Monday, February 27, 2006

To you, Raph Koster, I say: Bah!

First, go read Raph's nattering. Kthx.

Let me preface this by saying I do not know Raph. I am well acquainted with his work, of course, as he is widely regarded as a luminary in the industry that employs me. I don't think I've even met him, to be honest. Except perhaps that one time Anthony Castoro and I were having lunch at the pho place across the street from the Sony office in Austin. But that hardly counts.

I'm bewildered and perplexed at his calling this list a "lament." Yes, training any kind of real world scrutiny on certain MMO behaviors reveals them to be quite silly. Yet, I question whether that scrutiny is warranted, or that there is anything wrong with this silliness.

Here's a news flash: people in virtual worlds are not bound by the same physical laws as we are in the real world. I know that seems like a real "Duh" observation, but consider the ramifications. It implies that everything we know about how the world should work, based on empirical experience, is suspect. If you look at it that way, how could virtual worlds NOT develop their own patterns of behavior based on the constraints of the ruleset? How then could we expect those patterns would NOT be perpetuated by game designers, who steal the most proven game designs simply so they can get their fucking product shipped and make their stock options worth something?

It's an evolutionary process, folks, and remember: evolution is nature's way of ensuring the most survivable genome wins. Remember also: evolution can take a long, long time. The oldest graphical MMO in continuous operation (either Ultima Online or Lineage, depending on whether you're reading the Western or Eastern edition of Guinness, respectively) is only nine years old. Nine. Not a human lifetime. Not a mere generation. Nine years. At that age, a human child is just barely past the point where it's learned how to stop shitting itself. Isn't it a bit soon to bemoan the fact that virtual worlds are not ascending rapidly enough toward some pie-in-the-sky ideal?

Let's talk about the state of the art in the MMO industry today. Millions of people all around the globe can and do connect to one another via teh intarnets. Millions of them are doing it right now . . . instead of engaging in less valuable activities, such as watching TV or putting up campaign posters for the Republican party. For many of those people, clearly, virtual world technology is already interesting enough to justify shelling out greenbacks they could be using to buy things like food and heat. I consider these signs that we live in exciting times.

And the technology -- ergo, the quality of the simulation -- is only going to get better. I will go you one further and predict that we're going to have to grit our teeth and fight for every inch of progress we make. That is the nature of the beast. But I would also argue it's the right way for it to work. Adversity spurs creativity (albeit, sometimes, creativity in the form of "let's take the team and go find some VC money" . . . but that counts).

So what's my point? I don't know, this is just a rant. It just seems to me there's been a lot of unjustified backlash lately about the way the game industry operates, from Greg Costikyan predicting it's imminent demise over there to Raph bashing single player games over here.

I guess my point is, I disagree. Anybody with me?

2 Comments:

At 12:05 PM, Blogger BIGtiny7sm said...

Yea, I tend to agree. These worlds are created to allow a mechanism for people to escape into a fantasy realm. If I log into my favorite mmo and have to worry about sleeping and getting fat or looking like the hairy ape that I am, what the hell would the point be? I think that, with all due respect to Raph, that the lament should be centered on accessibility or getting the games in as many hands as possible, technology that allows those millions to connect in a seamless world with minimal lag or server drops and designing your core game to appeal to the audience you’re trying to reach. We won’t even talk about those internal laments that you and I know all to well, like hitting our margins, budgets and timelines. Maybe I just see it different because I work on a different part of all this, but I don’t think you can reach for the pie in the sky until you solve intrinsic issues around mmo's beforehand. The good news is that success usually paves the way for greater success. We can only hope that the successful ones take notes along the way.

PS – How ya been Tim?

Brian

 
At 12:47 PM, Blogger Ghosty said...

I'm with you on this, too. The MMOG industry is much too young for anyone to be calling for its demise. The MMOG industry shares some similarity with being a budding musician (did you catch the David Gilmour interviews over the past few days?). This period where copying systems is rampant, not just because it's a business and everyone wants to be profitable, but because there's so much new ground to be discovered (in virtual social environments and viable game systems in general).

 

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