Empire. Such a fancy title. Lately, we have been noticing
an increasing concern of gaming companies to enrich empire
managing. The reasons for this are abundant: to erect an empire
seems to be the only viable option to a player that has eradicated
the entire lich population of an ecosystem. Furthermore, nation
building can be quite a stimulating activity, considering
it promotes underdeveloped nuances of player/player cooperation.
Developers have attempted to create an empire-friendly environment
in MMOGs for a while now. The opinions on whether these attempts
attained success or not vary as much as the number of frustrated
would-be kings in UO, AC and EQ together. That's understandable,
after all, the study of building societies is not an easy
one. But fortunately, Earth's ancient civilizations do as
great subjects for research material. Therefore, in order
to accomplish such a lofty goal in MMOGs, one must first refer
to RL civilizations and to the factors that enabled their
respective ascensions. Lets delve into the large-scale dynamics
of Earth's greatest empires, and see how we can transport
its pattern to virtual worlds.
Scientists Thuman and Bennet have highlighted "prerequisites
for survival," needs that must be met in order for a society
to continue. They are:
- Every society must be able to answer the basic biological
needs of its members: food, drink, shelter, and medical care.
Probably the most important of all, this prerequisite entails
a number of flaws in current MMOGs that simply make realistic
empire managing impossible. First off, the true importance
of a society depends on its efficiency when supplying members
with necessities; however, when characters don't need to eat
or drink, this importance disappears… and they might as well
live as hermits in the woods (as in fact most characters of
current MMOGs do). Therefore, here we have the first sin that
stands in the way of a truly meaningful social projects: lack
of biological necessities.
Shelter has been poorly addressed so far. The human(oid)
body is fragile; hence the tendency to band together and try
to defeat the harsh conditions that nature presents. If the
body is invulnerable to environmental hazards, there is simply
no need for shelter. There is no actual need to housing, thus
rendering habitation complexes - villages - completely useless…
merely a nifty thing to do when you want to pretend your character
needs a place to live. Based on these premises, the second
sin that must be corrected for the ultimate social experience
to succeed is: invulnerability to environmental hazards.
Medical care has the potential to enable an amazing experience
if implemented correctly. As most of us have been told, an
issue of great importance in the Middle Ages was proper sanitation.
People that, for one reason or the other, lived outside the
civilized areas were found to be much more vulnerable to diseases
and other afflictions - often having a very short life span.
Poorly treated wounds, reckless nutrition, and a generally
mediocre lifestyle were a considerable drawback from living
away from the cities.. unless, of course, you mastered the
proper skills. In the towns, on the other hand, doctors hired
by the State were usually able to stop plagues and ensure
an average level of health to the population. This depth of
health care has never been seen in any MMOG to date, digging
another hole in path to meaningful empire building: shallow
implementation of health problems and care.
- Every society must provide for the production and
distribution of goods and services (perhaps through a division
of labor, rules concerning property and trade, or ideas about
the role of work).
Once the need for biological necessities is acknowledged,
actual ways of producing and transporting food is the next
step. While this area has been reasonably covered in previous
games, industrial scale food production requires a new level
of variety and complexity. First off, resources MUST be limited
in order to create an atmosphere of purposeful industrialization;
where clever handling of resources is rewarded with profit/abundance.
Unlimited resources end up creating a messy grab-and-go feast,
with no concern for rationing, refining or careful evaluation
of use. This leads to the wasteful situation of present MMOGs,
where even the best administrative techniques and wise management
have absolutely no importance in the outcome of one's business.
And by detracting from the fun and challenge of creating a
workable economy (not to mention that limited resources are
just the perfect reason for guild wars and political conflicts),
this trait can be considered one of the worst sins of modern
MMOG design: unlimited resources.
Natural resources MUST be distributed in a geographically
plausible way throughout the world. Disposition of these resources
on the map carries a great deal of relevancy when defining
commercial relationships between towns - trade. I cannot stress
that enough. The importance of trade for a cooperative state
of affairs is nothing less than crucial. No region should
be rich in more than a couple of types of resources. For instance,
a mountain range would have plenty of minerals, but lacking
fertility. A plain, on the other hand, tends to have fertile
soil, to the cost of raw materials such as wood… which in
turn in abundant in a forest, where it is very difficult to
grow crops. Understand: this kind of balance is the closest
you can get to a genuine feudal economy without going back
in time and ruling one yourself. It will define the very strengths
and weaknesses of your settlement when it grows. When combined
with the previous solutions proposed so far, it makes city
building an exciting game by itself. Another sin: unrealistic
disposition of resources.
Division of labor is a very teamwork-friendly concept, and
it fits nicely into most MMOG contexts. But in order for any
improvement to appear, the need for it must arise first. So
its to the best interest of developers to make sure that every
raw material has several steps of refinement before it becomes
usable. The more stages of refinement - and the more skills
are necessary to complete the process - better cooperation
between the characters can be achieved. Its providential to
understand that the purpose of a society lies solely on how
much easier it makes for people to survive. If most items
and supplies can be easily crafted by one single character,
what is the need for cooperation that leads to a society?
None. Which points out one more defect in some systems of
the present time: simplistic processes of refinement/ crafting.
-Every society must provide for the training (education,
apprenticeship, passing on of values) of an individual so
that he or she can become a functioning adult in the society.
First off, clearer differences between old and new characters
can only bring good things. This would better depict their
youth and highlight the rewards of experience at the same
time. The best way to accomplish such a goal is to actually
give new characters more vulnerable attributes - a young body,
blurred senses, etc... In late MMOGs, new characters evolve
in an impressively fast rate, often reaching highly developed
stages prematurely… thus quickly skipping the fun stages of
learning and exploring. By making clear how vulnerable new
characters are, a developer can increase the need for training
and veteran/newbie interaction. This usually makes the learning
stage of a player much more fun, while it also puts a definite
physical discrepancy between 1-week-old players and 2-year-old
veterans: clearer differences between old and new players.
The consequence of the feature suggested above is naturally
an efficient way of passing knowledge. There are several means
of teaching that transcend common skill-transfering lectures.
One of them is the sometimes implemented 'party experience',
where young players can team with veterans and gain experience
from observation. It is of utmost importance for a successful
empire-building-oriented game that functional ways of teaching
are implemented, for preparation is the core of any social
model. Without ways of introducing new characters to common
knowledge and making them productive members of the society,
any would-be empire is doomed to perish after the first generation
dies. So the flaw here is: lack of fully methodical and
varied ways of passing knowledge.
-Every society must provide for the maintenance of
internal and external order (laws, courts, police, wars, diplomacy).
Understand this: human nature is chaotic. Our primary tendency
is self-destruction. The challenge when building societies
in RL is to overcome that tendency; therefore, it is just
fair to expect the same in the virtual environment where the
bad side of human nature is so much more evident. Now, one
could read this and think: 'Well, so far MMOGs have been doing
a good job in this sense, with flagging, reputation and all.'
To these people I say: nothing could be farther from the truth.
See, the very concept of law and order is subject to free
interpretation. Different societies have completely different
ideals of justice itself; forcing one inflexible system upon
all the players is basically the worse approach one could
possibly choose. Building an empire is about freedom to disagree,
its about the ultimate in customization. If people cant have
the liberty to choose what to believe in, we shall never get
even close to a glimpse of roleplaying game. That said, the
imperfection here is clearly: imposition of arbitrary legal
systems and policing.
-Every society must provide meaning and motivation
to its members.
This last prerequisite is more important than it may seem.
No societal activity is possible unless people are motivated
to participate. Why do we get up in the morning? How do we
see ourselves in relation to other members of society? Why
do we follow a society's rules? Without a sense of meaning
and motivation, people will become apathetic. If this happens,
a society may be threatened with decline. Given the subjective
nature of this prerequisite, I will leave my accusations to
your own interpretation this time.
Well, ladies and gentlemen… here ends my analysis, and with
it, our little virtual retrospective. Unfortunately, the conclusion
is the same for both: when it comes to building an empire,
the MMOG industry is a foul spectacle of incoherence, a true
mockery of reason and logic. But in a sunny morning in a near
future, one mysterious company will stand up and announce
a game of untold respect for human intelligence; the holy
grail of online roleplaying. That morning, players will chant
praises in one single voice, acknowledging the MMOG of all
MMOGs. But until then, we count the days in front of the computer,
shooting mongbats in the dark and helplessly watching as the
bastions of creativity repeat the same errors all over again.
Failing to realize that all these mistakes of other times
are simply… the sins of the empire.