ID:96332
 
Keywords: design
Thinking I'm going to push the envelope of virtual-worldliness has motivated me to work on Planetbreakers more than my GSDC'10. Given such a precise focus, I've been thinking about what makes one tick.

Have you experienced any games that seem worldly to you? Any idea what specific features most contributed to this?

My previous experiences have this general idea of simply having a space where people meet people. It used to be that's all you really needed: a step up from a chat room with some unified activity (such as an RPG), a sense of space (such as a world map), perhaps a minor threat (monsters trying to kill your character). However, if you ask me, that's just not enough anymore - I'm looking to raise the bar.

Along these lines, EVE Online is a fairly cutting edge example in that the entire economy was player-driven, and this has lead to fans regarding the events in the EVE Online universe as holding a certain gravity of significance. However, I don't think what EVE Online does is enough: an economy that exists in a void is pointless; the players have to invent their own reasons why they bother, and they're usually not up to the task.

Between episodes of shows from my recent monthly subscription on Anime Network, I put a lot of thought towards this today, and I came up with two good ideas as to how I could properly bring about a virtual worldly focus:
  • Things happen spontaneously - Life isn't predictable, and neither can a virtual world be. The more the players can be surprised by what happens, the more lifelike the world will seem. Although, there's a certain range of realism to consider, and that gets into the second point...
  • Attention to lifelike details - For example, one of the more worldly things Dwarf Fortress does is allow you to get a textual description of things. In terms of gameplay mechanics, this description is useless; pure fluff. However, I think this little touch was essential for engaging the players' imaginations.
To a great extent, it seems that bringing about a good feeling virtual world is the same as promoting immersion. A good way to think of it is in terms of telling a story: does the story engage the reader well?

As I return to work on Planetbreakers, I'm hoping to introduce some of these aspects and make the world seem truly worldly. It's sort of tricky, since the player's perspective is somewhat detached - I wanted to give them control of more than one unit at a time. That the player doesn't have such a direct "first person" perspective of the action doesn't necessarily kill immersion: after all, Dwarf Fortress pulls it off just fine.
I visualize a 2D game being best worldly with a good story...though that's not really a lot.

I really imagine a virutal world being WORLDLY with the new Xbox360's Project Natel coming out this holiday season.

Don't get too into virtual worlds, this is something beyond Byond if you want to get deep into it.
Neblim wrote:
I visualize a 2D game being best worldly with a good story...though that's not really a lot.

I'm thinking the story is a good avenue for attack, too.

I really imagine a virutal world being WORLDLY with the new Xbox360's Project Natel (sp?) coming out this holiday season.

They're calling it "Wave" now. Pretty impressive what Molyneux is trying to do with it.

Don't get too into virtual worlds, this is something beyond Byond if you want to get deep into it.

I don't really subscribe to the idea that I need to have a 3D engine to have a virtual world. I've played fairly compelling virtual worlds that were solely text-based.
It's all about immersion for me. I also like insignificant things like finding and reading books in games that describes the game's history and lore, exploring interesting ruins, and the doing minor things may have major consequences down the road (for example: building a dam to create a lake for your fortress which causes the NPC's downstream who absolutely rely on that resource to ally with each other and march upon your fortress).
I think details can really make a game. If it works, that's awesome. You need some attention to detail though. Little things that can catch your eye, make you laugh, or make you feel like you're actually in another world. You called it fluff, but I feel it's very important fluff. Spontaneous happenings are also a good touch that you mentioned. Definitely something to think about.
Fugsnarf wrote:
You called it fluff, but I feel it's very important fluff.

You could say it's as valuable as Elvis' belly button fluff. :)
Looks like we're in general agreement about the way to go about it is a focus on immersion.

Cody123100 wrote:
...insignificant things like finding and reading books in games that describes the game's history and lore...

Hmm, that sounds like something I could do.

Fugsnarf wrote:
You called it fluff, but I feel it's very important fluff.

I didn't mean to belittle it when I called it "fluff." I was referring to how it doesn't actually change the way the game plays. E.g. a dwarf won't mine faster because of the color of their eyes.