Student Name
Clinton Vella
Proposed Dissertation Title
Making
a Non-Digital Asynchronous Multiplayer Game Which Keeps Players
Together in an Environment Similar to an MMORPG's
Brief Outline of Work
Simon Ludgate (2012)'s
article, mentions two types of
segregation barriers which hinder people fun:
Operational and design barriers.
Operational barriers
refer to subscription fees, purchasable content and being placed on
different servers from friends. These types of barriers can often be
mitigated without affecting the gameplay as changing them would not
require design changes to the actual gameplay.
On
the other hand design barriers
are often consequences which arise from desirable
gameplay elements, which makes them harder to tackle. Some common
design barriers are levelling systems, stats,
quests and progress based access restrictions to certain locations.
As
an example, the levelling system
is a desired feature which gives players a sense of progression, but
large level or stat
gaps between players ends up hindering their progression when they
play together.
I believe that player
experience could be greatly improved if MMORPGs would make an effort
to tackle these design barriers by making use of new or different
mechanics which do not hinder people fun.
In Massively
Multiplayer Online Role Playing Games (MMORPGs), large numbers of
players are able to play in the same game world at the same time, but
it is ironic how in a genre with so much potential for social
interaction, players often find that they spend a lot of their time
playing alone, even when their friends are online at the same time.
Andzej Maczewski (2013)
talks about the different types of players, what they want to do, why
they find it fun, and how that type of fun is achieved. As opposed to
playing alone, when players spend their time playing together, they
get to take part in activities which involve communication,
co-operation and competition. This happens to be the 'people fun'
that as Maczewski explains, it is what motivates socialiser type
players to play games.
What I want to achieve
through this dissertation is to find ways to get players to play
together more freely in MMORPG-like environments without being
hindered by the game's mechanics in order to improve the social
experience in games of this genre.
My plan is to pinpoint
the standard MMORPG mechanics which are causing the aforementioned
design barriers and then research and test different mechanics which
I could use in their place in order to break the barriers down.
Since I want to test
the outcome of different mechanics, I will need to have a game to
test on. Ideally I would have a prototype MMORPG, but considering my
limited time and resources, it is certainly not a realistic option.
Instead I plan to
create or modify a game world to give it a similar environment to
that of an MMORPG. To achieve this, I require the following points to
be true:
A reasonable
number of players can play in the same game world.
The game world is
persistent, thus progression must be saved.
Players are able
to join the game at different times and are able to take actions
without waiting for other players to be playing at the same time.
Players can also
stop their gaming session at any time, without breaking the game.
Players are still
able to progress alone when their friends are not around.
Designing a game from
scratch is a lengthy process and it might take away from my time
doing testing and iterations, thus it might be better for me to first
look into existing games which have economy systems and settings that
I can use or build upon to quickly bring my required game world to
life.
I researched Alexander
Hinkley (2010) 'Types
of RPGs. In: Katie Leonard Creating an Online Roleplaying Game',
and Alexander Macris (2010) 'How
to Host an RPG Session',
to find what methods I can use to
create this environment. Out of the four methods that were mentioned:
Play by Post, Shared Fiction Role Playing, Live Action Role
Playing and Table Top RPG, I
felt that the latter makes the most sense.
Gathering people for
some time around a table is a viable solution for me as the
university's game design labs are a reasonably good place to hold
regular sessions. However I will put less focus on the role playing
and more on the economy and player progression.
Having decided on the
preferred way to host the game, I will next need to focus on creating
a non digital multiplayer RPG that will allow players to play through
it over a few sessions. This would allow me to gather regular
feedback and use it to iterate new prototypes.
As
part of the design, I will look into:
Building and balancing economies
Researching existing multiplayer RPG games with economies
Meaningful choices and pacing
Efficiently storing and handling data in the place of a server
Other design techniques that relate to the creation of this game
Once the game world up
and running I will next need to focus on gathering play testers in
order to get feedback which I can use to iterate mechanics which are
not giving me the results I desire.
Rationale
for the Project
By
undergoing this dissertation I hope to gain the experience and skills
which are commonly required when looking for a game designer job. The
skills I am mainly aiming to focus on are:
Coming
up with new features / mechanics.
Creating
a detailed design document for the initial prototype.
Iterative
design and prototyping.
Testing
and analysis of game-play in order to make improvements
Balancing
and Pacing.
Building
a good economy for the game.
Learning
how to make good use of a spreadsheet application similar to
Microsoft excel.
Certain
companies may be interested in the topic as MMORPG design is still
reasonably new and there is a lot of potential to be creative with
the genre. Being different than what exists in the market is often
the selling point for games of this genre.
My aim is to explore different mechanics that could be used in the
MMORPG genre in the hope of improving upon people fun. Many game
development companies seem to believe that the only method which
works is to copy the existing 'formula' which nearly every game in
this genre follows so closely.
I wish to see this genre broaden its boundaries and explore new
options, and undergoing this dissertation would be one step forward
in that direction.
Annotated Bibliography
Annotated
Text #1
Simon
Ludgate. (2012). Tearing
Down Barriers: How to Bring MMO Players Together. Available:
http://www.gamasutra.com/view/feature/135077/tearing_down_barriers_how_to_.php?page=1.
Last accessed 01/11/2014.
Summary:
Talks
about the cause of barriers stopping players from playing together in
MMORPGs and mentions a few suggestions as to how these barriers can
be dealt with.
Annotated
Text #2
Andrzej
Marczewski. (2013). Gamification
User Types and the 4 Keys 2 Fun. Available:
http://www.gamasutra.com/blogs/AndrzejMarczewski/20130610/193985/Gamification_User_Types_and_the_4_Keys_2_Fun.php.
Last accessed 30th Oct 2014.
Summary:
Has
information on the different types of players, the different types of
fun that motivates those players to play games and the methods
through which games can provide their players with specific types of
fun.
Annotated
Text #3
Alexander
Hinkley. (2010). Types of RPGs. In: Katie Leonard Creating
an Online Roleplaying Game.
Lulu.com. 3-9.
Summary:
Has
detailed information on several different methods of hosting a
multiplayer role playing game which I could use in the place of an
actual MMORPG.
Annotated
Text #4
Alexander
Macris. (2010). How
to Host an RPG Session. Available:
http://www.escapistmagazine.com/articles/view/tabletop/checkfortraps/8278-How-to-Host-an-RPG-Session.
Last accessed 12th Oct 2014.
Summary:
Talks
about another method for hosting a multiplayer role playing game and
gives several tips that may be useful when hosting one.
Annotated
Text #5
Bogost,
Ian. "Asynchronous multiplay: Futures for casual multiplayer
experience." Other
Players 6.8
(2004).
Summary:
Explains
in detail the definition of asynchronous multiplay in games and what
they require to work.
Annotated
Text #6
E.
Adams & J Dormans.,(2012) Game
Mechanics, Advanced Game Design.
Chpt 4 Internal Economy (New Riders)
&
E.Adams.,
(2010) Fundamentals of Game Design (2nd
edition) Chpt 10 Core Mechanics: The Internal Economy pg 300-308
(New Riders)
Summary:
Explains
the several elements of internal economies, and how they relate
together in order to make a working game economy.
Annotated
Text #7
M.Leblanc
(2006) ‘Tools For Creating Dramatic Game Dynamics’ in K.Salen &
E.Zimmerman (eds) The
Game Design Reader : A Rules Of Play Anthology (MIT
: Cambridge)
Summary:
Talks
about what can add dramatic game-play and how it makes the game more
interesting.
Annotated
Text #8
Brenda
Braithwaite & Ian Schreiber (2008) ‘Elements of Chance’ &
‘Elements of Strategic Skill’ (chap 5 & 6) in Challenges
For Games Designers (Charles
River Media)
Summary:
Explains
the effect of designing chance and skill based gameplay. Also
suggests some methods of how either can be added to games.
Annotated
Text #9
Marcos
Venturelli (2009) Space
of Possibility and Pacing in Casual Game Design – A PopCap Case
Study VIII
Brazilian Symposium on Games and Digital Entertainment
Summary:
Talks
about the importance of pacing, and how it is used to keep people
neither bored nor frustrated: the state of flow.
Annotated
Text #10
Summary:
Has information on balance in asymmetric multiplayer games and
suggests several techniques which can be used when balancing a game.
Project
Timeline and Milestone Deliverables
|
2014
-
2015
|
Year
Long
|
|
|
22
-
26
Sept
|
Induction
|
|
|
29
Sept
-
3
Oct
|
Week
1
|
Start
the blog & gather ideas
|
|
6
-
10
Oct
|
Week
2
|
Decide
on a topic to focus on & break down a list of what needs to
be done to achieve it.
|
|
13
-
17
Oct
|
Week
3
|
Research
if anyone has ever tried replicating an MMORPG atmosphere for
testing without coding an actual MMORPG.
|
|
20
-
14
Oct
|
Week
4
|
Do
a search for game designer jobs and find which skills are
commonly required, then find which of these skills fit into the
proposed topic in order to choose the marking criteria.
|
|
27
-
31
Oct
|
Week
5
|
Decide
on the title of my proposal, along with the marking criteria &
create a timeline until the first prototype
|
|
3
-
7
Nov
|
Week
6
|
FRIDAY
7TH
NOVEMBER 4:00 PM FINAL SUBMISSION FOR PROJECT PROPOSAL
|
|
10
-
14
Nov
|
Week
7
|
Research
player progression and related mechanics. Research the different
types of fun in games.
|
|
17
-
21
Nov
|
Week
8
|
Research
pacing and meaningful choices in games.
|
|
24
-
28
Nov
|
Week
9
|
Research
game economies and balancing.
|
|
1
-
5
Dec
|
Week
10
|
Research
typical mechanics & player grouping in MMORPGs.
|
|
8
-
12
Dec
|
Week
11
|
Research
dramatic gameplay & chance in games.
|
|
15
-
19
Dec
|
Week
12
|
Research
existing game mechanics, economy systems and background 'story'
settings that I could build upon.
|
|
22
-
26
Dec
|
Christmas
|
|
|
29
Dec
-
2
Jan
|
|
|
5
-
9
Jan
|
|
|
12
-
16
Jan
|
Exams
|
Create
a design document detailing the initial design of the game.
|
|
19
-
23
Jan
|
Week
13
|
DISSERTATION
SEMINAR PROJECT PRESENTATIONS DATES TIMES TBC
|
|
26
-
30
Jan
|
Week
14
|
Look
into spreadsheet software that can be used as the game's
database, and create a spreadsheet which can handle data
management for the game.
|
|
2
-
6
Feb
|
Week
15
|
Gather
play testers and test the first prototype. Collect feedback along
the way.
|
|
9
-
13
Feb
|
Week
16
|
Start
working on the first iterations.
|
|
16
-
20
Feb
|
Week
17
|
|
|
23
-
27
Feb
|
Week
18
|
|
|
2
-
6
Mar
|
Week
19
|
|
|
9
-
13
Mar
|
Week
20
|
|
|
16
-
20
Mar
|
Week
21
|
|
|
23
-
27
Mar
|
Week
22
|
|
|
30
Mar
- 3
Apr
|
Easter
|
|
|
6
-
10
Apr
|
|
|
13
-
17
Apr
|
|
|
20
-
24
Apr
|
Week
23
|
|
|
27
Apr
- 1
May
|
Week
24
|
|
|
4
-
8
May
|
|
FRIDAY
8TH
MAY 4:00PM FINAL SUBMISSION OF DISSERTATION ARTEFACT AND BLOG
|