Crafting as a Game
Ok, I may have brought up the GLS conference once before. Rather old news- it’s been months now, but they don’t let me out much. One of the events there tied in rather well to a recurring rant of mine. It was the “Fireside Chat†with Richard Vogel entitled, “So you want to design an MMO for learning?â€
I fully expected to hear a cautionary warning of the challenges involved in making such a dynamic MMO, but hearing your thoughts validated by one of the bigger names in the industry is a good feeling- even when they’re really obvious thoughts. Besides, Rich has had a hand in so many titles and is now Co-Studio Director at BioWare Austin. The stories he might have- the hints he might leak about BioWare’s secret MMO…. I couldn’t pass up the chance.
Now, I swore I’d sit there, politely listen, nod a few times, and keep my trap welded shut. Sure, this was a fireside chat, but I’m the non-game-dev there. This is the time to listen and learn. I’d behave.
I didn’t.
It was small room, standing room only, and Rich gave a lot of good stuff. There were the occasional distractions from the core topic- some good anecdotes on SWG development challenges and the crowd prodding him for hints on the nature of his current project.
Then someone asked, “Will it [the Bioware project] have a crafting system like SWG?â€
Rich paused before saying, “Well there are different kinds of MMO. Some focus on a game, while others follow a simulati…â€
I’m paraphrasing, of course. Anyone that knows me will tell you I can’t accurately quote a conversation 5 minutes old, but the important points are there- game… simulat… I cut him off.
Now, I KNEW where he was going- the “game vs world†talk would have been a good topic for the group, had I let it go there, but using the word “simulation†in that context of crafting implied something that annoyed the heck outta me.
“Waitaminute.†I interrupted… probably in a bark too close to the one I use to get noisy students to pay attention- the one I learned from drill instructors my first day of boot camp. “Why is it that we see combat as the only game? Why is it that crafting has to be a dry, boring simulation? Heck, we have the guys here that made Diner Dash- they made waiting tables fun. Why not crafting?â€
See, to me, a veteran of many a combat drill, making combat a “fun game” is as much of an abstraction as making a game out of building a landspeeder. Combat isn’t “naturally fun.” It’s tedious. It’s routine. It’s six hours of boredom interrupted by six minutes of sheer terror. The pulse-pounding “terror” part has allowed game developers to camouflage bad combat engines long enough to refine battle games, but it’s only through serious design effort (and lots of time) that we’ve managed to come up with the “iconic fun” of game combat. Now it seems that we can’t see a “game” in anything beyond combat. Why aren’t we applying the same design principles to “gaming crafting?” Why must it be a dry “simulation” emulating what real crafting would be?
Where’s the focus on FUN?
It was a rhetorical question, and Rich led it through a great group discussion with plenty of interesting tangents, including minigames as timesinks or for success checks and how to support “playing a merchant” (a playstyle that many saw as severely damaged by central auctionhouses). Everquest 2’s rather minimal (but still a minigame in the traditon of “whackamole”) crafting game was mentioned. The spreadsheet-managing metagame of SWG got even more attention. The comment (fortunately) didn’t derail the whole thing. Eventually, we drew back to the topic originally intended.
Maybe it wasn’t a faux pas. Maybe, for others it was totally immemorable, but it sticks in my mind. I may just be paranoid, but I’m sure Richard jottd something down on the back of my business card when they were exchanged after the talk… marking me as a rabble rouser, I’m sure.
But back to the original question:
How CAN we produce popular games that involve household chores and waiting on tables (even getting sequels), but we can’t seem to make crafting in an MMO anything more than just a button-mashing “dry simulation?” Why do we only SEE it as something boring? Can we do better?
Postscript: Yes, I wrote this in the “we.” No, I haven’t changed carreers. I’m still developing learning & collaboration systems- at least until some game executive goes nuts & opens a studio in western PA (low cost of living, Steelers, talented & educated pool of recruits, better weather than Boston ( (I lie… but… if only Curt Schilling had been a Pirate…))
January 4th, 2007 at 5:50 pm
I’m still having to think on this one, since reading it a few days ago. But for now, at least, I can say I agree that less emphasis on simulation would be the better route with crafting systems.
January 4th, 2007 at 6:55 pm
I’d planned a follow-up to this detaling my solutions further… only to realize I had more questions than answered. For now, I’m wondering:
If people are used to a crafting game that allows, say… chatting while crafting, changing to an active minigame essentially kills the appeal for these people. How do you accomodate those people who have found and use this niche while also seeking to make it a more active and engaging “game” for the rest?
January 4th, 2007 at 10:05 pm
Well, you might go the Vanguard route and create 3 or 4 separate but interdependent roles to craft one ultimate item. For example, maybe one step of crafting a sword is refining the metals, another is shaping, and another is decorating/polishing. It’s possible to make all of those roles available to a single player, but also make it possible for a player to excel at a single part in the process. If one of those steps was less active than the others, a more socially-inclined player could choose to specialize in that role.
January 4th, 2007 at 11:19 pm
that is true.
I wonder how Vanguard will pan out with that. EQ2 tried item interdependency, but it had issues. A good part of the problem was likely design/implementation. There was little to tell you what a component you could craft was needed for, or in what level of demand. Every player wanted so much compensation for his investment that it made the final product too expensive compared to better-rated loot drops.
EQ2 was also where I first heard the complaints about the chat interruptions. The crafting “game” there was essentially a whackamole system. Occasionally, an icon “event” would appear and you had to click the matching tradeskill icon (1 of 3) to counter the event. It wasn’t that intrusive, but the socially-based crafters hated it.
October 30th, 2007 at 10:29 pm
[...] I ranted about THAT sometime last year. [...]