Emerging out of Complexity
With
Greg’s permission…I will be discussing the game play in Diablo
Initially,
I discussed how item greed in the game contributed to some of the cultural
changes in that particular genre of games.
Currently, there are a lot of controversial issues surrounding this
genre, such as virtual item sales and severe game addiction that were not present 10
years ago. Because Diablo 2 was like a
predecessor to World of Warcraft in game play, I can
state that it had a large impact on how WoW was
created. Now I shall divert my attention
inward to examine what happened in Diablo’s game play that spawned this new way
of playing.
The
operational rules of Diablo 2 were fairly standard and resembled the style of a
typical adventure role playing game. The
design of the game was obvious and the object was clear: make your character,
follow the story by completely quests and defeating the enemy. From the numerous character dialogues to the
elaborate cut scenes explaining the plot, there was no question about what you
were supposed to do. In the single
player mode it is not likely that you would discover new ways to play the game
and deviate from the rules. You are alone
in the game’s system with a limited number of elements and relationships
regardless of how rich the game environment is.
That is why I noticed a difference in game play when I played the online
multi-player mode. With other players
present, the number of relationships just increased exponentially and pushed
the game toward a higher level of complexity.
This made it possible for new and unpredictable behavior to emerge.
The
new rules in Diablo were to collect valuable items and to become the player with
the best toys. To play the game properly
meant to learn a set of new implicit rules that were not written in your game
manual. These rules were numerous,
complicated, unintuitive, and sometimes unreasonable. Where did all of these rules come from!? A high degree of complexity allows countless
possibilities within the game. Players
were able to explore all the possible ways to play and the constant interaction
between players caused certain rules to emerge and solidify. Within this space of possibilities, players
were rewarded for exploring a certain combination of them. It is at this point when players realized it
is more fun to play the game when the community admired them for having
possession of rare items. Suddenly, all
of their game time was spend collecting items rather than progressing toward
the end of the story.
The same
can be said about the sudden increase in virtual item stores and online
sales. Naturally, there is a very strong
and complex relationship between the people who play the game and those who run
the virtual item businesses. One cannot function without the other because the
game has extended and now includes parts of the world outside the actual
game. The sphere of possibilities
increased and new rules emerged. Now
these new set of rules apply to activities outside the game world and both
systems function together symbiotically.
Hacking was another way an individual gained access to a pool of
possibilities. However, even if this was
a successful shortcut to great rewards most of these were temporary because
game patches were frequently released to wipe out hacks. I can recall a duration several years ago
when I suddenly saw items I’ve never seen before on some of the characters in
the game. It was obvious they were hacked
because the item gave the character the most ridiculously unfair bonuses. For a while these items set the standard for
the game but it only lasted several months.
I also recall another time where a “hacked map” was the temporarily the
standard for play. These were still
emergent properties of the game but they were not allowed to evolve.
The
other “legal” emergent properties are continuously evolving together with new
players entering the system while old players are leaving. Some players never leave the system but also
contribute to the change just as much as the others. I would like to point out that the ones who
do have the most influence are the creators.
They can at any time stop certain behaviors from occurring inside the
game just like they did with the hacks.
This makes me wonder why they don’t stop the online stores from selling
their game’s virtual items. I suppose
they must be benefiting from this in several ways, with one being that the
stores sustain the popularity of the game. The designers of the game (whether
intentionally or not) succeeded in delivering a game with high replay
value. Simply completing the game’s
story, even if it was fun for the first or second time, does not reward the player
enough to play again and again. The
creators seemed to have a strong sense of awareness about iterative processes
in the game’s system. A tiny change
inside the game can result in a possibly revolutionary change on a larger scale
<ahem, the Butterfly Effect>. To
be able to anticipate these changes is pretty talented, but it can also be
beneficial to leave some room for “emergent surprises”. That is what makes a game interesting and
meaningful.
***
My Vision on Future Gaming
Being
a huge fan of MMORPG’s and open-ended games, I have
envisioned a world in the future where people of all ages play, not just one
MMO, but several simultaneously. We have
seen the huge success and popularity of these games to the point where the game
takes over the individual’s life. Some
have managed to turn the game into their actual life by making money and a
living off the game such as Second Life.
In these present cases, the game is literally the person’s second
life. According to statistics, a game
addict spends roughly 1 out of every 4 hours of their current life logged into
their game. Why!? Many people are drawn to MMO games because it
allows them to experience life that is different and more interesting than
their real lives. Day after day of the
same mundane job in a boring city is, well…boring. There are also those who are socially more
comfortable in an online virtual reality setting and can make emotional connections
easier this way. There is a wide
spectrum of reasons but the trend is clear:
experiencing multiple lives is thrilling and seductive. Also, more people are becoming heavily
dependent on computers in this fast paced technologically advancing society. The younger generation is more technologically
savvy than the previous. Taking into
account all of these factors, it is not so farfetched to imagine a world where
everyone is playing several interconnected MMO’s
experiencing multiple lives in one lifetime.
One way this can be accomplished is if a reasonable living can be made in
your real life or inside one or more of these games. Just like that woman who made a million
dollars in Second Life doing “real-estate”, all one would have to do to make
money is play the game. For these games
to have appeal to a larger variety of people, one would have to create
desirable game worlds for people of all ages and interests. It will give people the opportunity to try
out several professions, redo their childhoods, have multiple relationships (husbands
or wives), and etc.
If
I take this idea one step further into the future, there might even be a way to
slow down the passing of time when someone is in the game world. This will allow people to experience these
multiple lives out of the actual reference frame of real time. This is not the process of slowing down real
time but increasing the speed at which the person experiences the game…meaning
speeding up information processing.
Quantum information theory might lend a hand towards this
technology. If this process were pushed
to the limit then one might possibly be able to play a game for hours on end
and come out as if no time has passed.
This scenario is depicted in the book by Phillip K. Dick called “The
Three Stigmata of Palmer Elderitch” where the
characters in the book take futuristic leisure drugs to experience being
different people in a more desirable setting.
They can do this for an unlimited time and come back to reality where no
time has passed.
Of
course this would mean that no one would ever leave their computer stations and
we would all turn into big piles of mush.