Bartle versus MMOs, but solutions are in sight

I cannot believe I missed this.  Our new ION buddy Scott Jennings, who’s working on an unannounced MMO, posted a link on his blog to an interview with Bartle.  It spawned a lengthy conversation in comments, with Bartle himself weighing in several times.  Here’s the crux of Bartle’s argument:

  1. MMO designers don’t have the interest or ability to improve on the MMO genre in general
  2. MMO designers don’t give any reason or meaning to the worlds they create

Commenters immediately went to town on Bartle, condemning him for only being a consultant among other issues.  In the interest of full disclosure, we are actually consulting on an MMO where Bartle is also a consultant.  That said, having both consulted and worked on a number of MMOs, I have to agree that if you’ve worked on more than one, you get an idea of what is innovative and what isn’t.  If you happen to work on more than one during the course of a year, you really get to see what’s going on currently in the world of MMOs.  As for Jennings and Bartle’s assertion that designers don’t have knowledge of game design history, here’s a quick refresher from a game story perspective.

On the second issue, I can’t claim to know what is going on in the minds of all MMO designers, and neither does Bartle.  However, assuming Bartle is correct, starting with a unique vision, then setting up your world and gameplay to convey it is a step in the right direction.  It’s not enough to say “sci fi world” or “fantasy world,” because this type of world could fit into any game of the genre (not for nothing, but we presented a panel on Writing for Fantasy Worlds).  The worlds of Warhammer, Age of Conan, and World of Warcraft all take place in fantasy worlds, but fantasy worlds — and fantasy games — shouldn’t be interchangable.

Hop on over to broken toys and throw your comment into the mix, or drop your comment down below and tell me if you think Bartle’s dim view of MMO innovation is right or wrong, especially when it comes to MMO game story.   

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on June 25, 2008 at 11:24 pm Comments (3)

More story in the design: what you missed at ION 08

A few weeks ago we spoke at the ION Game Conference on Ready to go for the juggularStory vs. Story: Redefining Narrative and Player Engagement in MMOs. As shocking as it may seem, we actually weren’t the only ones talking about story and MMOs. Think story in MMOs is only for writers? Here’s what you may have missed.

BlackStar Designer Reinhart On Design Doc Alternatives
Reinhart uses a few tricks of the writing trade to make your game concepts more palatable to those who don’t like to read massive design docs. Check out the comments on this article.

Microsoft’s Hanna On The Fight For Shadowrun Audience
What I didn’t see in this article is how the entire game story was thrown out right around E3, so they had to rebuild it from scratch and in a hurry. Turns out you really do need to get buy-in from your fanbase on game story early and often. Who knew? Oh, we did :)

Hear ye, hear ye!Joe Ludwig on Pirates of the Burning Sea
Highlighted some of the interesting bits about Pirates of the Burning Sea — including an emphasis on storytelling for single players. How cunning! We almost forgive them for sharing our time slot at the conference.

A five year forecast for MMOs
Five years in the future you will find Scott Jennings and Damion Schubert. Who knew? Presentation covered business models and trends, but one take-home can be applied to storytelling: embrace your genre and learn to love the niche. Powerpoint!

I predict there will be increasing efforts to incorporate quality story into MMOs, because we’ve already seen that trend on published and up-coming MMOs. What do you predict for the future of MMOs and storytelling?

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on June 3, 2008 at 11:53 am Comments (3)
Tags:

Digital Hollywood: can content help online games?

I’m attending Digital Hollywood today, a conference allegedly focusing on the intersection between Hollywood content and digital technology.  One panel particularly caught my attention, since we’ll be speaking next week at the ION Game Conference on a similar topic: “Innovation in Games, Game Networks and Social Gaming - Massive User Communities and Commerce.”  This panel brought to light how online communities and content can have an impact on each other, as well as pointing out a few more trends in the online space.

The online or social component of games is what makes them viral or “sticky.”  Gene Mauro of Bunchball discussed how the internet creates a new form of social status online.  People can invest in online communities and build equity online, the same way others might buy a BMW to gain status in the real world.  Chris Donahue, from a company that legitimately sells gold and other virtual goods online, noted that users ascribe value to his product, rather than it having any inherent value.  Of course, something like WoW gold has value in-game, but only if the user values the experience or status you get there. 

How does this tie in with story or content?  The developer behind NBC’s THE OFFICE virtual world/experience incorporates fans’ love of the show into an interactive, game-like experience.  Fans create video, mashups, and answer trivia to earn virtual bucks that buy merchandise.  Connection to the content reinforces the social status loop, which in turn reinforces the connection to the content.  While this example may seem like a fabulous reason to license existing properties, games have shown they can develop fans of original content as well. 

The biggest changes in MMOs especially will have an impact on community, story, and design.  While the subscription model of MMOs encourages and caters to the hard-core player, the free-to-play models work better for other types of players.  Would that mean fewer WoW-esque MMOs, both in terms of story and design?  Another trend online is the growth of asynchronous play, like with Scrabulous.  What impact will this have, if any, on MMOs, which historically encourage synchronous play?  What do you think?

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on May 8, 2008 at 12:18 pm Comments (2)

Top 5 trends you need to know in MMOs

In preparation for the ION Game Conference, we thought we’d update you on the state of MMOs. We’ll be speaking about game story versus emergent story, which is sure to lead to a knock-down fight — er, a few disagreements. Read on to find the latest trends that affect story, pulled in party from Gamasutra.

1. Not all MMOs will be successful — and some won’t even get off the ground. Bioware, THQ, Activision are all trying to get into the MMO space. Activision, of course, was successful with the Blizzard merger. However, we can point to as many games that disintegrated or barely made it out the gate. A few have asked if mainstream MMOs really can innovate. Which leads to:

2. Casual and children’s MMOs make money, too. Reportedly $350 million for Disney’s Club Penguin.

3. The days of the subscription model may be numbered. Free and micro-payments games already attract a number of players. Real Money Transfer (RMT) games may be just around the corner.

4. MMOs are not a zero-sum game. More players are entering the MMO space, so higher subscription numbers on one game don’t necessarily mean fewer in another. Although not everyone agrees.

5. User generated content (UGC) appeals to many people, and quest-making tools in MMOs may help players make the technology hurdle. Most UGC appears on fansites.

Have you heard about any MMOs experimenting with or demonstrating these trends? Stay tuned for more about story and MMO this week!

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on May 5, 2008 at 8:26 pm Comments (4)

Game writers offer 4-hour work week!

To hire or not to hire a game writer, that is the question.  I’ve been researching productivity recently and came across Timothy Ferriss’s book The 4-Hour Workweek: Escape 9-5.  Apparently it was quite the thing in tech circles last year.  We’ve often said that hiring a writer, whether on contract or not, frees you up to focus on your strengths.  We’ve never said you’d get a 4-hour work week out of it.  Maybe we should start.

One of the key components of the 4-Hour Work Week means you automate as much of your work as possible.  For Ferriss, that means he outsources just about everything, so much so that I half-expect unions to be denouncing him over breakfast every morning.  He allegedly hired someone in Asia to troll the internet looking for hotties to date.  You may have already spotted the real flaw in the automated system: Ferriss may have the 4-hour work week, but no one working for him does.  Still, some people swear by his methods and some have actually seen their families at the end of the day once they’ve instituted his suggestions. 

You already know this industry strives for work/life balance.  I’d like to offer up a suggestion: hire a game writer.  It doesn’t mean you give up control, it just means fewer inane conversations about whether the villagers would worship squid monsters and a decrease in the likelihood you’ll be writing lines like “Uh!”  “Huh!”  “Look out!” at ten at night.  Leave that to us — Lord knows we’ve been working that late all week.  Maybe you’ll end up traveling the world with the time you save, or maybe you’ll finally get together with your raid group.  It’s up to you. 

Now, if you’ll excuse me, I’m off to make another developer’s week that much shorter.

What would you do if you had more free time during the work week?

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on April 10, 2008 at 2:10 pm Comments (2)

Game writer horror stories

The recent flap over the merits of hiring game writers has been educational. I’ve learned that many, many people believe in the power of storytelling in games. I’ve learned about a few more game industry horror stories involving writers. I’ve also learned that there’s no way to talk about a game project without people figuring out exactly who you’re talking about ;)

With that in mind, I thought I’d talk about a few writer horror stories I’ve heard recently without naming names and invite developers to add their own. I’ll go first!

  1. A game went into production with assets and levels already designed. It became excrutiatingly apparent it was disjointed, so they hired a writer to sort of knit it together. By that time, however, it was a bit of a lost cause. I don’t know if the game ever shipped.
  2. A major game developer was looking for a quality game writer, so they hired one based on reputation and referral, never having read a sample test. When the time came, it became apparent that the writer didn’t get the game genre at all, so the work had to be thrown out.
  3. A major game developer with a story in progress considered hiring a writer, but the writer quoted a price that was too high. Later, when the game company realized their story needed serious help, they returned to the same writer, who started the story over from scratch and charged even more for the rush job.

Has a writer hurt you or harmed your project? Have you done a little hurting yourself? Share your horror story — we promise not to track you down!

Found this blog entry useful? Click here to e-mail it to someone!

Published in: on March 28, 2008 at 12:00 am Comments (0)

Good writers make better game designers

Poor, poor Adam Maxwell.  He’s a game designer who also writes.  Adam bravely went forward to make a few statements on Gamasutra about the role of writers in the game industry.  Unfortunately, he tripped over his own words, causing anger and dismay for many.  One designer who told me he doesn’t care for game story e-mailed me after reading his article, saying, “That’s not what I meant!” If you read Adam’s missive closely, he’s really expressing frustration with game writing as well as demonstrating a misunderstanding of what good writers can do.  I’ll do my best to underline what he is really trying to say and what it means for any developer working with writers and writing. 

“Writers tend to make better designers.”
Thanks!  That’s so sweet of you.  In the interest of full disclosure, Writers Cabal offers game and content design services as well as game writing services.  We are that enviable hyphenate “writer/designers.”

“Being a writer doesn’t automatically make one a game designer.” ”The work of the writer is inherently linear – the work of the designer is typically not.”
Translation: “I’m frustrated that so many game writers don’t get games or don’t get interactivity.”
Very true.  It’s important when hiring a writer to find one who gets the medium.  On top of that, do what you can to help the writer you hire “get” your game.  If you hire the right writer, you will hire someone who, as writer/designer, designs the story into the gameplay.  As writer, s/he will write a story that won’t hogtie the player by giving the player non-trivial choice

“Is any of that [characters, emotion] necessary to make a good game? Sadly, the answer is no.”
Translation: “While I’m frustrated that efforts to put in great story and characters have met with relatively little success, that’s all writers have to offer.  Unfortunately, it seems like no one in the industry wants to make great games.”
Certainly, you can make a good computer game without writers, without composers, and without artists.  Let me point you to one right now: http://www.websudoku.com/  I suspect the reason Adam has singled out writing is because he has tried to put in better story and character and met with little success.  Auto Assault anyone? 

Adam seems to misunderstand the writer’s role.  The best writers don’t just throw some story and dialog over the wall and go home.  Games create emotion — you can’t escape that.  The developer’s job is to identify what emotion the game should elicit, then use every tool at his/her disposal to get there.  If you want the player to feel heroic, you can design it in, draw it in, write it in, sing it in, or all of the above.  This is what great writer/narrative designers can do: help you create this emotion across all disciplines.  After all, are you in this industry to make okay games, or to make great games?

“I would rather have another designer than a writer.”
Translation: “I would rather have a co-worker that has more than one skill.”
I agree, as do many developers.  People love artists who can program, designers who can build, and programmers who can use more than one language. 

“I met with our writer [. . .] it was also a 3-4 hour event [. . .] During that time, I was not balancing weapons [etc. . . .] which was what my job description actually called for.” 
Translation: “I don’t like managing writers, but I don’t actually want to write the script myself because I’d rather balance weapons.”
Remember the top five excuses for not hiring a writer?  If there had been no writer, poor Adam would not have had time to balance even one weapon, since he would have spent all his time getting the script ready.  Hiring a writer allows designers, programmers, producers to focus on what they do best.  Professional writers save time by working faster than someone for whom writing is not a main skill. 

Managing outsourced writers can be a challenge, which is why we keep this blog.  There are plenty of ways to streamline the process, including hiring the kind of narrative designer who interfaces with writers, much like an art outsourcing manager.

“What do you do with the writer when the story is done?”
Translation: I live in a fantasy world where games aren’t an iterative process.
Okay, now I’m just being mean ;)
Translation: “I’m not a producer and don’t realize that this question plagues developers with regards to any employee, from writer and QA to core designers.”
This industry is inherently volatile — when a game project ends, not every company is equipped to keep everyone on staff.  Hiring writers on contract is a good option.  Hiring writer/designers on staff is another.  A good producer or product manager will decide what works best.

Now that I’ve translated Adam’s thoughts, I have to agree with him on many points.  Yes, a writer with a designer mentality who “gets” games is better than one who doesn’t.  Yes, it can be frustrating that more developers aren’t striving to create great games that appeal to all kinds of players.  Yes, finding the right staff and outsourcing partners for your game project can be challenging.  Fortunately, Adam and developers like him are not alone.  You have us!

Care to add your two cents on the article?

Found this blog entry useful? Click here to e-mail it to someone!

AddThis social bookmarking image button

Published in: on March 20, 2008 at 1:50 pm Comments (18)

2008 Game Developers Conference - Day 2

Day 2 at the 2008 Game Developers Conference in San Francisco, CA:

Found this blog entry useful? Click here to e-mail it to someone!

Published in: on February 19, 2008 at 3:19 pm Comments (0)