Tuesday, March 31, 2009
In My Ideal Star Trek MMORPG....
The question came up on the official Star Trek Online forum of what our "ideal Star Trek Online experience" would look like.
After some thought, I realized that I did, in fact, have some fairly specific items on my wish list for this particular online gameworld. This essay is an enhanced version of the items I noted in that original list.
Before I go any further, it's important for those reading this to understand that the things I ask for describe only the gameplay experience I consider personally optimal. They're not necessarily what I think the play experience should be for all players... though I do believe -- and numerous comments on the STO forum confirm -- that I'm not the only person who'd enjoy playing the Star Trek MMORPG whose key features are outlined below.
So, that being said: in my ideal Star Trek MMORPG, I'd like to be able to log in and enjoy gameplay that engages my head and my heart as much as my hands.
In my ideal Star Trek MMORPG, the iconic elements of Star Trek would be the starting point for developing gameplay. Conventional MMORPG mechanics (such as the class/level model of character advancement or the combat-centric tank/DPS/support+aggro roles) would under no circumstances be mindlessly cloned from other games and simply renamed with Star Trek terms. Let the mechanics of this game be inspired by what's uniquely fun about Star Trek. If it's fun gameplay, then it's fun gameplay regardless of whether other games do it or not.
In my ideal Star Trek MMORPG, the game would launch with a balance of combat and non-combat content, and the developers would commit to sustaining that balance throughout the lifespan of the game in all of the patches and expansions released. The gameworld would be designed to be experienced through the functional disciplines of Science/Medical, Tactical/Security, Engineering/Ops, and Command/Helm (and their non-Starfleet faction equivalents). There would always be roughly equal amounts of content available for every one of these four distinctively Star Trek modes of play throughout the entire advancement path of a character.
In my ideal Star Trek MMORPG, the rules of play for Starfleet-faction characters would actively promote the emergence of cooperative, creative, perceptive, thoughtful, and supportive behaviors in my fellow players. I'm tired of games that are nothing but nonstop killing and mindless chest-thumping competition; the gameplay in my ideal Star Trek Online would reward Starfleet characters in proportion to the degree to which they work with each other to defend and promote their factional values of reason, tolerance, curiosity and cooperation.
In my ideal Star Trek MMORPG, Starfleet is the primary faction, and the core principles of the Federation (including tolerance and respect for the individual person and for other cultures) are unreservedly and unapologetically presented as the "right" principles when they are forced to come into conflict with competing principles. Non-Starfleet factions, beginning with the Klingon Defense Force, will be presented as having their own distinctive and consistent internal logic, and faction-related content will be created to be fun for those players who create characters in those factions. But Star Trek always focused on Starfleet, and my ideal Star Trek MMORPG would do likewise.
In my ideal Star Trek MMORPG, exploration would be the primary gameplay motivator for Starfleet characters. Physical exploration would be supported by a large or semi-infinite number of star systems and worlds (whether pregenerated or generated on the fly). Intellectual and emotional discovery would be provided by a profusion of lifeforms and civilizations that can be discovered on new worlds and in space, all of which have highly varied characteristics, and the process of cataloguing these characteristics would be implemented as enjoyable gameplay. These variations would also be used to spark story-based gameplay in the Star Trek mode. The quest to expand knowledge would be valued as fun in and of itself, and not solely for its value in economic competition.
In my ideal Star Trek MMORPG, many of the places and objects, lifeforms and cultures, and looks and sounds from Star Trek episodes will be replicated with reasonable fidelity and respect. The art and the lore -- the "feel" of Star Trek -- would be treated as though it was important to get it right. The "worldiness" of a MMORPG is no less important to me than the rules-based play set within that world, and in my ideal Star Trek MMORPG world content will not always be the loser in any conflict between the needs of "live in" and "play in."
In my ideal Star Trek MMORPG, both space and planetary surfaces would be rich in environmental phenomena. These phenomena would be the particles, energies and other natural and artificial effects mentioned in the many episodes of Star Trek, most or all of which would have specific action-oriented functional effects on the characters and objects in the gameworld. Making these phenomena an active part of all environments in a Star Trek MMORPG would provide outstanding support for multiple forms of play: visual beauty, surveying and cataloguing, storytelling, puzzle-solving, and tactical combat.
In my ideal Star Trek MMORPG, the characters matter as people. Understanding them as people, discovering their similarities to us as well as their differences, would be recognized as being both good Star Trek and good gameplay. Accordingly, this game would allow me to explore those similarities and differences through emotionally engaging stories. The stories in my ideal Star Trek MMORPG would be about things that matter. They would never be didactic, telling players what to think or feel, nor would the NPCs through whom these stories are told ever be used as mouthpieces for some developer's personal political opinions. The storytelling in my ideal Star Trek MMORPG would treat players as adults who are capable of feeling and thinking like adults, and giving us opportunities to do so through interacting with well-characterized NPCs in storylines that resonate with all of us as human beings.
In my ideal Star Trek MMORPG, science and engineering in particular would be treated with respect and appreciation. Gameplay involving the Science and Engineering divisions of Starfleet (and their non-Starfleet counterparts) would be created by people who understand science and engineering and appreciate their importance in the Star Trek universe. The developers assigned the task of designing and building gameplay around the Science and Engineering divisions would be enthusiastic about the opportunity to create constructive, creative, logic- and technology-based gameplay in a massively multiplayer persistent-world environment.
In my ideal Star Trek MMORPG, the starship is the central mechanism through which the content of the gameworld is accessed and experienced. Starships would be implemented with some key locations rendered as interiors; players would experience shipboard activities as an avatar interacting with other avatars in 1st- or 3rd-person perspective; and while no player would be forced into a support role on someone else's ship, friends who want to play together on one ship in specific roles would be able to do so. Away team missions would let players enjoy highly varied environments as a way to break up the shipboard play experience, but one's starship (of which there should be only three or perhaps four during a character's lifespan) should always feel like "home."
In my ideal Star Trek MMORPG, starships would be implemented as complex systems. That doesn't mean complicated interfaces, nor does it imply constant micromanagement -- it means that there would be depth in the functional behaviors of the subsystems and interconnections between subsystems that comprise the incredible artifact of advanced technology that is a working starship. Implementing starships as complex functional systems would create opportunities to solve problems in thoughtful and clever ways through the perceptive and creative use of those technological systems.
In my ideal Star Trek MMORPG, the high-level design of all combat systems would be assigned to someone who actually understands the military arts, preferably in both personal and theoretical settings. "Combat" would be understood to be not merely the artificial one-versus-one duels or small-group "boss fights" of other MMORPGs, but as tactical, operational, and strategic levels of lethal conflict in which each level requires and rewards very different playstyle interests. Combat in my ideal Star Trek MMORPG would be designed from the ground up to distinguish between these styles of conflict resolution and make each one a distinct area of gameplay that supports and enhances the others.
In my ideal Star Trek MMORPG, operational gameplay (helping to lead groups and player fleets) and strategic gameplay (long-term, wide-area management of resources valuable to one's faction) would be gameplay modes that are consciously designed to be distinct from tactical gameplay. The ranks in each faction would be keyed to each of these three gameplay modes, with the rank of Captain being the normal endpoint for advanced tactical play. Players would never be forced to accept promotion beyond Captain, which would shift them out of tactical play and into operational or strategic play, but those players who wished to take on greater levels of responsibility for the fun of other players would be supported by the rank structure and the overall design of conflict-based gameplay.
In my ideal Star Trek MMORPG, starship combat would be designed to play out over a span of several minutes, with many opportunities for true tactical gameplay through applying the various technological systems and crew capabilities of a mighty starship to the environmental phenomena that exist in a particular location. Engagements would last long enough for smart decision-making to play a much more meaningful role in resolving combat situations than just who's got the bigger stick (as in current MMORPGs).
In my ideal Star Trek MMORPG, crafting would be implemented as a game of constructive creativity that is fun in and of itself, not as a game of manufacturing and sales where your gameplay products only have whatever value other players give them. While it can make perfect sense for other games, in my ideal Star Trek MMORPG crafting would absolutely not be a game of using fleet resources to crank out thousands of identical products to try to "win" some economic competition. Instead, there would be a limited game economy in which players are encouraged to use their personal creativity and the skills of their characters to individually handcraft new things for trade to other player characters.
In my ideal Star Trek MMORPG, all of these things would be designed and implemented to create a total gameplay experience that is highly satisfying to people with different playstyles. Those who enjoy the simple competition/accumulation-oriented play so prominent in current MMORPGs would definitely be able to enjoy that kind of content in my ideal Star Trek MMORPG. Competition and the (limited) accumulation of value items are important aspects of the human condition and deserve a place in a well-developed gameworld. But in my ideal Star Trek MMORPG, competitive/destructive gameplay will never be allowed to dominate the gameworld to the exclusion of cooperative/constructive content. Both are fun; and in the game I'd like to play, both would be energetically supported with a long-lasting balance of enjoyable content.
Those are the main things I personally would like to see in Star Trek Online.
Am I going to be disappointed to some degree when the Star Trek MMORPG that Cryptic is making finally ships? Sure. But I expect there'll also be plenty of things from this list that do appear in their game.
Hey, I can take "yes" for an answer. :)
Thursday, March 26, 2009
Engineering Crafting Modes in a Star Trek MMORPG 2
As a result of some discussions, I've updated my design concepts for Engineering-oriented crafting in Star Trek Online.
REVISIONS
There are two key changes:
- added Fabrication mode -- how do devices get created in the first place?
- changed Maintenance mode to Optimization mdoe -- "maintenance" implied "recover from item decay"
Fabrication
Optimization
Repair
Enhancement
FORE!
So the overall model for how Engineering crafting might work in a MMORPG based on Star Trek is as follows:
Fabrication: create a device with standard capabilities using standard components
Optimization: modify the internal connections between components to improve the numeric performance of a device's or system's current capabilities
Repair: fix or replace damaged or destroyed components to restore basic functionality of a device or system
Enhancement: replace standard components with exotics or add optional components to give a device or system non-standard capabilities
PRESENTATION
To allow the player to easily learn and perform all of these gameplay functions, a single presentation system would be used.
The main window would display an aesthetic dark gray representation of the type of device being created or device/system being modified. This representation would be surrounded by numerous slots for the components of which that device or system is comprised. Any fully functional components already placed into component slots would be displayed with a green background; damaged components would be shown in yellow; and destroyed components would appear with a red background.
A side window would display a tree-structured hierarchy of device types and components, which can be double-clicked or dragged into the main window to be displayed there. Existing components in the character's personal inventory will be visually distinguished from standard components that can be replicated.
The main window would also display connections between components. (It will be useful if every device/system always requires at least two or three connections so that the player will understand that they exist.) Players will be able to click on the ends of connections between components to move those ends to different components.
Finally, there should also be two display-only subwindows. One would present a graphical depiction of the device as it will look when the crafting process is complete, and the other will display textual and numeric information describing the device's functional characteristics.
GAMEPLAY
In practice, several of the Engineering crafting modes would interlace. A character wanting to create, modify or repair a device would bring up the crafting interface, which would consist of four subwindows within one overall window.
For example, maybe your character, who has specialized in Engineering, is asked to provide to a newly-encountered culture a genetic sequencing analyzer for medical research that is capable of an 93% level of codon discrimination. If you weren't an Engineer, you could look to buy or contract for the creation of such a device. But since you're an Engineer, you figure you'll try to create such a device yourself.
You check your manifest and find that you don't have an existing analyzer that you could Enhance or Optimize to a 93% discrimination level. So you decide to Fabricate one from scratch. You pull the schematic from the Federation Engineering database, and replicate the standard components you need... but the resulting analyzer provides only an 89% level of codon discrimination.
So you start Optimizing the device by tweaking the internal connections between the components of the analyzer, trying to find a combination that improves the codon discrimination level (preferably without degrading any other feature too badly). Eventually you're able to see the pattern, and your analyzer develops a 95% discrimination level. Now you can give the analyzer to the appropriate NPC.
Alternately, you might have chosen to try to Enhance a standard genetic analyzer with non-standard components, some of which could provide a bonus to codon discrimination (though possibly to the detriment of some other operational capability).
Should the analyzer break for some reason, a character could attempt to Repair it. The player would right-click on the device and select "crafting" (or a more Star Trek-y term) to bring up the crafting window. The standard window would appear, and any damaged or destroyed components would be easily visible through the color-coding described above. The player would then be able to attempt to repair damaged components (perhaps via some minigame). Alternately, the player could choose to replace damaged or destroyed components by replicating standard components and dragging them into the appropriate component slots, or to replace damaged or destroyed components with non-standard components from the character's personal inventory. (Another way to look at this is as Fabrication or Enhancement mode gameplay, just on an existing device or system rather than a new device.)
Note: in this system, I'm assuming that players would be able to Fabricate new devices, but not new systems. I'm thinking of "systems" as large fixed installations, either on the ground, in a starbase, or mounted on a starship. Players would be able to Optimize, Enhance, and Repair such systems, but creating large systems from scratch should probably not be part of player crafting -- new systems should, I think, come from a different gameplay interface. For ships, this would be a "ship customization" interface. Once a ship system is installed, a character would then be able to attempt to Optimize, Enhance, or (when necessary) Repair it.
DESIGN NOTES
"Surprise"
One of the goals of this design is to support both the reliable crafting of specific objects as well as "creative" crafting.
Reliability depends on the same inputs, connected in the same ways, always producing the same output -- that is, devices that always have the same functional characteristics. Since there's nothing random about this model of Engineering crafting, reliability is guaranteed. The internal rules by which specific inputs lead to specific outputs may be quite complex, but they would be invariant.
At the same time, the complexity -- or "depth" -- of those internal transformation rules would, in combination with having a very wide range of input components and component characteristics, allow for the possibility of surprise. Trying a new component or a new way of connecting components should produce new results (that is, new functional capabilities or new levels of performance of specific capabilities). These things should be comprehensible. Certain types of components should usually lead to certain recognizable kinds of capabilities in the devices constructed from those components, and connecting certain types of components together should generally lead to roughly consistent optimization results.
So there would be some level of predictability in a player's crafting choices. It's OK for a system to appear complex as long as it doesn't appear to be random. But that internal transformational complexity coupled with the large number of possible inputs would still allow for surprise, which should keep the crafting system fresh and interesting while still allowing reliable production.
It would be possible using this system to intentionally make a specific device to achieve a specific purpose. But those gamers who enjoy tinkering would also be able to use this system to explore creative possibilities.
...
More to come on this subject, I suspect. :)
Friday, March 20, 2009
Engineering Crafting Modes in a Star Trek MMORPG
INTRODUCTION
What might Engineering-specific crafting look like as actual gameplay in Star Trek Online?
To put it another way, if he encountered a technological problem, what would Scotty do? In a game set in the Star Trek universe, what might those gamers who want to play an Engineer character like Scotty want to be able to do as gameplay?
To get a handle on that, we need to define what we mean by "Engineering" in a Star Trek MMORPG. As a rough definition, I'd say that means wanting to be able to change the functionality of technological systems in ways that are fun as pure gameplay, and to experience mission and story content from that technology-manipulating perspective as set in the distinctive Star Trek universe.
On that basis, I suggest that Engineering in Star Trek Online should be focused on the repair, maintenance, and enhancement of technological devices. In essence, STO Engineering would be three games in one. (There'd also be a special fourth game for Engineers... but I'll get to that in a bit. Keep reading!)
So which of these is truly "crafting?" Enhancement is an obvious possibility... but what if all three activities, while distinctively different in their results, were so similar in presentation that we might talk about "repair crafting," "maintenance crafting," and "enhancement crafting" of devices?
First we need to consider the question: what is a device?
"DEVICES" DEFINED
Devices would have several design features suitable for Engineering-oriented gameplay activities:
1. Every device would be an example of a device type, where each device type has a distinctly different predefined primary effect.
2. Device types would be part of a hierarchy of objects. For example, a Starfleet-issue Type 2 hand phaser would be a type of device at the end of the hierarchy: Personal Devices -> Tools -> Personal Weapons -> Pistols -> Energy Pistols -> Hand Phaser, Type 2.
3. Every device would be "complex," not in the sense of being hard to understand, but rather in that it's composed of multiple elemental components.
4. The types of elemental components used would determine the precise nature of the device's primary effect. Changing one kind of component for another component of the same kind but a different type -- with a different effect -- would be "enhancement crafting."
5. The quality of individual components would determine the basic effectiveness of that device. Repairing a damaged component or replacing a destroyed component with a similar component would be "repair crafting."
6. The connections between components would determine the extra effectiveness of that device. Rearranging and reweighting connections between components would be "maintenance crafting."
7. Elemental components would also belong to a specific hierarchy, allowing them to be grouped into families of components with similar purposes and form factors, but moderately different effects. For example, the hierarchy: Components -> Energy Sources -> Power Cells -> Power Cell, Small -> Small Plasma Power Cell would mean that any Small Plasma Power Cell could be plugged into a device whose schematic requires a "Power Cell, Small", but a Small Fusion Power Cell (as another child of the "Power Cell, Small" family of components) would also work, albeit with some moderate change in the device's behavior.
A DEVICE EXAMPLE
To see how those gameplay modes might work in Star Trek Online, let's take a look at an example of a device which an Engineering-oriented character might want to repair, enhance, and maintain: a Starfleet-issue Type 2 hand phaser.
If we wanted to make these things really fun to play with, we'd let them have an interesting number of elemental components:
- barrel
- receiver
- grip
- trigger
- power cell
- prefire chamber
- phase emitter crystal
- output controls
- phasing regulator (programmable)
I imagine this being done through a rag-doll interface much like that used in many games for equipping characters. The main window would display the slots corresponding to all possible components for that device, and each slot would be filled with whatever component is currently being used in that device. Another window would display an image of the completed device (which could be affected by the nature of the components used), while yet another window would show the various text and numeric information that describes that device and its effective characteristics.
ENGINEERING CRAFTING MODES
Repair Crafting
For repair crafting, an Engineer would first need to disassemble the dysfunctional device in order to expose the faulty component(s). Let's say the prefire chamber of a Type 2 hand phaser has become corroded. The Engineer might want to try to repair the damaged component. If successful, the phaser could be restored to fully operational functionality. If the component is too badly damaged to be repaired, a replacement would need to be obtained.
On an operational starship or starbase, a new component could simply be replicated. But if such an advanced source of stock components isn't available, the Engineer might be reduced to trying to construct a mnemonic memory circuit using stone knives and bearskins. :) In that case, the Engineer would have the option of playing the enhancement crafting minigame.
Enhancement Crafting
For enhancement crafting, an Engineer would deliberately replace existing components with different components, or add components to empty slots. Rather than trying to restore a device to standard functionality, enhancement crafting would be more exploratory -- the Engineer would be experimenting to see what happens when unexpected components are used, or attempting to compensate for necessary but unavailable components with improvised versions.
Using different components than the "stock" components, an Engineer could significantly alter the primary effect of a device. The device would retain its basic function -- a weapon would still be a weapon; a sensor would still be a sensor; and so on -- but the specific form of that effect could be changed greatly.
For example, by replacing the stock Small Plasma Power Cell in a standard Type 2 hand phaser with a Small Fusion Power Cell, a directed-fire effect similar to (though differing from) that of a Klingon disruptor pistol could be produced. Perhaps such a weapon, if it were also modified to replace the stock phase emitter crystal with an exceptionally rare modified crystal from Varos IX (and had some unusual maintenance changes made as well), could become a rare and terrible Varon-T disruptor.
Maintenance Crafting
Finally, rather than restoring standard functionality or producing new functionality, an Engineer might want to try to optimize or maximize the existing functionality of a device -- this is where maintenance crafting would be useful. In this mode, an Engineer would manipulate the connections between the components of a device. This would simulate adjusting the fittings and tweaking the notional "glue" that holds together a device's various components.
I imagine this looking something like lines drawn between some -- but not all -- of the components existing in the Component Window of the Engineering Crafting screen for a given device, with each line drawn in green, yellow, or red to indicate the strength of that connection. The player of an Engineering character would be able to change which components are connected by moving the lines between components. And the strength of connections could also be modified.
In either case, the gameplay in this mode would come from two design features: first, the specific connections between the specific components in a device would be filtered through a complex calculation to produce an efficiency rating for that device. And second, moving a line (i.e., taking away a connection between two components to make a different connection) would, through a related calculation, adjust the weightings of all other existing connections.
The combination of these two rules would create an interesting minigame of efficiency maximization for devices as players attempt to find the optimal combination of connections and connection strengths for a device. (This would be similar to the kinds of efforts Geordie made in TNG: "Force of Nature" as he competed with an old classmate to see who could achieve the highest warp power conversion level.)
Note 1: In most technologically advanced (Information Age and later) devices, at least one component should always be a programmable component (such as the "phasing regulator" I proposed for the Type 2 hand phaser above). Including a programmable component would allow Science-oriented characters (or Engineers with the appropriate Science skills) to create and modify subroutines that condition the inputs or alter the outputs of devices in useful ways. If playing with components is "Scotty crafting," modifying a device's subroutines might be considered "Spock crafting." Perhaps I'll write another essay soon on that subject.... :)
Note 2: The suggestions I've made for an Engineering crafting interface might need to be tweaked somewhat to allow users of console controllers to easily perform the kinds of component manipulations I've described.
CHARACTER SKILLS
Some players are uncomfortable with gameplay that relies heavily on player skills. There are gamers who enjoy being able to play any part of the game to a high level of effectiveness as long as the attributes and skills of their character allow that level of effectiveness, even if they themselves don't personally possess the requisite attributes and/or skills. So it's useful to think about how character skills might play a role in each of the three Engineering Crafting modes I've suggested above.
An obvious skill for a repair crafting mode is a Repair skill. Perhaps a higher level of skill in Repair might allow an Engineer a better chance of restoring a damaged component to its stock state. As another possibility, we might imagine a Logistics skill that allows a character to improve their odds of successfully using their faction's requisitioning system to obtain needed replacement components. (A character with a high Logistics skill level could be fantastically useful as a "scrounger.")
Enhancement crafting might benefit from a character skill such as Improvisation, which would allow the use of more kinds of components in a component slot. Even simpler might be to disable some components slots for a device for any character without an Improvisation skill -- earning subsequent levels in this skill could switch on additional component slots in a device, allowing the player of an Engineering character with this skill to produce a much wider range of novel device functions than a character who chooses not to acquire levels in that skill.
As for maintenance crafting, this mode has a more apparent opportunity for character skills: increasing levels in a Maintenance skill (perhaps under some other more interesting name) would allow a character to add more connections between the components of a device, and/or could reduce the amount to which changing a connection reduces the strength of other connections. In other words, there could be a character skill that allows any player to become very good at tuning any device to its highest possible level of functionality.
HEY, WHAT ABOUT THAT FOURTH GAME?!
What, you didn't think I'd forgotten about that, did you? ;)
In addition to individual devices (both portable and ship-mounted) that an Engineer might enjoy repairing, enhancing, and maintaining, there's one device in particular that is special: a starship.
In a similar way to how devices are made up of elemental components (and their functionality determined in large part by the nature of those components and their interconnections), a starship could be thought of as being a collection of interconnected complex devices. So: what if Engineers could play the same sorts of repair, enhancement, and maintenance games with the devices that make up a starship as they could with the individual devices themselves?
What if starships could be treated by Engineers as big devices, and the subsystems that comprise a starship -- hull, engines, sensors, computer, weapons, etc. -- could be manipulated as the "components" of that starship-device? How would the repair, enhancement, and maintenance modes work in this special Engineering gameplay environment?
Well, it's worth noting that the "enhancement" game with respect to starships has already been confirmed by Cryptic: it's the "ship customization" game! From what's been said, it seems that players will be able to trade out existing ship systems for new ones. If so, I think it's not unreasonable to believe that we might be able not only to improve existing capabilities in this way, by trading out different systems for new kinds of systems we could be able to give our ships new capabilities. Doesn't that sound like the enhancement crafting I described above for individual devices?
I think it's also pretty likely -- although to my knowledge no details have been mentioned on this subject yet -- that Engineering-oriented characters will be able to perform damage control (i.e., repair) on ship systems. If so, would that use the same ship systems interface as the "ship customization" feature?
And if that's the case, then would something like the "maintenance crafting" concept I described above (which similarly reuses one crafting interface for devices) make some sense as gameplay for maximizing the effectiveness of starships themselves?
LIMITATIONS
Obviously this proposed gameplay feature has a number of detailed requirements. It could be a lot of work. Is it worth the effort? If something had to be cut in order to get any part of this idea, what's negotiable?
If the constraints of time until Launch Day prevent implementing all three of these modes of Engineering-oriented gameplay, I would suggest that the most important to implement is repair crafting, followed by enhancement crafting, followed in turn by maintenance crafting.
This doesn't mean I think maintenance crafting wouldn't be fun for many players naturally drawn to Engineering gameplay. I believe there are gamers who enjoy optimization minigames, which is essentially what a maintenance crafting mode is all about. This mode just isn't quite as valuable in a massively multiplayer game based on a technologically advanced IP as a gameplay activity based on repairing devices. Repair is both a very visible activity of engineers in Star Trek and a highly useful ability in a game that's obviously going to offer lots of combat gameplay, so if anything would make the cut, I'd think it would be a repair capability.
Another element I didn't cover in this proposal is how Engineers as commanders of their own vessels would use their skills when in space grouped with other ships. Repairing, enhancing and maintaining devices is relatively easy to understand as an avatar on an away team. And crafting the features of one's own ship seems equally desirable. But how should an Engineering-specialized character be allowed to affect the ships or devices of other players? This needs to be considered further.
CONCLUSION
Taken all together, these three modes of Engineering crafting -- repair, enhancement and maintenance -- would each offer a different but related set of gameplay opportunities. Each gameplay mode would not only provide pure rules-based Engineering-oriented gameplay activities, these three modes would also be fun for the knowledgeable Star Trek fan who has seen all three types of Engineering activities in the various TV shows and films.
Finally, because all three modes would share the same interface, some code reuse could be achieved (as opposed to developing three completely dissimilar systems). I believe this outline for a "Scotty crafting" system captures many of the wishes I've heard mentioned by those who've expressed an interest in this kind of gameplay. But I certainly don't expect it will satisfy everyone!
Monday, March 16, 2009
Economics in a Star Trek MMORPG +
In trying to reconcile real-world economics and what's been said in and observed in Star Trek, the best I've ever been able to come up with is the notion of "intellectual capital."
So my theory of Trekonomics -- and, by extension, the kind of gameplay economy I'd hope to see in a MMORPG based on Star Trekk -- depends on how we get from the production-oriented society we still have today to a society in which intellectual capital is by far the primary source of economic value.
Human technological and economic history has been a progression from the immediate and tangible to the long-term and abstract. We've gone from pure moment-to-moment survival mode (hunter-gatherer) to subsistence permitting cities and codes of law (Agricultural Revolution) to complex societies (Industrial Revolution) to a world of interconnected individuals (Information Revolution).
That last change is the one we're in the middle of today. Yesterday, capital was created by smokestack industries cranking out tangible mass-produced products. Today, we're experiencing the initial shocks of what I call "virtualization" -- the process of transforming the information that defines real, tangible objects into ones and zeros. The legal wrangling we see today over copying music; Kindle letting you read thousands of books; services for creating 3D sculptures of species that you create in Spore... all of these things and more are examples of the ongoing process of shifting from an economy based on mass-production and physical distribution to one based on the generation of unique ideas that can be duplicated and spread world-wide in mere minutes as virtualized concepts.
Now take that process and shift it forward two or three centuries, adding to it technologies such as anti-gravity, fusion and anti-matter power, faster-than-light travel, matter transporters, and matter replicators.
Question: In a society like that, where does "value" come from?
When basic material needs are all cheaply/easily met, when physical capital has lost most of its value, when mass-produced goods are no longer as desirable as individually-tailored services, what's left as a source of value that a person can contribute to a society in order to receive the advantages of participation in that society? (That is, assuming we want to try to set the Federation inside any kind of capitalistic economic environment, and not just give up and call it a full-blown Marxian communist utopia.)
All I can come up with is intellectual capital.
I guess that in the United Federation of Planets, your social rewards are somehow made proportional to the intellectual capital you contribute to that society. If you want to sleep all day, you can do that, and you'll get the essentials of life you need to do it: food, water, shelter. If however you create new things, if you demonstrate an aptitude for and interest in generating intellectual capital of some kind, then you're provided with whatever tools and services you can use to support your creative efforts.
And that would hold true whether you're an artist or a scientist or a starship captain. If you can demonstrate that you'll effectively use those tools and services to generate intellectual capital for the Federation, the Federation will allocate resources to you to insure that you're able to contribute to the maximum extent possible. Both you and Federation society (i.e., every other Federation citizen) win when the full creative potential of every individual is nurtured.
So that's the theory, which tries to explain Star Trek within something like a plausible real-world framework of economic behavior (albeit one extrapolated into a technologically-advanced future).
What about the practice? I have severe doubts that this could actually work.
My guess is that the trend toward replacing physical capital with intellectual capital is real, and that virtualization will not only continue but intensify. (The legal battles over who owns easily-distributable virtual assets are only going to intensify.) So intellectual capital could indeed become the basis for a new economic expansion -- in fact, I believe this process is already underway as an Information Revolution -- that will lead to a vastly better quality of life for most people on our planet. (Though it will also widen the gap between those who embrace the democratic capitalism that enables an Information Revolution and those still trapped in more repressive communistic, socialistic, and despotic cultures that promote statist power over individual rights, including the right to personally profit from one's creative labor.)
But even in Star Trek we still have that age-old practical problem of coercive power: who decides? If I labor creating works of art or doing science or flying a starship, who decides whether that creative effort is good enough to warrant handing me the keys to an efficiency apartment or a luxury home in the mountains? Who controls the rewards for achievement? Who judges what the creative effort of an individual is worth? And who's in charge over the people making these decisions, insuring that their decisions are fair and accurate?
This is where I see the "humanity has changed" argument (which Picard made a couple of times) as a necessary condition for Star Trek to work as an economic system. Without some critical change to what it means to be a human being, I see no reason to believe that Lord Acton's observation -- power tends to corrupt, and absolute power corrupts absolutely -- has suddenly ceased to apply to us as a species.
Maybe the mostly-global transition to an Information Society will be enough to cause a dramatic shift toward altruism and trust, allowing a distribution-of-rewards system like that seen in Star Trek to work.
Maybe.
Finally, it seems to me that this theory of intellectual capital, which distinguishes between Industrial Age mass-production of physical capital and Information Age creative expression of intellectual capital, is very -- and not coincidentally -- similar to the difference between the manufacturing/sales and creative/exploratory models of "crafting" in MMORPGs.
It seems to me that many MMORPG designers are satisfied with simple pre-Industrial Age economic systems. For the feudal-era games set in fantasy milieux they usually crank out, that's perhaps not a problem. (A bit boring, but not a real problem.)
For a game set in a science fiction milieu, however... that's a problem. In what way does it make any sense at all that a technologically advanced society would still be using a barter-based economic model that's already antiquated today in 2009? Shouldn't the currency of a science fiction game be intellectual capital created by characters in the gameworld? Shouldn't letting players add to the total of wealth inside the gameworld be baked into the design of a game set in a near-term star-spanning future?
This is part of the reason why I advocate a crafting system for Star Trek Online that's based on players creating new kinds of objects and subroutines. It's a system based on the production of intellectual capital, rather than on the consumption of physical goods. I think this not only fits better in any science fiction MMORPG than mere barter, it fits much better into a MMORPG based on Star Trek for all the reasons described above.
For the truly hardcore gameplay designers still reading this novel :), I go into this subject in more game-specific detail in my essay Economic Stages in MMORPGs. For now, though, suffice it to say that I'd enjoy seeing Star Trek Online offer some gameplay more appropriate for its futuristic setting than just another medieval-era barter economy in which the concept of "banking" is considered far too advanced to implement....
Monday, February 9, 2009
Player Ship Interiors and Star Trek Online... Again
Well, here we go again.
Cryptic, the current developer of the Star Trek Online MMORPG, has mentioned in an interview that player ship interiors would probably be viewable only as instances during certain missions. The potential feature of letting characters walk around and interact with key locations of starships, such as the Bridge and Engineering, is now being described as unlikely to be included in Star Trek Online when it launches.
From the interview with Craig Zinkievich conducted by Irdnova on behalf of Hailing Frequency:
HF: We know from the Vegas trailer and from discussion on the STO Forums that ship interiors are going to be available, however we still do not have many details on these, so can you tell us how much freedom will players be allowed in their ships – are we just going to see key areas like the bridge and engineering available, or will corridors and turbolifts and all of the other locations that are typically on a ship, be available?Over on Cryptic's official Star Trek Online forum, this comment has already spawned the same responses and counter-responses and failures to listen to what anyone else says that went on for months when Perpetual, the former developer of Star Trek Online, made its similar announcement.
CZ: At launch, we are probably only going to have ship interiors available during mission instances, however we hope to add the ability to players to freely walk around their ship and host gatherings in an expansion pack.
These responses come in a few distinct forms:
1. This feature was absolutely critical for me. The developers are a bunch of liars; they obviously don't understand Star Trek or value Star Trek fans. They're just rushing a WoW-clone to market to make a quick buck. If the game that ships doesn't implement key locations of our personal starships that we can walk around in whenever we want, I'm not going to play it, period.I'm probably around a 2.5 in my reaction. I understand that things get cut when making a game; I just don't think it should always be the features that make the gameworld more interesting and that are iconic to a licensed IP that lose that contest.
2. This feature was very important to me personally, and its loss is a severe disappointment to me. I don't mind rules-based gameplay, but I really wanted a Star Trek MMORPG that created the world of Star Trek for me to "live in." For me, a richly detailed (and graphically semi-realistic) world isn't an alternative to gameplay, it is gameplay -- it's just not the arbitrary following of formal win/lose rules that other people enjoy. I was really hoping to get to do things like perform sensor sweeps and align phasers and have detailed diplomatic negotiations with alien races, so a ship that's just a "mount" is pretty upsetting. Without being able to walk around as my character through the key locations of the starship I command, this game just won't feel enough like the world of Star Trek. I'm considerably less likely to play it now as a result of this design decision.
3. This feature was important for a Star Trek MMORPG and for the MMORPG industry as a whole. Starships were virtually starring characters in Star Trek. So cutting both the player crew feature and player ship interiors (outside of some mission instances) is a failure to understand that this is one of the most iconic elements of the entire Star Trek IP. Not richly rendering starships is a failure to take advantage of what's probably the last major opportunity to create a richly realized IP as a major MMORPG. I'm somewhat less likely to play this game now.
4. This would have been nice to have, and I wish they'd included it, but I figure the developers know what they're doing. Maybe not implementing key locations on player ships makes sense given their previous design decision (such as Cryptic's decision not to allow players to work together as crew on one ship). Without that capability, there's probably not enough value in letting individual players walk around key locations of their own ship. So I suppose cutting this feature is just the developer being realistic. I guess I'll probably still play it as long as they don't cut anything else.
5. Huh? I don't care about walking around on some ship, I just want to start shooting stuff. What's all the complaining about? Where can I download this game? Can I be in the beta, like, right now?
6. The developer is going to give us interiors as instances for missions. So for you few oddballs who claim to like that kind of thing, you can do all the walking around and staring at consoles you want -- you'll just have to do it as part of a developer-provided mission. I'll definitely buy this game, and I'll probably play it for at least a year or so while I level up my main character and alts.
7. All you people who say you want interiors are just a bunch of whiners. IT'S NOT GOING TO BE A SIMULATOR! SHUT UP! The only valid definition of "gameplay" is flying places and shooting people and taking their stuff. All that other stuff like stories and sandboxes and how long a day lasts is just a distraction from real gameplay content. The devs aren't going to spend a single minute making that crap that only a few weirdos want, and I'm glad. SHUT UP! Go back to your mommy's basement, you retard trekkie losers! This is MY game! MINE! MINE! I'll buy this game, but I want to play for free forever, or at least until I beat it in a couple of months and quit.
8. Everything this developer does is wonderful! Anyone saying anything negative about this or any other decision they make about Star Trek Online's design should go away. We should only talk about the things we're all happy to see announced. The only way I would not buy the Collector's Edition of this game is if it gets cancelled.
The Star Trek IP would have been a terrific basis for a major AAA-quality MMORPG that deliberately gives equal weight to story and world and rules-based play.
It's too bad Cryptic aren't going to be the ones who profit by making that balanced gameworld.
Who will?
Wednesday, January 7, 2009
Exploration as Survey Gameplay in Star Trek Online
With Cryptic's various statements that they intend for exploration-focused gameplay to play a meaningful role in Star Trek Online, I thought it might be fun to come up with some of my own notions for how exploration might work in this game. To keep from getting too high-level, I'll focus my suggestions on a specific practical gameplay activity that encompasses exploratory play: namely, Survey.
As I've mentioned elsewhere, I consider "exploration" to be about more than just mapping physical terrain -- the true explorer is someone who enjoys discovering new knowledge about any system, whether physical or abstract. The point is not the excitement of travel or the stimulation of constant variety, nor is it racing to see who can visit the most new locations in the shortest amount of time; the point of exploration is adding to the sum of knowledge about the universe. To define exploration in some other way is to miss the point of what makes exploration uniquely valuable to a society and satisfying to the individuals who do it.
Jean-Luc Picard did not choose to remain captain of the Enterprise, seeking out new life and new civilizations, because he thought that racing from one new world to the next was a good way to accumulate XP for leveling up.
That said, drawing a chart of a star system or a map of a new planet is certainly one kind of exploration. As I suggest below, that's gameplay content I'd enjoy seeing in Star Trek Online. But cataloging the diversity of life on a newly-encountered world, and assessing the level of development of an alien civilization in several spheres of social activity -- those are also valid forms of exploration in a science fiction universe like that of Star Trek. They could also become fun gameplay features.
So what I'd like to attempt here is the outline of a gameplay system that wraps all those activities together in a coherent way as "Survey" content. I'll first provide simple descriptions of possible gameplay features in four areas of survey-related gameplay. Then I'll examine how the entire Survey feature could fit usefully into Star Trek Online's gameplay as a whole (as we currently understand it).
(Please note that I'm not saying I think every one of the ideas given below should be implemented in Star Trek Online. These ideas are intended as possibilities for a limited set of actual features -- just the things that would be fun if exploration in this game were to be designed around the concept that players are asked by their factions to survey new worlds.)
SURVEY SPECIALIZATIONS
SYSTEM: "This system contains seven planets orbiting a G-type primary star."
The System-level survey consists of determining the nature of the stars bound together by gravity into a system and the non-stellar bodies orbiting those stars.
The basic information about the stars of a system themselves may already be known through high-powered telescopes. Most of the information obtained by a system survey will come from warping into a new system to gain first-hand knowledge of the various bodies orbiting the star or stars comprising a system.
A system survey will normally begin when a vessel drops out of warp above the ecliptic of a system (or the primary ecliptic if the system is composed of multiple stars). (The ecliptic -- more precisely, the invariable ecliptic plane of a star system -- is the imaginary two-dimensional plane along which the planets of a star orbit that star.) If a system contains space-faring lifeforms traveling among the worlds of that system, they will almost always move along the plane of the ecliptic for efficiency in fuel and time. So a survey vessel that drops out of warp well above (or below) the ecliptic will be well-positioned to detect local space vessels before the survey vessel itself is detected, or, if detected, before hostile ships can intercept it.
Once out of warp, if no anomalies or immediate threats are observed, the survey vessel can begin conducting passive scans across all bands of energy and radiation. This will provide simple information on the number and general types of all major orbital bodies in the system, as well as their orbital element data. If there are artificial bodies in space, they too will be detected by a passive scan if they are radiating any kind of energy or broadcasting an omnidirectional communication signal.
[Note: For more information on how a ship might use its sensors for active and passive scans in Star Trek Online, as well as for a detailed listing of the kinds of particles and energies that have been referenced in Star Trek, please see my essay Sensors and Star Trek Online.]
Examples of the kind of data that a System survey could collect include:
- Stars
- number of stars
- class and spectral type of each star
- luminosity of each star
- orbital elements if multiple stars
- Local Phenomena
- gas/dust clouds -- location and composition
- subspace anomalies -- location and type
- temporal anomalies -- location and type
- wormholes -- location (it is suggested that exploration of wormholes be left to specialized exploration vessels)
- space-based lifeforms [special -- see World-Biological section below]
- Natural Bodies
- number of planetary bodies orbiting each star
- general type of each planetary body (gas giant, rocky planet, planetoid belt)
- orbit number of each planetary body
- mean distance from the star they orbit
- eccentricity of their orbit
- size/density of Oort cloud
- Artificial Bodies
- location and characteristics of relatively stationary space-based artifacts (space stations/starbases, communication arrays)
WORLD-PHYSICAL: "It's an M-class world with rich deposits of dilithium."
Once the system survey is completed, if the survey vessel is properly equipped and any of the planetary bodies seems worth a closer look, the survey vessel can proceed to the next stage, the World-Physical survey.
Depending on personal style, natural hazards, or Prime Directive concerns (if applicable), a survey vessel may choose to begin a closer inspection of individual worlds either in order from innermost to outermost (or vice versa), or starting with the worlds that seem most interesting for some reason, such as a planet orbiting within the habitable zone of a star.
[Note: One possible mission type in Star Trek Online might be to travel to a newly cataloged star system to collect basic scan data for each of the planets in that system. The player would need to warp to the system, travel using impulse drive to within some reasonable distance of each planet, and perform the sensor scans necessary to "fill in the blanks" of a short list of planet features taken from the list given below. Another mission type might be to collect detailed survey information for a specific planet. In that case, most or all of the applicable items from the list below would be presented to the player, to be filled in by performing the appropriate sensor scans. Yet another mission could be to visit a number of star systems and scan all their orbiting worlds until a sufficiently high concentration of some specific mineral resource is detected on one of those worlds.]
Information that a World-Physical survey could reveal might include:
- world type (large gas giant, small gas giant, rocky, planetoid belt)
- Gas Giants:
- number, orbital distance, and composition of moons
- equatorial diameter
- average density
- general composition (hydrogen/helium, water/ammonia/methane ["ice giants">)
- location and strength of natural field effects (magnetic, polaric, radio, etc.)
- rotation speed (length of local "day")
- axial tilt relative to orbital plane
- surface feature map
- Planets:
- number, orbital distance, and composition of moons
- location, size and composition of planetary ring(s), if any
- equatorial diameter
- average mass
- average surface gravity
- rotation speed (length of local "day")
- axial tilt relative to orbital plane
- general composition (iron-rich, silicate-rich, carbon-rich, watery/icy, carbon monoxide, hydrogen)
- interior structure
- tectonic/seismic activity (none, one continent, a few large continents, many volcanic islands)
- surface topography map
- albedo
- location and strength of natural field effects (magnetic, polaric, radio, etc.)
- atmosphere composition (nitrogen/oxygen, nitrogen/chlorine, methane, etc.)
- atmosphere density
- mean surface temperature
- surface temperature bands (annual average)
- average wind speeds
- surface/subcrustal liquid composition
- surface/subcrustal liquid coverage extents
- average tidal height/frequency (if significant coverage by surface liquid and a sufficiently large/close moon is present)
- detailed composition (including central location of concentrations of key elemental and mineral resources)
- Planetoid belts:
- width of belt along ecliptic plane
- height of belt
- estimated number of planetesimals
- size distribution of planetesimals
- orbital element data for the handful of largest planetesimals
- composition distribution (carbonaceous %, stony %, metallic %, other %)
WORLD-BIOLOGICAL: "I just love scanning for lifeforms!"
On some occasions, a world will be scanned that has the potential to support life as we know it.
When a world is found that appears to be capable of supporting life, then a World-Biological survey may be initiated. This will normally begin by entering a parking orbit around the world to be scanned. Once in orbit, the survey vessel may begin performing both passive scans (such as infrared) and active scans (such as cloud-piercing radar) for identifying the types of lifeforms and their extent across the world.
Be aware, however, that if at any point at any time in a survey of a star system intelligent life is detected, all survey operations will be suspended and First Contact protocols will be in force.
[Note: it's possible that we may on rare occasions encounter forms of space-based life. If so, then this part of the system survey will be focused on filling in the "Photonic/Other Life" section of the information fields given below, rather than being down to a planet's surface... although it might be possible to beam into a sufficiently large space-based lifeform, such as "Tin Man."]
Assuming that no intelligent life has yet been detected, if there is interest in or need for a detailed World-Biological survey then the survey vessel may continue to perform scans from orbit to collect aggregate data on lifeforms. This process will normally require several days to complete [game time, not real time] for worlds on which life is abundant.
After careful review of the World-Biological survey data, the commander of the survey vessel may decide that a first-hand visit to the newly discovered world is desirable (usually to collect more detailed data on certain lifeforms). In this case, an appropriately outfitted away team or teams will be formed to travel to the planet's surface. There they will use science and medical tricorders to detect and classify specific aspects of the lifeforms they encounter.
Once the desired scans are complete, the away team will return to the survey vessel. At that time, each member of the away team -- without exception -- will submit to whatever decontamination procedures are deemed appropriate by the ship's Medical Officer.
[Note: as with World-Physical surveys, there are several different kinds of missions that players of Star Trek Online could take related to collecting World-Biological data. These could be to locate 5 new worlds within the habitable zone of a star, to take general scan data from 3 worlds capable of supporting humanoid life, or to take detailed scans of a new lifeform with a handheld medical tricorder. Again, items from the list below could be presented to players in a "fill in the blanks" format, where performing the appropriate sensor scans will insert the scan results into each field of the form. This could a very simple process that always succeeds the first time, or, depending on how energetic the folks at Cryptic are feeling, such fill-in-the-blank scans could be designed as a minigame.]
Information collected through a World-Biological survey could include:
- general planetary ecosphere (desert, tundra, swamp, grassland, forest [boreal, temperate, jungle], sargasso, world-city)
- mapping of individual ecospheres by location and extent
- Viral "Life":
- number and diversity of forms
- number and distribution of individuals of each form
- structure of each form
- method of propagation
- effects of each form on known sentient lifeforms (human, Vulcan, Klingon, etc.)
- Plant/Algal/Fungal/Microbial Life:
- number and diversity of forms
- number and distribution of individuals of each form
- physical characteristics of each form
- chemical/molecular composition of each form
- primary life-sustaining processes for each form (photosynthesis, absorption)
- method of propagation
- effects of each form on known sentient lifeforms (human, Vulcan, Klingon, etc.)
- Animal Life:
- number and diversity of forms
- number and distribution of individuals of each form
- method of propagation
- physical characteristics of each form
- intelligence level of each form
- prefered habitat of each form
- Photonic/Other Life:
- number and diversity of forms
- number and distribution of individuals of each form
- internal structure
- method of propagation
- special characteristics of each form (structural basis, intelligence level, etc.)
WORLD-CIVILIZATION: "Veridian IV supports a pre-industrial humanoid society."
In some very rare cases, a survey vessel will encounter new life and new civilizations in a newly charted star system. As noted above, First Contact protocols will go into force the moment any new form of intelligent life is detected during the survey of a new system.
If those protocols (as defined by the applicable factional command) permit it, a general World-Civilization survey may be initiated. This may occur under either of two circumstances:
- if the newly-discovered intelligent lifeform is observed to be warp-capable, and the survey vessel is authorized and able to conduct First Contact operations, or
- if the new lifeform is intelligent but not warp-capable, and the survey vessel is authorized and equipped to conduct short-term covert surveillance and study operations.
- Military: aggressiveness, level of development of tactical/operational/strategic principles
- Political: types and extents of governments (anarchy, democracy, republic, feudalism, bureaucracy, dictatorship, police state)
- Economic: level of development of economic principles (money, currency, trade, banking, capitalism, ethovalunomics)
- Social: individual/group orientation, xenophilia/xenophobia, altruism, level of health, level of education
- Religious: atheism, agnosticism, deism, individual worship, communal worship, organized worship, missionary zeal
- Ethical: philosophies, moral/ethical principles, art/architectural styles
- Technological: inventiveness, development of military, transportation, communication, energy-generation, and medical artifacts
- Intellectual: curiosity, level of development in mathematics, scientific principles, and universe-knowledge
- number, boundaries, and forms of political entities
- location and size of population clusters (villages, cities, megalopoli)
- location and output of power generation facilities
- transportation grid (types, locations)
- communications (types, frequencies, modulations, formats)
- planetary shielding/cloaking
[Note: One special aspect of dealing with newly discovered intelligent lifeforms is the possibility of being able to "hire" new NPC bridge officers from among them. This might allow us to fill in more World-Civilization survey details about a particular world by having conversations with a hired NPC bridge officer. It could be an interesting way to integrate NPC interactions, bridge operations, storytelling, and survey gameplay.]
PUTTING IT ALL TOGETHER
Some examples have already been given (in the notes for each survey specialization) for how players of Star Trek Online might enjoy Survey content. At this point, I'd like to consider some possibilities for how the Survey feature might help support the rest of the game and vice versa. While we still don't know much at the present writing (January 2009) about what the normal course of gameplay will be like in Star Trek Online, we've been told that there'll be things to do in space in a starship, things to do on planetary surfaces (and perhaps artificial locations in space such as starbases), that these things will include combat and exploration, that we'll have NPC "pets" serving as our bridge crew for operating our ship's systems, and that we will be able to group with other players in their own personal starships.
Based on this very rough description of the gameplay environment, it might be fun for exploration to be given some gameplay structure for players who want it. A Survey system like the one whose elements are described here would create numerous possibilities for gameplay, including (but not limited to) the following:
- every player who finds new habitable worlds is allowed a one-time opportunity to name a new world
- groups of ships could pool their survey data to more rapidly complete detailed surveys
- talking with bridge NPCs hired from a new civilization could unlock new NPC abilities by revealing special world survey data
- completing some number of detailed world surveys could provide some kind of Achievement
- completing a detailed survey optionally spawns random events (valuable new resource, appearance of hostile claimant, etc.)
- factional expansion as Realm vs. Realm (RvR) competition by identifying systems with useful resources or colonizable worlds
- discovering habitable worlds permits colonization gameplay (if Cryptic feels that's worth implementing)
- survey data about a system could provide a tactical advantage in combat in that system
- survey data could be an economic commodity (probably not for Federation players, however)
- survey data could be a diplomatic commodity (e.g., gifting star charts as a show of good faith)
Thursday, September 11, 2008
Technology Levels in a Star Trek MMORPG +
With development on Star Trek Online progressing over at Cryptic, I'd like to take another look at the notion of "technology levels" as a gameplay feature.
As we fly through the galaxy in our mighty starships, we're likely to encounter civilizations at differing stages of technological development. Some will be less advanced than our faction (Federation and Klingon to start), while some are likely to be more advanced.
Should being able to classify the technology levels of the different civilizations we know and discover be part of the gameplay of Star Trek Online?
Classification systems are not foreign to Star Trek. For example, there's the well-known (in the Trekiverse) system for planetary classification that describes the habitability of planets, in which planets like Earth are described as "Minshara-class" or just "M-class." So why not offer something similar for classifying the level of technological sophistication of the inhabitants of a planet?
Let's say the answer is a tentative "maybe" and consider some possible ways to classify the level of technology of both known and alien civilizations in the Star Trek universe.
A BASIC TECHNOLOGY CLASSIFICATION SYSTEM
The first and most obvious classification (from the Federation point of view, anyway) is whether or not a civilization has made its first faster-than-light journey. In fact, distinguishing between pre-warp and warp-capable civilizations is considered so important to Starfleet that it forms the basis of their Prime Directive. So if the Prime Directive is part of the gameplay of Star Trek Online, then being able to classify a civilization according to the following scheme:
0. Pre-warpis a minimum requirement.
1. Warp-capable
We could, however, be a bit more creative than that. If exploration is to be a meaningful part of this game, then it's not unreasonable that players ought to be able to study new civilizations in order to properly classify them. Doing so might even provide in-game rewards. (I'd be careful not to take that too far. however. Not every gamer is an Achiever, and not every gamer wants the kinds of accumulable in-game rewards that are valued by Achievers.)
For that to work as interesting gameplay, a more detailed classification system is probably in order. Players would need to spend some time (and perhaps, through their characters, use some kind of Survey skill) to determine the most likely technology level classification code for a newly-encountered civilization.
A DETAILED TECHNOLOGY CLASSIFICATION SYSTEM
The usual way of doing this is to identify key technologies whose widespread adoption within a civilization signals a critical point in that civilization's progress. (Note: Some people dispute whether the development of increasingly advanced technology should always be considered "progress." That's not an unfair concern, but it's outside the scope of this thread which is intended to be a relatively simple look at possible gameplay in an MMORPG. I'm not against exploring the notion of other ways of defining "progress," but I'd prefer to wait on that until we've considered the simple version of this question first.)
So here's a starter suggestion for a short list of technological advances that could serve to define the level of development of civilizations in Star Trek Online:
0. pre-civilization (no sentient lifeforms)For purposes of MMORPG gameplay, we might even want to consider a more detailed classification system:
1. simple hand tools
2. machine tools
3. nuclear power
4. networked computers
5. warp drive
6. matter/energy conversion
7. subspace power
8. intergalactic travel
9. non-corporeal sentience
0. pre-civilization (no sentient lifeforms)Some notes on these suggested technologies: first, they're all applied technologies; they don't include theoretical/intellectual advances such as mathematics, Newton's laws of gravity, or the general theory of relativity. Those things absolutely are important, but they're harder to see when you're assessing some alien civilization than a practically applied technology like a hammer or a nuclear power plant. (The same holds for other kinds of civilizational advancement, but I'll get to that in the "Non-Technological Scales" section below.)
1. fire/wheel
2. roads
3. printing press
4. combustion engine
5. nuclear power
6. networked computers
7. fusion power
8. warp drive
9. antimatter power
A. matter/energy conversion
B. sentient programs (incl. androids)
C. subspace power
D. Dyson spheres
E. intergalactic travel
F. non-corporeal sentience
Also, while I've tried to stay true to what's been seen in Star Trek, there seems to be a gap between the technology of A.D. 2400 and the tech level needed to build something as monumental as a Dyson sphere. So I've tried to suggest a couple of "new" technologies that seem to fit into the Star Trek universe, such as "subspace power" and "intergalactic travel." Also, there seem to be a lot of lifeforms based on energy in the Star Trek universe, some of which definitely evolved from "lower" life forms... so that seems like a natural end-point for technological progress.
Once the members of your civilization can turn at will into amorphous blobs of glowiness that can go anywhere and become anything, you're pretty much done with conventional measures of technological progress....
AN ENERGY-BASED CLASSIFICATION SYSTEM
Another way of classifying the technology level of a society was proposed by the Russian cosmologist Nikolai Kardashev.
This Kardashev scale, while probably not based directly on the ideas of anthropologist Leslie White, does expand on White's notion that a culture's technological capability is directly proportional to the amount of energy it consumes.
Kardashev proposed three tiers of civilizations -- Types I, II, and III -- each of which uses about 1010 (ten to the tenth power) more power than the previous tier. Others who followed Kardashev added Type 0 and Type IV classifications, leading to a system as follows:
Type 0 can harness only some of the power available on a planet (about a megawatt)To give you an idea of how this energy-technology scale might be applied, Carl Sagan once calculated that the most advanced portions of humanity (as of about 1980) were about seven-tenths of the way toward becoming a Type I civilization.
Type I can harness all the power available on a planet (about 1016 watts)
Type II can harness all the power available from a star (about 1026 W)
Type III can harness all the power available from a galaxy (about 1036 W)
Type IV can harness all the power available throughout a universe (roughly 1046 W)
Warp capability probably occurs about a third of the way past attaining Type I status. So the major races of the Star Trek universe might be said to be just a couple of clicks before entering the Type II tech level.
Type III civilizations, Type IV, and beyond are essentially beyond our speculative comprehension. It's impossible to know with any certainty what a human could do -- or become -- with so much power.
Join the Q continuum, maybe...?
NON-TECHNOLOGICAL SCALES
Finally, it needs to be acknowledged that technology is not the only -- or best -- measure of the degree of "advancement" of a civilization.
The late Georgetown University historian Carroll Quigley, in his excellent book The Evolution of Civilizations (about which I've written more here in a Star Trek Online context), discussed how different civilizations might be distinguished from one another. Quigley, while noting that any division of characteristic high-level qualities is arbitrary and imperfect, suggested six key qualities against which the development of civilizations could be measured: Intellectual, Religious, Social, Economic, Political, and Military.
For various reasons, I actually prefer to extend this classification system to span eight characteristic qualities, ranging from the most abstract to the most concrete:
Intellectual: The need for comprehensionJust as I broke down the Technology quality into numerous key artifacts, we could do the same with each of the seven other qualities listed above. For the Economic quality, for example, we might identify concepts and organizational inventions like currency, capitalism, fractional-reserve banking and the public corporation as key markers of progress within that quality.
Technological: The need for control of the physical world
Ethical: The need for control of human motives
Religious: The need for psychological security
Social: The need for community
Economic: The need for material security
Political: The need to organize power relationships
Military: The need for group security
Through gameplay in which our characters can observe these qualities in each new civilization we discover, we could build up a reasonably effective picture of how every civilization stacks up against our own factional civilization. It wouldn't tell us everything directly -- for example, are the people in this alien civilization I just encountered typically friendly to strangers, or are they as xenophobic as the Malcorians in the TNG episode "First Contact"? So there could be other factors worth noting about new civilizations than these eight qualities.
That said, using this multi-frequency kind of cultural assessment model in a Star Trek MMORPG, whether it's the eight qualities suggested above or not, is preferable to a purely technological metric. It's not only a more adequate measure of "progress," in a way it's better for Star Trek Online because it creates more opportunities for gameplay for those who enjoy exploration. Clandestine observation of new cultures to assess their qualities played a role in numerous Star Trek TV episodes and at least one movie. So having several different kinds of qualities that can be monitored and recorded by an exploration-oriented character in a Survey role could turn out to be a lot of fun. (It could also be useful in generating appropriate qualities for bridge NPCs adopted from newly-discovered worlds.)
QUESTIONS
A system like this obviously has some edge cases and things that might change over the course of gameplay. That raises several questions:
1. Should civilizations be classified with just one tech level? Or should a general tech level be calculated as an average of a culture's level of advancement in various specific technologies, such as transportation, communication, energy production, computers, military hardware, and so on? What about as an average of a civilization's progress across several different kinds of scales (as noted above), including technological, social, economic and other bands?
2. How should the tech level be determined for a Balkanized planet on which exist multiple civilizations at different tech levels? Should the tech level of the civilization with the highest tech level be used (especially if they're close to their first warp 1 flight)? Or should an average tech level be calculated? Or is there some other approach to defining a specific tech level that would be more fun?
3. Should civilizations at a particular tech level be able to increase their tech level during the course of Star Trek Online's lifespan? Wouldn't it be interesting if a pre-warp culture were to make their initial warp 1 flight and suddenly become a new candidate for a First Contact mission, or even -- after suitable diplomacy -- for admission to the Federation or a competing faction?
4. Cryptic has said that in their version of Star Trek Online we may be able to "adopt" as characters in our NPC bridge crew some members of cultures on new worlds we discover. Should those characters come only from worlds that are warp-capable?
COMMENTS
I know that some are going to think this is overkill, that defining every faction/civilization in terms of specific levels within eight different qualities will take way too much development time for not enough benefit.
In particular I know it'll seem strangely excessive to the more combat-oriented players. But I think it's safe to guess that Star Trek Online will be designed to offer plenty of the kill-it-and-take-its-stuff content that the Acheivers among us typically enjoy. The kind of richly-detailed world features I'm talking about here are for the Explorers, who -- in this particular game, with its particular license -- require an equivalent amount of content that's as enjoyable to them as competition/acquisition is to the Achievers.
So my goal here is to describe some different ways of implementing one core gamplay idea: allow player characters to assess the level of advancement of newly-discovered alien civilizations. We've been told that exploration will be an important part of the game that Cryptic is making -- well, designing the many civilizations in this game to have unique cultural qualities is one way of helping to create plenty of solid, enjoyable exploration content to enjoy.
I'm looking forward (though not without some reservations born of experience) to seeing just how deep Cryptic's verbal commitment to "exploration" as an important part of Star Trek Online actually goes. Tech levels won't necessarily be a part of that design, but it might help if they were.
Friday, August 1, 2008
Star Trek Online: A Simulationist Manifesto
One of the complaints that always seems to be leveled against Star Trek fans asking for Star Trek Online to be faithful to their concept of the license is that they supposedly are demanding a "Star Trek simulator." This is usually followed by the diversionary claim that what the Star Trek fans really want from STO is a glorified chat room in which what little gameplay there is will be about scrubbing plasma conduits and watching the dials on the matter/antimatter reaction assembly.
We're never going to get past this silly level of chatter until we have a shared understanding of what we mean by "simulation."
To start with, "simulation" means a heck of a lot more than just "complicated starship controls."
What we're really talking about when we ask for simulationist features in Star Trek Online is for unique aspects of the world of Star Trek to be implemented as features of the gameworld. Not the trivial stuff -- virtually no one has ever seriously insisted that Jeffries tubes simply must be implemented or they won't play -- but the operational features, the things that characters in the world of Star Trek can do that help tell interesting stories.
Certainly that includes wanting starships to be implemented as large, mobile, multi-person, multi-system tools. Starships are a major story-telling tool in Star Trek; it would be a mistake not to implement them as high-functionality systems. (It's a big hint to Cryptic that detailed starship controls are the first thing everybody seems to think of when the subject of "simulating Star Trek" comes up.)
But simulating Star Trek goes far beyond just starships. And it doesn't only benefit the simulationist gamers and hardcore Star Trek fans.
SOCIAL SIMULATION
For one thing, Star Trek is also about cultures and organizations. The point of having starships is to be able to go to new places and meet interesting people (and survive the trip!). What's the current state of relations between the Federation and the Klingon Empire? Heck, what's the current state of the Klingon Empire? Is Martok still running the show? What challenges is he facing, both internally and externally? Military? Political? Technological? Economic? Social? All of the above?
And what about the Romulans? Who are they allied with currently, and why? (And for what benefit, and how long will the alliance last?)
What about the smaller political entities? Are they moving toward joining up with the Federation, or are they looking elsewhere for support? Why? What does the strategic map of near-Federation space look like? Where are the key resources, and who holds them, and what do they want?
Nor should we forget the Federation itself. What's the prevailing attitude among Fed citizens -- war-weariness and a growing distrust of contact with new worlds, or great eagerness and energy for expansion? And what is Starfleet's position on this? Who's running the Admiralty these days, and what's their agenda? Will characters in Starfleet in STO be able to earn the Starfleet ranks we saw characters gain in the TV shows and movies?
Simulating this level of social-factional reality pays off big in a character-driven gameworld. It's not just making stuff up because somebody thinks that making stuff up is fun, or to have some cheesy "story" text available to dump on people when they take missions. Simulating large-scale NPC factions -- in both their motivations and their actions -- is valuable because that provides a vast source of material to support both storytelling and action within the Star Trek context.
PHYSICAL SIMULATION
"Simulation" is also about mimicking some aspects of physical reality as portrayed in Star Trek. It's about having planets that act like planets, with varying gravity, rotation periods, temperatures, atmospheres, seasons, and weather; it's about plants and lifeforms whose forms and behaviors are appropriate for their environment; it's about planetoid fields going 'round and stars going nova; it's about having millions of worlds to visit so that there's always something unexpected to be found in the game even if some players try to learn and publicize every secret on Day One.
Simulating physical phenomena also extends to both the macro and micro levels. Space in the world of Star Trek seems to be littered with objects and
Spending the time to simulate this part of Star Trek is valuable, too. It's necessary to be able to tell many of the stories that Star Trek is noted for. But having lots of different kinds of materials and energies (most of which should have gameplay effects) will also provide a lot more interesting things to do, both in space and on away missions. What if you can mask your ship's energy signature by hiding in the photosphere of a star? What if you can blind your opponent's sensors by ducking into a Mutara-type nebula? What if you can lure a pursuer into a cloud of metreon particles and set it alight? What if the kelbonite in those rock formations on Planet X prevents your tricorders from detecting an escaped spy?
Again, Simulationists don't favor implementing world-y features like these merely because they think that slavishly recreating such stuff from a TV show is "cool." It's for the practical purpose of bringing the literary world (in this case, Star Trek) to life; it's for generating surprises to explore; it's for providing rich environments for brilliant tactical action.
PROCESS-TECHNOLOGY SIMULATION
This is the "running a starship" thing that people think about, but it's also about "what tools are there," and "how does stuff work?"
Starships in Star Trek, even down to the runabouts, are fairly complex systems. Operating such devices requires some knowledge of navigation, piloting (helm control), sensors, power systems, warp drive, impulse drive, deflectors, and emergency systems like transporters and space suits. Starfleet vessels also require knowledge of offensive tactical systems such as direct-fire beams (phasers) and torpedoes. There are also science and medical facilities that can be used to gather knowledge and interact with objects.
And then there are all the other bits of high-tech gadgetry that Star Trek is known for. How many ways can a hand phaser be used? Is there anything you can't do with a tricorder? What happens to a transporter system if you don't keep the Heisenberg compensator in alignment?
Star Trek is about characters exploring their world, and an important aspect of that is science. It's why Shuttle astronaut Mae Jemison and physicist Stephen Hawking have appeared in episodes of Star Trek -- they understand that the joy of scientific exploration is a big part of what has given Star Trek its long appeal. So where does doing science fit into Star Trek Online if none of the requirements for it are simulated, if there is no technology for doing science, if there's no vast array of physical phenomena to study with tricorders and ship's sensors?
The world of Star Trek is filled with technogizmos like these, even to the point having its own word: "treknology." Implementing these technological devices and processes in Star Trek Online isn't something to do for its own sake, but because it both makes the gameworld feel right to those who enjoy the show, and it provides unique (license-based) opportunities for action-oriented fun to those who care more about pure MMORPG gameplay.
CONCLUSION
My point is that "simulation" does not mean arbitrarily making starships complicated. It's about taking many of the familiar parts of a highly detailed literary franchise and implementing them as elements of a multiplayer game. Doing this serves roleplayers and explorers and combat-oriented gamers alike by insuring that there's a huge source of license-specific features for generating and influencing gameplay.
When simulating the best bits of Star Trek means not only that the gameworld feels more real to fans but also that there are more fun things to do, why should we not hope for lots of simulation from Cryptic's version of Star Trek Online?