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Developer
Chat: Volume 1
Crafting and MMOG
isn't easy.
By - Jonathan "Calandryll" Hanna
Ultima Online has always had a rich history filled with
virtuous heroes and devious villains. While we found many
entertaining ways of delivering this fiction to our players,
we always felt that we were not reaching enough players.
With hundreds of thousands of players, all wanting to play
a part in the story, we knew we had to try something innovative.
To fill this void, we started a team of designers, programmers,
artists, and quality assurance testers dedicated to creating
dynamic, episodic, fictional content ("def-con"
for short) in Ultima Online. To give the best representation
of how this system works, it is best to break down the "def-con"
system into its component parts.
All of the fiction in the world means nothing in an MMORPG
if there isn't something the players can do to affect some
part of the story. That's where the dynamic part of the
fiction comes in. The stories have factor(s) that the players
can actually change or create based on their actions in
the game. For instance, in the first scenario, two warring
races were fighting for control of a fort. In the final
week of the scenario, using special items from previous
weeks, the players could ally themselves with one of the
races and help that side win the fort. In the end, whichever
side the players supported more won control of the fort,
making the end of that chapter in the story different.
In another story, the players had to construct a device
to help them destroy magical towers in order to save an
enslaved city. If the players did not give the resources
needed to construct the device or if they did not destroy
the magical towers, the city could not be freed. Freeing
the city then allowed players to learn new skills, allowing
them to create over twenty new craftable items. Future content
will have similar player-affected situations, growing in
intensity and scale as we continue to add more content.
To deliver the fiction, the content is broken down into
episodic chapters called "scenarios." Each scenario
tells a story that then leads into the next scenario. They
are designed to tie into one-another, but at the same time,
one does not have to participate in previous scenarios in
order to get involved in a current one. This way, we create
a story that is intriguing to current players, but also
easily accessed by new players.
Each part of in-game content is accompanied by stories
on the uo.com Website that provides clues about upcoming
developments and more information regarding characters'
motivations and abilities. Telling a story to hundreds of
thousands of people all over the world is no easy task,
and it is important to ensure that while the stories are
compelling, they are not complicated to the point where
players feel that missing a week or two will leave them
out in the cold. The content released into the game has
to tell the story, just as much as the written words.
Every MMORPG adds new content to their game, but what makes
the new content added to Ultima Online unique is the fact
that the content is tied to the story. When creating a scenario,
we first decide what the story is going to be and how the
players will be able to affect it. Once we have a clear
idea of those factors, we then design the monsters, items
and weapons that will appear in the scenario. Allowing the
fiction to drive the content (instead of the other way around)
is not something one commonly finds in most games. Doing
this gives the new content a theme and a background not
commonly found in MMORPGs. In the last two scenarios alone
we have added a crowd of new monsters (including a new mount
and player-craftable golems), over 40 items and a new land
area that includes a new city. Each of these monsters and
items is tied to the story and become more than just cool-looking
graphics on the players' screens.
The release of Ultima Online Lord Blackthorns Revenge
gives us even more content for the scenarios. Again, before
we concepted these new monsters, we first designed how they
would fit in with the story. After we had some initial ideas,
the folks at McFarlane created the over 30 new monsters
that will appear in future scenarios. Each monster will
have its own set of AI and special abilities ... all tied
to the fiction. As the fiction unfolds, the players will
be challenged again and again to defeat the forces of Lord
Blackthorn and return the virtues to Britannia!
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