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Developer
Chat: Volume 5
The Challenge of Dynamic
Ongoing Fictional Scenarios
By - Dave "Gromm" Saleh
One of my primary duties as a member of the ongoing content
team is to act as keeper of the fiction. Fiction has been
a huge part of UO during its four-year lifespan and the
content team now holds the fiction torch, so to speak. Our
job is to make the world of Britannia a richer and more
exciting place for everyone that lives his or her virtual
lives there by attempting this with new items, monsters
and world builds that all go together under one theme. One
of the limitations of the game client is the inability of
the software to communicate storylines. So, to ensure players
are exposed to game fiction short stories are posted on
the UO Website.
In our efforts to get a cohesive story out to a large population
of diverse players we, of course, run into a few problems.
Most of us, grew up playing single-player videogames because
honestly, that's pretty much all we had. Sure, there have
been multiplayer games in some form or another for years,
but the age of the massively-multiplayer game is just truly
starting to gain popularity.
Creating an interactive story for a small group of people
is one thing. Creating one for a world (or shard as we like
to say in UO) that has to accommodate thousands of players
online together presents some entirely different problems.
There are no books written on the topic. No one in the gaming
field has a lifetime of experience. Essentially, this is
a totally new type of job in the gaming industry. Although
it's a blast being one of the pioneers of this new form
of storytelling, it is also a huge challenge.
We decided to start with the basics. For a story we needed
conflict, and for conflict we needed an antagonist. UO had
no major villains that were still in power, and very few
villains that had ever really had a global effect. To find
a compelling villain we looked back at the fiction in the
original Ultima single-player games and the natural choice
was "Exodus." "Mondain," an earlier
villain, was dead and Minax was occupied with the factions
system. Therefore, we felt Exodus would have to come next.
The problem with Exodus was that he wasn't really a person
or anything with a physical embodiment; he was just more
of a mysterious entity. That's where the idea of using Blackthorn
came in. Evil needed a face for players to rally against
and once converted to a half-human all evil tyrant by Exodus,
he had a very nasty appearance and demeanor that matched
the mechanical theme that's always been associated with
Exodus. For this reason, we gave him the role of front man
for the new crew of evil. So we had our evil duo ready to
go out and wreak havoc now the problem was hot to go about
doing it.
One of the biggest issues in presenting fiction is the
diversity of the player base. UO has every different type
of game all in one place. Power gamers, role-players, socializers,
dungeon-hackers, crafters, resource-gatherers
the list
goes on and on. Some of these people are starving for fiction,
some just like having it around to enhance their gameplay,
and others are not even interested.
So, how do we make the fiction impact players in the way
we want it to? How do we please the people who want to be
as involved as they can be in the fiction without changing
things too much for those that have a routine they don't
like having interrupted? It's a problem we're still trying
to find solutions for to this day, but one thing remains
constant; we want to affect everyone. This is, after all,
a virtual fantasy world, and in a fantasy world "big
bad things" can and will happen.
We've already seen the fictional scenarios impacting players
in a variety of ways. However, we are still working to integrate
the scenarios more seamlessly into the game. When a player
gets killed by a scenario monster we want them to think,
"That darn Exodus!" not "That darn content
team!" We want to see the scenarios become advanced
enough to be seen as part of the world, rather than imposed
upon it.
Someday, years from now, I hope we have a good chance to
look back and laugh at how difficult it seemed to be to
produce a story large enough to have an impact on an entire
world. With every new attempt we make new discoveries and
new mistakes. We get cheers and jeers, praise and criticism,
love and hate. And, who knows, maybe someday we can make
everyone happy.
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