line.
What Dickens was actually saying is that, so long as you
don't lose more than you gain, things are good. In our particular
case, we're not talking olde English money, we're talking newbies,
although ultimately, the two amount to one and the same
thing.
Now I'm sorry to be the bringer of bad news, people, but
here goes anyway: even for the most compelling of virtual worlds,
players will eventually leave. Don't blame me, I didn't
invent reality.
If oldbies leave, newbies are needed to replace them. The
newbies must arrive at the same rate (or better) that the oldbies
leave; otherwise, the population of the virtual world will decline
until eventually no-one will be left to play it.
Point #1: Virtual worlds live or die by their ability
to attract newbies
Newbie Preconceptions
Another quote, this time from the 1989 movie Field of
Dreams:
If we build it, they will
come.
Well, maybe if you're an Iowa corn farmer who hears voices
inside your head telling you to construct a baseball stadium, but
otherwise…
A virtual world can be fully functioning and free of bugs,
but still be pretty well devoid of players. There are plenty of
non-gameplay reasons why this could happen, but I'm going to focus
on the most basic: lack of appeal. Some virtual worlds just aren't
attractive to newbies. There are some wonderfully original, joyous
virtual worlds out there. They're exquisitely balanced, rich in
depth, abundant in breadth, alive with subtleties, and full of wise,
interesting, fun people who engender an atmosphere of mystique and
marvel without compare. Newbies would love these virtual worlds, but
they're not going to play them.
Why not? Because they're all text. Newbies don't do
text.
Newbies come to virtual worlds with a set of preconceptions
acquired from other virtual worlds; or, failing that, from other
computer games; or, failing that, from gut instinct. They will not
consider virtual worlds that confront these expectations if there
are others around that don't.
Put another way, if a virtual world has a feature that
offends newbies, the developers will have to remove that feature or
they won't get any newbies. This is irrespective of what the oldbies
think: they may adore a feature, but if newbies don't like it then
(under point #1) eventually there won't be anyone left to
adore it.
Point #2: Newbies won't play a virtual world that has
a major feature they don't like.
Not-So-Newbies
Here's another quote (kind of), from a private study of
1,100 players by the Themis Group. Themis's researchers asked
veterans of 3 or more virtual worlds how many months they'd spent in
their first one and how many months they'd spent in their second
one. Dividing the second figure by the first, we get these averages
for time spent in the second virtual world compared to the
first:
EverQuest 80% Ultima Online 70% Asheron's Call
70% Dark Age of Camelot 55% Anarchy Online
55%
Players spend considerably less time in their second virtual
world than they do in their first. Why is this?
Well, the first virtual world that someone gets into is very
special to them. It's a magical, enchanting, never-to-be-repeated
experience. You thought it was only you who looked back wistfully on
your early days like that? Nah, it's everyone.
This has consequences. There used to be a virtual world
called NeverWinter Nights, unrelated to the BioWare RPG, on
AOL. When it was closed down, its refugees descended on Meridian
59. They immediately wanted M59 to incorporate every
piece of NWN functionality that they could
remember.
In general, players view all their subsequent virtual worlds
in the light cast from their first one. They will demand that
features from their first world be added to their current world,
even if those very features were partly responsible for why they
left the first world. They'll say they hate treadmills, but if their
first experience was in a virtual world with treadmills, then
they'll gravitate towards other virtual worlds with treadmills, all
the while still hating them.
There's a long explanation for this, to do with the search
for identity, which I won't delve into here because you only need to
know that players do behave this way, not why (that's
a different rant). Read my book (Designing Virtual Worlds) if
you want the full story.
Point #3: Players judge all virtual worlds as a
reflection of the one they first got into.
Short-Termism
No quote this time.
When a virtual world changes (as it must), all but its most
experienced players will consider the change on its short-term
merits only. They look at how the change affects them, personally,
right now. They will only make mention of possible long-term effects
to help buttress a short-termist argument. They don't care that
things will be majorly better for them later if things are minorly
worse for them today - it's only the now that matters.
Why is this? I've no idea. Well, I do have an idea, but not
one I can back up, so I'll keep quiet about it. The fact is, players
do behave like this all the time, and it would only take a cursory
scan of any forum after patch day for you to convince yourself, if
you don't believe me.
This short-termist attitude has two outcomes. Firstly,
something short-term good but long-term bad is hard for developers
to remove, because players are mainly in favor of it. Secondly,
something short-term bad but long-term good is hard to keep because
players are mainly not in favor of it.
Design that is short-term good but long-term bad I call
"poor". Virtual worlds are primarily a mixture of good and poor
design, because the other two possibilities (outright bad and
short-term bad, long-term good) either aren't implemented or are
swiftly removed. Good design keeps players; poor design drives them
away (when the short term becomes the long term and the game becomes
unfun).
Point #4: Many players will think some poor design
choices are good.
Summary
OK, so we now have the four points I need to launch into my
tirade. These are:
Point #1: Virtual worlds live or die by their ability
to attract newbies Point #2: Newbies won't play a virtual
world that has a major feature they don't like. Point #3:
Players judge all virtual worlds as a reflection of the one they
first got into. Point #4: Many players will think some
poor design choices are good.
I can now construct a line of reasoning that supports my
initial assertion.
The Newbie Induction
Under point #4, players will eventually quit a virtual world
that has poor features. Under point #3, however, they won't
necessarily recognize that a feature which caused them to leave was
indeed poor. Under point #2, they won't play those virtual worlds
that lack this feature. Under point #1, those virtual worlds that do
lack the feature - that is, those with the better design -
will die through dearth of newbies. Any absolute newbies, for whom
this is their first virtual world, will be educated to believe that
this is how things are meant to be, thus starting the whole cycle
again. Q.E.D.
The normal rules of evolution by which computer games
operate propagate good design genes from one to the next. Each
generation of game takes the best mutations from the previous
generation and adds to them.
Virtual worlds also propagate good genes, but they propagate
poor ones more readily. The best virtual worlds don't pass their
design genes around much because of their high retention rate: "Why
would I quit when what I want is right here?". Poor design genes
cause players to leave sooner, so it's these features that wind up
being must-haves for the next generation of products. This leads to
a bizarre situation: for a new virtual world to succeed, it has to
have the same features that caused its antecedents to
fail..!
You're not convinced, huh? OK, here are two of examples of
the theory in action, one old and one new.
Example 1 (Old): Permanent Death
If characters that died stayed dead, it would open up all
kinds of very convenient doors for virtual world design:
- It
prevents early-adopter players from gaining an iron grip on
positions of power.
- It
re-uses content effectively, because players view same-level
encounters from different angles using different
characters.
- It's the default fiction for real life.
- It
promotes role-play, because players aren't stuck with the same,
tired old character the whole time.
- It
validates players' sense of achievement, because a high-level
character means a high-level player is behind it.
Many designers and experienced players would love to see a
form of PD in their virtual world, but it's not going to happen.
Newbies wouldn't play such a game (under points #2, #3 and #4),
therefore eventually neither would anyone else (point
#1).
PD is short-term bad, long-term good: rejected.
Example 2 (new): Instancing
Instancing looks very appealing on the face of it: groups of
friends can play together without interference in relative
tranquillity. What's not to love?
The thing is, this is not what virtual worlds are about. How
can you have any impact on a world if you're only using it as a
portal to a first-person shooter? How do you interact with people if
they're battened down in an inaccessible pocket universe? Where's
the sense of achievement, of making a difference, of being
someone?
Most players don't see it that way, though.
Newbies see it as familiar - "fantasy Counterstrike,
cool!" (point #2). They don't know what it means for their long-term
enjoyment (point #4). Of course, they eventually will learn
what it means - boredom and disenchantment - but even so, they
probably won't connect the effect with the cause. They'll just go
looking for another virtual world that features instancing (point
#3). Older-era players will perhaps initially avoid anything with
instancing because their first love didn't have it (point #3), but
they'll probably try it eventually because (point #4) hey, maybe
it's that missing piece that will give them the sense of closure
they crave?
Thus, instancing will get locked into the paradigm. New
virtual worlds that don't have it will get fewer players than those
that do have it, even though they have the better design.
Instancing is short-term good, long-term bad:
accepted.
Analysis
It's not just permanent death, it's not just instancing:
it's teleportation, it's banks, it's non-drop objects - it's
everything that makes sense in some contexts but not in all (or even
most) contexts.
Player: You don't have teleporting! How can I rejoin
my group if I miss a session? Designer: Well gee, maybe by
omitting teleportation I'm kinda dropping a hint that you can have a
meaningful gaming experience, without always having to group with
the same people of the same level and run a treadmill the whole
time? Player: Are you NUTS? I want to play with my
friends, and I want to play with them RIGHT NOW! Designer:
But how are you ever going to make new friends? How
- Player: Are you listening? RIGHT
NOW! Designer: (Sigh)
Virtual worlds are becoming diluted by poor design decisions
that can't be undone. We're getting de-evolution - our future is in
effect being drawn up by newbies who (being newbies) are clueless.
Regular computer games don't have this problem.
The market for regular computer games is driven by the
hardcore. The hardcore finishes product faster than newbies, and
therefore buys new product faster than newbies. The hardcore
understands design implications better than newbies. They won't buy
a game with features they can see are poor; they select games with
good design genes. Because of this, games which are good are
rewarded by higher sales than games which are bad.
In virtual worlds, the hardcore either wanders from one to
the next, trying to recapture the experience of their first
experience or they never left in the first place. Furthermore, in
today's flat-fee universe, the hardcore spends the same amount of
money as everyone else: developers aren't rewarded for appealing to
the cognoscenti, except maybe through word of mouth that always
comes with caveats (because of point #3).
Possible solutions
I'm not completely pessimistic here; there are ways the
cycle can be broken, mainly by attacking points #2 and #3 (that is,
by overcoming prejudices concerning what "should" be in a virtual
world). Here are half a dozen hopes for the future:
- Innovation. If evolution
doesn't work, maybe revolution will? A virtual world different
enough that it doesn't map onto players' existing experiences may
attract newbies and oldbies alike. Of course, there's no guarantee
that the new paradigm won't itself be short-term good, long-term
bad…
- Marketing. People can sometimes be persuaded to
overcome their preconceptions. Even a text-based virtual world
could become a monster hit if it had the right licence and was
advertised to the right group of people. Unfortunately, marketing
costs money.
- Cross-fertilization. If no poor features are ever
added, point #4 becomes redundant. How do you know that a proposed
feature is genuinely good, though? Simple - there are two
traditions of virtual worlds (West and East) so you cherry-pick
the best ideas from the other one. You speak Korean,
right?
- Works of art. Virtual world design involves much
craft, but at root it's art. A designer makes decisions based on
how they feel things ought to be. Players will eventually pick up
on the differences and play a new virtual world just because they
like the designer's previous work: Raph Koster, Brad McQuaid and
Richard Garriott already have more creative freedom than
first-time designers. Point #3 evaporates! If only designing a
virtual world didn't take so long…
- Time may heal. If you wait long enough that people
forget why they ever objected to something, that something can
come back. Fashions change, and who knows what the newbies of 2024
will think? Good ideas will always get a second chance to enter
the paradigm, it's just that "wait a quarter of your life for it
to happen" thing that's a little depressing.
- Growing maturity. Perhaps the best hope for the
future is the growing maturity of the player base. First-time
newbies will always assert the supremacy of their first virtual
world, but oldbies who have been through the mill enough will
realise that some of the features they've been taking for granted
are actually counter-productive. If they're around in sufficient
numbers, we may see virtual worlds appearing that do everything
right and very little wrong, removing point #4 and leading us into
a golden age. I can dream…
Conclusion
Virtual worlds are under evolutionary pressure to promote
design features that, while not exactly bad, are nevertheless poor.
Each succeeding generation absorbs these into the virtual world
paradigm, and introduces new poor features for the next generation
to take on board. The result is that virtual world design follows a
downward path of not-quite-good-enough, leading ultimately to an
erosion of what virtual worlds are.
Fortunately, there are a number of processes at work that
have the potential to arrest this descent. Thus, although the future
of virtual worlds may look disappointing, it's not completely bleak.
Besides, for the purist there will always be text
MUDs.
[Author's second note: A non-Soapbox version of this
hypothesis will be presented at the Other Players conference in
Copenhagen, Denmark, later this year. Academics should refer to
that, not to this.]
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