True Creation of Character

Dig through this blog and you will find a number of posts where I talk about the things that I think would make for a better MMO. These days I’m not playing (m)any MMOs, so I don’t pontificate about them anymore. But recently I got to thinking of an idea that just won’t get out of my head, so I’m going to put it down here in hopes to solidify it and keep it from nagging me.

City of Heroes - Character Creator
Kung-Fu Super Hero

One of my favorite parts of MMOs is character creation. Right now, most of you, probably nearly all of you, have an image in your mind that matches this screen shot. Selecting skin tones and body part shapes and clothing options. Admittedly, this stuff can be very cool. I absolutely adored the City of Heroes character creator. I probably built a hundred characters that I never actually played, because the idea of them was more grande than playing them would be, especially since I already had a few characters to play – and ultimately, once you start playing and you’ve picked your class, primary and secondary powers, characters play the same no matter what they look like. Still, a robust creator is a lot of fun and can ignite further character developments.

Which leads me to the other half of character creation, and the part that I end up liking more, when it works. As a role player, I love filling out the nooks and crannies of my character. Their back story, their hopes and dreams, and their personality. It is one of the reasons that I still hold the original EverQuest in just high regard. That game rarely ever tried to tell me who my character was, it was always left up to me. Since leveling was kill based and not quest based, I got to pick and choose which quests to do because they are what my character would do. This is completely opposite of what many people seem to desire in games: a constant barrage of “things to do”.

In EverQuest, I got to decide if I wanted to help the citizens of Qeynos with their problems. In World of Warcraft and other games, if I choose not to help the locals, not to do quests, I might as well stop playing because leveling my character without those quests is painfully slow.

Of course, dig through the posts here and you’ll see I actually advocate doing away with levels. Another thing I advocate is the design of EVE Online, because of the dichotomy of its character/skill system. In theory, it is a classless, skill based system. You get books to learn new skills, any skill you have the prerequisites for, and then you choose to learn it. (If you don’t know, EVE is a time based advancement system. You tell the game you want to learn a skill and it tells you how long. When it’s done, you pick another skill. You can do anything you want while training happens, nothing you do effects the speed.) However, in practice, EVE is a class based game. While any character can have any skill, once you leave port in a ship the only skills that matter are the ones that apply to the ship you are flying and the modules you have loaded in it. If you have level 5 in cannons and level 1 in missiles, when flying a ship with only missiles on it your cannons skill is unimportant.

The thing I like most about this design, and why I would like to see it implemented in a fantasy setting, is that it takes class choice out of the initial character creation. At the point you are making your first character, you don’t know anything about the class you are picking beyond the couple of paragraphs that the developers give you. Well, if you’ve played other MMOs, you probably can pick up on the tank/damage/healer elements of classes, which give you a leg up on the new players. And of course, the truth is, most classes play much differently at level 1 than they do at level 50 and beyond. I like skill based equipment limited design because it allows me to choose my role in the game as late as possible, and if I decide I don’t like being a tanking warrior, I can just switch and become a damage dealing light healer without having to abandon my whole character. I just get new skills and put on new gear. (And in a design without level based power curves, I could be useful in my new role immediately rather than having to power-level back up to join my friends.)

This got me to thinking. I want freedom, as much as I can get. But in my evolving design I still had new players making choices from limited sets before getting into game.

So, imagine this…

You log into the game and you hit “Create New Character”. You are then given a map of the world with the starting cities highlighted. Selecting a city takes you to a page (or pages) of the history of that city, a description of the land, the typical lives of the NPCs there (common professions, etc). You pick a story you like, this takes you to a more detailed description of the city, largely focusing on the factions within it. These descriptions leave out words like “good” and “evil” but instead rely on giving descriptions of the beliefs of these factions and their role in the history of this city. You have to choose a faction to align yourself with. Once you do, you are taken to the “character creator” where you get to pick the look of your character. On this screen is your character, in silhouette to start. Behind it is a representative selection of NPCs in the city you have chosen. Directly behind you and surrounding you are members of your chosen faction, and at the edges are members of the other factions. You aren’t limited in color palettes or textures based on any of your decisions so far, but the crowd around you gives you an idea of the world you will start in. You can choose to make yourself look like your chosen faction, or perhaps like one of the opposing factions – maybe you are a traitor! Or you can make yourself look entirely different from anything shown to you, a true outsider.

Now we get to the crux of my latest brain bothering idea. On this screen, there are a series of checkboxes and dropdowns and sliders and color selectors, all the familiar tools from every other character creator you’ve seen, but there are some differences. For instance, there is a dropdown called “Pronoun” from which you can choose “he”, “she” or “it” (or any additional pronouns we can come up with). This dropdown selects your character’s gender identity – notice, it doesn’t choose gender – and determines how NPCs and canned emotes will address you. Other checkboxes exist for “Breasts” and “External Genitals” (or something, it needs a better term). Checking those boxes will enable your character to have those items, no restrictions. Yes, you can have a penis, or breasts, or both, or neither! And all of them will have the appropriate sliding adjusters for shapes and sizes. There could even be an option for having only one breast, left or right – your choice. Are there other options? Any “normal” option that exists, like facial hair or tattoos or scars, would be available to everyone without limit.

Despite knowing that in such a system I would pretty much always choose to create standard built males, but that’s largely because I tend to create myself in games (No joke. Meet up with me in any game and if there is the ability to make a bald white goatee-wearing male that’s what I’ll look like. Meet up with me in real life and you’ll see I’m a bald white goatee-wearing male. I like to project me into other worlds rather than to become someone else. I want to meet other people, not be other people.), this idea that enables people to make any combination they want just seems awesome to me. Oddly enough, it’s because of, not in spite of, my predilection for making myself in games, because I want everyone to be able to do that, even if in real life they are a bearded man with breasts who identifies as asexual.

After building the look of the character, they would finally be taken to the skills area, where they would choose their initial skills. I wouldn’t want there to be classes, but I would want there to be sets of templates illustrating skills that would work well together and why, probably encompassing the traditional game roles for MMOs, with, of course, a Custom option where the player could pick their own initial skills from a list of all skills.

Essentially, I want to put as many decisions as possible into the hands of the players. And I want, as much as can be, those decisions to be informed decisions, and anywhere a player has to make a choices that may be considered less than properly informed I want them to be able to easily change them later without having to start all over again from scratch. I want them to choose what they play and how they play it.

Alright, I guess that’s enough out of me for today. Hopefully this all made sense.

The Challenge of One

An idea that I always come back to that I wish MMOs would figure out a way to feasibly implement would be to allow a player to have only one character (or one character per server). My main reason for liking this idea are for community and accountability. If people are who they always are, its easier to find them, to remember them, and reputations have a much better chance of sticking.

However, building a game that only allows one character would necessitate design changes to the existing paradigms, or major overhauls in player expectations. Assuming I can stick with this theme for a bit, I’m going to examine different elements of existing MMOs and how they would benefit from and/or need to change for a single character per player (per server) design.

This inaugural entry is going to begin to cover what I think will be the biggest impact from a single character decision: alternate characters.

The issues brought up by not allowing alternate characters are many and deep. The first and foremost is education. If a player is new to MMOs, they may not be familiar with the various archetypes present in the genre, so when presented with a character creation screen they might be presented with descriptions of what a warrior or a cleric is, but without game experience they probably won’t understand what that description really means.

One thing I would propose would be introducing the concept of a “trainer module” to the game. A simulation of the game. Let players build a character for the trainer, any level, any skill set, any stats, any items. Then throw them into a randomly generated dungeon, an instance just for them completely detached from the game world. On one hand, this will give players a place to try out and understand characters. On the other hand, it also gives you and your players a tool for testing character builds for bugs and flaws.

If this worked out well for solo play, let players do the same thing but run through the dungeon with a group. Even PvP if you wanted. This might also be a good place to work on that LFG tool so players wanting to test can find each other. Hook it up to an IRC chat server and players can even sit around discussing the game. And if the multiplayer aspect of it works, you might even consider throwing in raid training.

The catch is, nothing is saved. These characters are not persistent. You leave and they are lost. You gain nothing. No experience points, no items, no badges, nothing. If you want to test a buid over and over, you have to rebuild it over and over. Maybe if people complain you could allow them to store builds, but that shouldn’t be a first priority, the major objective here is giving the players the ability to understand characters without investing hard work and time that they’ll get angry about later when they discover the character does not play the way they interpreted the description.

A good idea? A bad idea? Of course, no idea can exist in a vacuum, and future entries I plan to explore more options and issues.

EverQuest Finally Starts to Roleplay.

… or so I thought.

Verant finally decided to put up a “Roleplaying Perferred” server. Its got a few rules over and above the regular server and a semi-complicated alignment system with exp penalties for grouping with the wrong sort of people and of course the infamous “Trivial Loot Code”. Most of these rules are well and good, and I think outline a roleplaying system quite nicely. However…

Arguably, one of the best roleplaying game systems ever created came out of TSR in the form of its many versions of Dungeons and Dragons. Over the years, I’ve played a few of these and one thing remained constant: TSR would put out book after book outlining spells, equipment, lands, history, classes and all the nit-picky goodness, but never in any of its myriad of books does it tell you HOW to roleplay, it leaves that to the player.

The difference between EQ and D&D? Never in D&D would you create a character named “Mystik Al`dude” and sit in one place killing a single monster over and over. Not once while playing D&D did anyone ever say “Explore? Why don’t we just wait for this kobold to respawn and gang rape him? Its easier.”

I logged onto the Firiona Vie server after having let it sit a couple of days live. Partly this was because I didn’t want to run into the first day issues of 300 people trying to kill the same 12 moss snakes. I sat at the character creation screen for a long time (you only get one character on this server) trying to decide who I wanted to play and why. I quickly bypassed all the characters I regularly play on other servers. I wanted this to be new. So finally I ended on a Dark Elf Shadowknight named Dvain.

My first impression? Too many people running. When you go into town in your normal life, or even in a D&D session, you don’t run at top speed. I put on walk and began to stroll. People zinging by me at a full run, flailing weapons about. Don’t these people have any manners? Put the swords away when there is nothing to fight, no danger. After about 5 minutes of horrible talk and worse names, I had to turn off OOC, Shout, and Auction, and PC Names (so they don’t show over people’s heads). Ahhh… much better.

I wandered around and spoke with my guildmasters, they don’t respect me, and I am humbled by their willingness to openly hate me as a tribute to our dark god. They gave me some chores to do, so I spent time cleaning the floors and other such things until they decided I was worthy to begin my path as a shadowknight. I gladly accepted these new duties and headed out into the city proper.

I met quite a number of other adventurers, a few talkative fishermen, but also about ten times as many people zinging by at full speed in a hurry to do something. Finally I made my way out in Nektulos Forest. I stretched for a bit, then drew my sword and began looking for the beasts who held the items I sought.. fire beetles!

I’m as curious as any lad, and after finding a few of my prey, I realized I was further from town that I had ever been. And I liked it. I had heard stories from some others about a human city, I even saw the guards of Neriak killing a few of them. So I decided to seek it out.

After that I had quite a few adventures. I met some other roaming dark elves and some humans, and a few other odd races. I found the city of Freeport where they tolerate my kind, and even a brother guild of shadowknights who were willing to assist me in my dark ways.

Mostly I was disappointed. Not in the game. After two years I still find it fun to play this game in almost any form. I’m disappointed in many of the players. It seems, from my experience so far, that about 90% of dark elves have chosen to roleplay as the brooding silent type who seeks power and wealth. Many of the humans seemed to be that way as well. With so many ways to roleplay a character, its odd that so many choose the exact same way to play.

At the end of the night, after being trained in much of the ways of adventure and entrusted to advance to the 5th level of skill, I returned to Neriak, pulled up a stool in the Blind Fish, popped a few silver on the bar to start a tab, and began to share my tales with the other patrons… no one. Well, not entirely. I had two people come in and ask me what the hell I was doing justing sitting around and not “playing”. They seemed frustrated when I asked them, “Playing what?” And one guy, bless his soul, who actually sat and listened as I told him the story of my adventure to Freeport.

As I told him I was turning in for the night, he jumped out of his seat, looked at me with a gleem in his eye and whispered, “I’ve got to see this Freeport.” He smiled, and walked out of the pub.

There may be hope yet.