Fable 2 added a layer of semi-simulation to the RPG gameplay, and while it had its shortcomings, it was an interesting attempt to widen the gameplay in the single player RPG. MMOs require more than this in the next-generation of games, I believe. They need a realistic simulation model. That doesn’t mean they need to react just like the real world (we can have magic, etc), but like movie logic, the games need to obey their own “laws”.
Some MMOs have recently added the idea of nocturnal creatures. A good example would be the Trolls in Lord of the Rings Online, which can only appear at night, because according to Tolkien, they turn to stone during daylight. Aion will also have some mobs that only come out during the day or night. This is a step in the right direction, but the implementation in MMOs so far has been piecemeal.
Wild animals should react as wild animals react. Deer, for example, do not stand around while a person walks past, nor do they attack, unless all other options have been exhausted. Except in LOTRO, where they do the deer equivalent of “Bring it on.” They should run away and require you to bring them down with ranged attack if you want their hides. Likewise, I’ve wandered through a wood in the middle of winter and come across bears wandering around – have developers never heard of hibernation? I’ve wandered through swamps in the middle of torrential rain, and seen insects flying around by the dozen – insects don’t fly in the rain, for goodness sake. The point is this – if you are going to implement a set of weather effects, then they should have world implications, just as the do in the real world. Otherwise, the rain or snow is just a visual filter and we might as well dispense with it.
Now this might sound like pedantry, but I believe there is more to it than that. By ensuring that the MMO world is governed by rules that make sense, you create a world the player can believe in more, and offer more gameplay ideas. In today’s MMOs you could wander past a set of trolls living in the same patch as a set of giant swamp insects. There’s no competition for resource going on there between them as there would be in real life: the two species would compete for land and food sources.
Now, if a next-gen MMO were to implement this level of simulation, then you could have boundaries where two species would compete, and if the player were to tip the balance, by coming through and killing say 30% of one species, then the other species would have an advantage and start to take over their enemy’s land, reproducing to increase their numbers (let’s get rid of spawns this way while we’re at it; we’ll have hatchlings, young and then adult morphing, thanks). The simulation could then reset the numbers by some sort of natural disaster (disease, earthquake – I don’t know; I’m making this up as I go along) so that mobs were available for quests kills, but this way we would have a natural ebb and flow of mobs in a living world. A living world: imagine how that would feel to play in – better than running around the cardboard cutout worlds we have today, wouldn’t it?
GamerZines publishes a regular, free magazine for MMO gamers, called MMOZine: click here to download the latest issue for free.
May 5, 2009 at 7:49 pm
I always thought this is what CoH lacked….. it was a perfect setup for npc gang warfare where the territory lines changed based on which side the heros beat up more.
Thus so far you are echoing most every complaint i’ve had about the mmo “scene”. Its nice to see that im not the only one that wants the rpg put back into the mmo.
Why dont fogs happen and hamper combat? why doesnt rain flood rivers, why dont fires happen in a drout… their so many quests taht could be developed just around weather having a randomly genderated impact.
Why do mobs just stand their looking at me stupidly as i slay their friends…. this is outdated gameplay.
May 5, 2009 at 8:00 pm
[…] Part 5 – Real world simulation This is obviously a pretty bold series if it aims to change the MMO landscape, but the ideas do seem interesting even though none of them are exactly novel so far. That said, they are starting to fit together nicely as newer parts of the series come out.For instance, allowing players to have a visible and lasting impact on the game and then mixing it with the concept of a more real world simulation could produce interesting outcomes; e.g., too much hunting of one particular species could throw the ecosystem and biodiversity of the surrounding area out of balance.[Via: Warcry]Filed under: MMO industry, OpinionGamerzines blog series on crafting the perfect MMO originally appeared on Massively on Tue, 05 May 2009 15:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments […]
May 5, 2009 at 10:02 pm
I agree with your assertions and definitely would like to see a natural ebb and flow with the local wildlife & resources.
I think that and hope that future MMOs will get away from “Kill X number of Ys” once out of the starter areas as for me, these quest types aren’t interesting. I’d rather have to discover or know that I need to gather some meat for an upcoming festival and make the decision on what I want to hunt and how many depending on how much meat, if any, has already been gathered.
May 5, 2009 at 11:11 pm
Fable 2 looks like World Of Warcraft,
nice step to this outstanding game.
May 13, 2009 at 11:18 am
[…] 3 – Crafting How to create the perfect MMO – Part 4 – Character customisation How to create the perfect MMO – Part 5 – Simulation How to create the perfect MMO – Part 6 – Homogenisation […]
May 17, 2009 at 4:59 pm
Bring it on!, give me some realistic immersion (another thing people always say they’d like, but developers just seem to ignore)! Just last night playing I though how stupid it is that I walk/run right past these wild animals and they just stand there.
May 17, 2009 at 9:40 pm
Nature has a great way of dealing with situations where one species becomes overpopulated, that species’s natural predator will grow in population as the original over populated species is more abundant, therefore more food for the natural predator. As the originally over populated species begins to die out the food supply for the natural predator is reduced. With less food being available the predators start dieing out returning the area to a natural balance.