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.

Show them your O face

I’ve been turning it over in my mind since I heard about it. SOE is adding a new thing to EverQuest 2 that allows you to have your facial expressions – as in the face you are making as you are playing – implanted onto your character, in real-time.

First off, I cannot recall the last time I ever really looked at the face of a character in an MMO while I was playing. Largely this is because every game has gone third person, and with the camera pulled back to get a tactical view of the game the opportunity to even see faces, much less the expression on them, is extremely small.

Second, while I think facial expressions might have a place in role play, most MMOs have forsaken role play for game play so much that you have to essentially stop playing the game to talk to other players. The only people doing any serious role play are the ones sitting in town, not playing the game.

The SOE O FaceAnd that second point brings me to the one subset of players who will likely make the most use of a technology like this: ERP. If you don’t know what that is, it’s Erotic Role Play. Perhaps you’ve stumbled across it before, maybe wandering into a random empty building in town or through some little played alley (for WoW players, Iron Forge is full of “empty” buildings, and the tunnel the tram uses to go back and forth to Stormwind is one of those “alleys”). Or maybe you’ve been slapped in the face with it (for WoW players, go onto pretty much any of the RP servers, create a human character in Stormwind, and then run down the road to Goldshire – or as some people call it: Pornshire). The simple fact is that beyond a person taking screenshots of themselves in various poses to post on Facebook and other places, the people who will get the most use from facial expressions are the people who sit really really close to each other talking in hushed tones.

Does EQ2 really need this? No, not really. It’s a neat toy, but isn’t going to add very much to the game. But now that it exists and can be in the design of a future MMO in the early stages (for example, EverQuest Next, coming from SOE), perhaps it could be very cool.

That said, the guys over at Second Life are probably already looking into licensing this technology. Now there is a game that would get a ton of use out of the ability to show the world your O face.

Chat Boundaries

EverQuest was, as I’ve described before, really just a bunch of chat rooms with this mini-game of fighting monsters strapped to it.  In each room, or zone, there were several chat channels.  Local or say was distance limited, get too far from someone, twenty or thirty virtual feet, and you wouldn’t see their chat messages.  Then you had shout which was zone wide, and ooc (out of character) which was also zone wide, and auction which again was zone wide.  You might wonder why they had three channels that were essentially functionally the same.  The answer is in the second channel, out of character.  Shout was intended to be for things you wanted to say to the whole zone which was in character, or role playing.  OOC was for talking about min/maxing and last night’s baseball game.  Auction was for trade chat, selling items or offering to buy items.

The best thing about EQ was that the players did a fairly good job (on my server anyway) of policing that.  People talking about baseball in shout were asked to move to ooc, and they usually did.  This let players have control over how they interacted with the game.  If you wanted to role play, you simply turned off ooc and all the other players could chat about baseball and you’d never see it.

In recent years, as the MMO genre has grown, with millions of people playing games like WoW, and games dropping the in character/out of character conventions, the boundaries of chat are gone.  Every channel in most games is full of every kind of chat (except role play, which is getting pretty well crushed under the boot of “fun” which an ever growing segment of game populations appear to equate entirely with playing whack-a-mole and collecting loot).  Take Fallen Earth for example.  I love playing the game, but only after I filtered out both the New Player and Region chats to tabs I could hide because it was non-stop streams of spoilers and data and whining.

Of course, I’m not just lamenting lack of channel etiquette, but the loss of the RP in the MMORPG.  Many people these days appear to approach MMORPGs like they are just another way to spend some time.  They log in, they fight some monsters, they complete some quests, they level, and they log out.  Somewhere in there, perhaps, they chat with some other people.  Though with the increasing emphasis on solo game play in modern MMOs, playing or chatting with other people isn’t something most people are doing.  For me, at least, I’d love to see the return of the “out of character” channel, if only as an acknowledgment by the developers that there is a dividing line between in and out of character.

No RP in my RPG

One of the things I find distressing in MMORPGs today is the lack of that RP part… you know, Role Playing. I suppose that’s why most articles these days are using just MMOG or seeking out new identifiers.

Mostly, when I play, I tend to RP, at least a little. I try not to talk about sports or real world news, I don’t go on and on about the latest movie that I saw. I’m in a world where I am a hunter, and I have been tasked to kill bears, and while I don’t keep things deadly serious, I try to keep things contextual. Lots of people don’t.

It starts with names. From a hundred yards, when I see you running across the field and I target you and see your name is ‘Meattank’ or ‘Roxxingursoxxorz’, I know immediately that you are not playing your role as defined by the game world. Instead, you are likely grinding exp, loot, money or faction. Grouping with you would be a mistake, because you are likely to spend our time talking about the real world, or worse, DPS numbers and quickest routes of progression, boiling the game down into its simplest form. Of course, some ‘bad’ players still have good names.

I find, as I get older, that I’m less tolerant of people. I’m more apt to just pick up my toys and go home rather than put up with someone insisting that not playing a game at its most minimal and purest form is a waste of time. People who demand that levels and stats be maxed, that can only tell you where things are by looking them up on the latest spoiler site. Mostly though, the lack of role playing goes back to the idea I posted about a couple weeks ago. The min/max play style trumps my role playing style. A player playing the stat and loot game can hear me talk about getting a beer down at the pub and just brush it off, but when a group member breaks out with “Okay, lull that mob and will split the pair, cast x, y and z, if we happen to get the second, I’ll offtank until you guys down the first mob. Stay to the back and sides to avoid the ripostes. Max melee range so you don’t push.” well, it just kills the role play.

There is no solution to this. I’m just venting. I’ll still keep trying to role play, but real role playing is probably going to have to stay at the table top game level.