Bound by Tenets

While working on MMOs, there were a few design tenets that “everyone knew”. They were the pitfalls you tried to avoid, the things you had to include, the concepts of structure and pacing that were how you knew you were designing correctly.

Bound by Tenets

I understand where they come from. There’s a risk in breaking from the established norms, and as projects get bigger and more expensive, the risks are severe. That being said, I can’t think of very many best-in-class non-sequel games in any genre that have been massively successful without diverging significantly from the established tenets of the time. Even the very well-established series will reinvent themselves periodically to keep things fresh, and the ones that don’t change things up enough tend to flicker and die.

Sometimes these divergences come from technology. Assassin’s Creed was build on crowd AI and active movement concepts that weren’t seen anywhere beforehand. Ingress wouldn’t make sense without the cell phone as a gaming platform. Super Mario 64 wasn’t possible until the first fully 3D consoles were available. The first MMOs were built on this amazing idea that players could connect to an ongoing, persistent world and play with their friends easily, amid hundreds or thousands of other players doing the same.

Bound by Tenets

Sometimes, the divergence is in how you experience the game. Thief took the first-person shooter genre and made it into a game about avoiding combat and avoiding enemies. Portal took the same genre and turned it into a puzzle-platformer. Adventure games and dungeon crawlers merged together into the modern single-player RPG. These evolutions happen between technological breakthroughs, generally– they’re the kinds of games you see when a console generation is mature, or when technology is relatively stable.

The difficulty here is risk. There’s a big problem when a type of game is unable to explore its potential because it’s too risky to do so, and there’s a very real risk of sameyness when the only things changing in a genre are the trappings. Adventure games and JRPGs both went through this, with the formulae going largely unchanged from game to game, and both have gone from popular, relevant games to tropes. There’s a constant fear of deviating from type when making a game, and some genres are more restrictive than others.

Bound by Tenets

A lot of this comes down to verbs. Consider the verbs that constitute gameplay in a point-and-click adventure game. There’s “click on environment”, “talk to NPC”, and there’s “use item in inventory”. The outcomes may vary, but by and large you’re clicking on something in order to trigger an animation and either obtain an inventory object to move forward or otherwise trigger a progress flag. Talking to NPCs has a similar effect. Movement isn’t really gameplay, though it pretends to be, and the visual novel genre does away with movement entirely.

MMOs are similar. There’s “fight enemy”, there’s “click on object”, there’s “use inventory item”, sometimes there’s “talk to NPC” (though this is often a single block of text that you may not even have to read), and there’s “move” (sorta). “Fight enemy” is the most robust of these verbs by far, and everything else pales in comparison. Movement is rarely fleshed out beyond just running around, though occasionally there’s roll dodging. Even jumping, while usually present, often is dismissed as a viable gameplay type because “players get frustrated by jumping puzzles”. That last would hold a bit more weight with me if there weren’t so many incredibly popular jumping puzzle games, not least of which is the most commonly known video game character in the world.

Bound by Tenets

Digging deeper, it’s a fidelity problem. First- and third-person action games have a lot of verbs– Grand Theft Auto is immensely popular in large part because there’s so much you can do. The verbs in that game feel varied and different and fun. Skyrim is similar– there’s enough depth in the various things you can do that you feel like you have a lot of freedom to do a lot of different things; it’s not just “fight enemies”. First-person platformers come in a variety of flavors, despite the “FPP” being a niche (platformers) of a niche (non-combat first-person action games).

I beat the drum about MMOs a lot, but one of the things that hasn’t increased even as the fidelity of the games has increased is the number of verbs. It’s still “fight enemy”, “click on object”, occasionally (but more often now) “talk to NPC”, and “move (sorta)”. We know we’re playing an MMO when we see hotbar combat, and fields of monsters, and gear/level grinds. It says a lot to me that Destiny made as big a splash as it did, despite its many well-known-to-MMO-player issues. It was a different way of experiencing both the FPS and the MMO, and drew from both pools.

Bound by Tenets

I’m not convinced that we’re going to see a conceptual divergence in MMOs that leads us to the Next Big Thing. One of the advantages that the FPS has is the very strong middleware– the myriad game engines built for making first-person action games that are accessible and generate good games. MMOs lack that– each one has to be built from the ground up, even when using middleware, and it means that just getting a game off the ground is a herculean task. There’s no room to take risks, and as a result a lot of the MMOs out there feel like they’ve been cut from the same cloth.

Virtual reality might be the technological jump MMOs need to have a breakthrough, but I’m not yet convinced that’s going to be as big a technology as everyone seems to hope. Perhaps I’m just cynical from having lived through the same excitement in the ’90s. I think an MMO that keeps the core of the genre– play in a big world with your friends– while otherwise vastly diverging in how you actually experience it might pull the genre forward. I think that would drive a lot of players away, but it would also bring in players from elsewhere.

Bound by Tenets

Until someone takes a big risk and has a solid foundation and resource pool supporting them, though, it’s unlikely that we’ll see anything like that anytime soon. It’s a very barren field for up and coming MMOs that are likely to make a big splash, compared to just a few years ago. I have a lot of fond memories of the rise of the MMO, and I mostly feel like there’s a gameplay experience I was able to have once that’s missing now. I’d like to have it again, but that window may have closed. We’ll see.

Language Learning in the Information Age

The last time I tried to learn a language, it was Spanish, through a blend of classrooms and tutors. My mom would probably describe the overall effect as a dismal failure.

Language Learning in the Information Age

After generally failing to learn how to speak Spanish (though I can passably understand it if people speak slowly), I’d put the idea of becoming multilingual out of my mind, because I believed I’d already proven I was terrible at it and that learning another language just wasn’t in the cards for me. It frustrated me, but whenever the thought of learning a language came up, I thought about how I still didn’t know Spanish, and let the thought wither.

At the same time, my parents instilled in me a deep sense of wonder and curiosity about the world. I’ve long held the belief that people are mostly the same everywhere you go; they want the same things, have fairly similar motivations, and generally just want to be happy. The flavors are different, from food to culture to fun, and with that general feeling that people want similar things I found a fascination with discovering all the different flavors. Most of the books I read growing up came out of England, and the video games from Japan, and each contributed a different view of the world than I was getting from my surroundings.

Language Learning in the Information Age

It wasn’t until recently that I revisited the idea of learning a new language. I put it off for a while, because I still thought I was a failure at learning languages, but I finally bit the bullet and started working on it, largely thanks to the free Rosetta Stone apps for my phone. Phone apps seem light, low-impact. If I try it and it doesn’t work, oh well. I don’t have to make a special appointment to learn a language or take a particular class, I can work on things while I wait for class, or while waiting in a restaurant, or while sitting on the toilet. At the same time, it’s easier than it’s ever been to find the things that remind me why I want to learn new languages.

I struggled with motivation to learn Spanish because it wasn’t really something I was doing for myself. Still, I’ve long felt like I should know Spanish before I move onto some other language, and it was really hard to let go of that sense of obligation. I wasn’t actively learning Spanish, but I also wasn’t actively learning any other languages.

Language Learning in the Information Age

When I started playing Infinity, my interest in Spanish was rekindled. There were a lot of rules that weren’t originally translated very well in English, and I had just enough Spanish knowledge to muddle through the original language in which the game was written. I started brushing up a bit, and while it wasn’t functional or conversational Spanish, it planted the seed for me.

After moving to Seattle, I found myself surrounded by the Chinese and Japanese languages, and it’s made me want to learn them, so that I can communicate with other people and fully experience everything this area has to offer. That thirst to be more worldly has struck again, and there’s so much I can learn through the language. Now, instead of textbooks and classrooms, I can use my phone, my PC, and my TV to teach myself languages. I can play Assassin’s Creed in Spanish and watch shows in Japanese, then put on a film in Chinese. It lends an immediacy and a relevance to what I’m teaching myself, and it makes it much easier than memorizing vocabulary from a book.

Language Learning in the Information Age

Entertainment is a powerful teacher, which isn’t really news to me (or anyone else), but turning it to my own ends as a language-learning tool has been more effective than I could’ve imagined. My next step is to try to talk with my mom in Spanish as much as possible, which is going to be a disaster for a while. Luckily, Spanish and Japanese are very different languages, so I should be able to keep them separate in my head. That being said, I haven’t yet felt like working on two languages at once is confusing or difficult. We’ll see how it goes.

Overselling Difficulty

My FFXIV raid group is now caught up to current content, and we’re tackling Ravana Extreme now. People who have done the fight before us have said things like “our raid skipped it because it was too hard” and “prepare to wipe a lot”. Needless to say, a goodly number of us were a bit leery about what to expect.

Overselling Difficulty

We dipped into the raid after a quick, 45-minute full clear of Alexander, and spent about 45 minutes on three or four attempts at Ravana. We didn’t beat it, but we got to the point where we’d seen all of the mechanics; getting the boss down to about 65% on our best attempt.

Overall, the much-touted difficulty was… somewhat underwhelming. It’s possible I’ll eat my words if we wipe constantly on it for the next few months, but I highly doubt that’s going to happen. It’s a dance fight, and the dance is slower and less instantly brutal than things we’ve done before. As much as I’m not thrilled at jumping into Alexander (Savage), it looks like a thing we’re likely to be doing unless another raid or set of raids comes out relatively soon.

I’ve never terribly enjoyed the “harder version of a raid you’ve already done” design path, although I understand why it’s good for increasing the shelf life of content. I’m a fan of harder, max-level versions of dungeons where the story, enemies, and bosses are completely different, but “the same thing but harder” has never really held a lot of appeal for me. If it’s the only thing left to do, I suppose there’s nothing for it, but I’m not thrilled at the prospect of grinding the same two existing dungeons for weeks to get geared up to do a harder version of a raid I’ve already beaten.

Overselling Difficulty

This is, of course, the downside of being on the front edge of content– there’s an effort-to-return curve that gets worse and worse the closer you get to consuming all of the content, and FFXIV is more than happy to dangle brutally difficult “savage” content for the truly hardcore. Not being truly hardcore, I don’t have the same drive to burn through that stuff.

On the other hand, I’m not going to be heartbroken about not beating Savage Alex the way I was going to be sad if we hadn’t completed the Binding Coil of Bahamut. I don’t have much problem milling around in Savage Alex until the next bit of content comes out, though, and as we progress through the next tier of content, Savage Alex will be a little less brutal, and we can go back and clear it at a more leisurely pace. I’m kind of hoping we can leapfrog content through this expansion, since we raid at a somewhat more sedate pace than other groups.

It’s been nice to settle into a routine with multiple raid groups in the guild. The ‘original’ Monday night raid is the more casual of the two raids, and the Wednesday night has quickly gotten a reputation for being the more hardcore. Until recently, they were further progressed in Heavensward content than we were, having beaten Bismark Extreme a week or so ahead of us and (I believe) working on Savage Alexander and Ravana EX. We caught up with them after beating the rest of Coil (old, level-50 content), but we’ve since closed the gap if memory serves.

Overselling Difficulty

People in the FC who really want a hardcore experience have an outlet in both the Wednesday night raid and external statics, which a bunch of people do, which has given us the ability to stay pretty casual in our raids. My hope is that we can start bringing new folks through cool content on Monday nights, especially if we run out of new things to do.

As both guild leader and one of the raid leaders, it’s been sort of a balancing act for me– I want to make sure everyone in the guild is getting the experience they want, but I haven’t wanted to over-commit myself and be forced to lead a “cutting edge” group that I don’t have a lot of interest in. I’ve been happy that Mor has stepped up to run that group, and also that some of the Monday night folks who want to raid more than once a week have the opportunity to do so with Mor’s group.

We have enough people in the guild that it might be time to start looking for a third raid night– this has classically been Saturday afternoon (before podcast), but attendance is often pretty low for that. There’ve been some ad-hoc groups that get rolling, and I think we might have enough people to make a regular Saturday raid possible. It might be a group who can start by going back to old Coil and getting a feel for working together in there. As usual, the trick is finding a raid leader for the group– I can get it off the ground but I’m not going to be able to be around every Saturday to run it.

Overselling Difficulty

who might i have in mind? (art by slipgatecentral on deviantart)

I recognize that it’s not something I’m willing/able to take on myself, and previously I would have felt like a failure as a guild leader for not bearing that load on my shoulders, but having done it before I know it’d burn me out, and if I’m burned out I’m serving no one. Part of the success of the guild in FFXIV is that important stuff is delegated to a variety of people, and if any single person isn’t around the whole thing keeps ticking. I certainly don’t have control over the whole thing, but I’m okay with that, because the organization is more than just mine. As long as people are happy, things are going well, and my job is more to be proactive and start thinking about solutions to problems before they crop up.

It’s a system that works pretty well, and I’d be lying if I said that a lot of it wasn’t borne of my graduate coursework. The two feed off one another, and I feel like my successes in both arenas are due to my participation in the other. I’m a better leader because of being an MBA student, and I’m a better student for having been a leader.

Social Robots

On Introversion

Social Robots

Every so often I hear something that makes me stop in my tracks and evaluate my own personal feelings about something.  For awhile now there have been a chorus of folks warning us about the evils of technology and how we are losing our ability to relate to other human beings by replacing face to face conversation with a combination of text messages and email.  This has honestly disturbed me a bit, simply because my life is actually so much richer thanks to the ease of non-face-to-face communication options.  You probably don’t think that someone who can rattle out a post every single morning is an introvert, but in truth I am happiest when in my home with only my wife, the cats and the ferrets to keep me company.  I suffer from a truck load of anxiety when dealing with people out in the real world.  I do fine in social situations, but I also suffer from an irrational amount of stress leading up to it.  I know deep down inside that I will enjoy myself when we go out to dinner or a movie with friends, but up until the moment we are actually leaving the house…  every instinct in my body is telling me to call… cancel… and stay in the comfort and safety of my home.

There are times when I get this irrational fight or flight instinct, and I have learned over the years how to trick myself into ignoring it.  The problem is it is still there and no matter how minor..  face to face interaction and using the phone…  both stress me out beyond reason.  If I need to make a call, like something as simple as making a doctor appointment…  I will put it off until I have almost run out of time to do it.  So when I hear people talking about how non-face-to-face communication is degrading the fabric of society…  I get more than a little defensive.  The ability to chat with friends over instant messenger, or hang out with folks on Teamspeak…  give me a way of reaching out and hanging out with people without triggering all of the anxiety of sitting across the table from someone.  I am by no means frozen by my fears… because I get out every day and talk to people, and put on my best friendly southerner act.  The problem is I can only handle so much of this before my buffer of civility is drained and I need to get the hell away from other people.

Social Robots

So while listening to NPR over my lunch break, I thought I was preparing for yet another speech on how we just need to sit down and hang out together more often.  It was then when they threw me a curveball.  This discussion was about how we are interacting more with devices and how folks love talking to things like Siri or the new Amazon Echo.  They talked about how we are on the cusp of having “social robots” in our lives that interact with us.  Largely the discussion was about the dangers of interacting with things that have no empathy can have no ability to actually care about us as human beings.  They talked about a study where they introduced a child to a what they kept terming a “social robot”, essentially one that mimics and mirrors human behavior.  There were technical difficulties and after a few minutes of interacting the robot shut down.  The child saw this as rejection… as this device “not liking her” and was extremely distraught.

With more and more AI entering our science fiction, with movies like Her, and the television show Humans…  this is going to come up and ultimately we are going to have to deal with issues we have never dealt with before as a culture.  The problem I have with this whole line of thought though, is that she kept saying that robots were incapable of empathy.  As a programmer by trade I think maybe I just have a different line of reasoning behind this.  What is empathy but essentially our way of decoding a series of inputs from another human being.  What we call empathy is realy not that unlike what computers do with every single decision they make.  They read in a set of data points, and then make a decision based on a predetermined matrix of possibilities.  Without realizing it we are doing this every time we determine what someone is feeling or thinking… we are unwittingly taking posture, facial expressions, vocal intonation, and comparing to our own experiences to break down that sequence of data into a “feeling” or an “emotion”.

Human Machines

I would go so far as to say that essentially we are machines in the most basic sense of that word.  Granted we are exceeding complicated machines, but every single function of our bodies is a system built upon a system built upon the encoding that we received at birth through our genetic make-up.  We consume nutrients to power the cells in our body that are then programmed to behave in certain ways just like the code of a computer.  While we have yet to delve into genetic hacking on a large scale, it has been happening in the lab for over a decade to produce new medicines.  While there are ethical dilemmas standing in the way, I feel like by the end of my life time we will be treating diseases by rewriting segments of our internal “code”.

All of this said… since we are basically machines running custom hardware, executing custom code, and reacting to a lifetime of custom data inputs…  doesn’t it seem naive to think that robots will forever be incapable of empathy?  Machines are good at analyzing data, making assumptions on that data, and then reaching a decision.  Since what we think of as “empathy” is essentially us doing exactly that thing… I cannot believe that eventually we will have machines that can mimic those processes that we consider as “unique” or “special”.  I know this is a strange topic for a gaming blog, but every now and then one of these topics happens and I want to write about it.  For ages these topics have just gotten filed away in my head for a later discussion… that never actually happens.  Since this is Blaugust the month of pushing people out of their comfort zone I thought to myself…  go for it, post it.  Futurism is a past time that I love to indulge in, and I had an excellent discussion about it while recording one of the Bel Folks Stuff episodes.  I think dreaming and envisioning these ideas helps us to formulate ways to deal with it when it ultimately becomes a reality.  I would love to hear folks thoughts about this…  or honestly if you just want me to shut up about these side topics and stick to game blogging.

[Edit]

Real quick edit to embed the Aspen Institute talk that inspired this post.