Raph Koster is still on a roll with his retrospective analysis of all things SWG. He’s written about TEFs, Dynamic Worlds, and now today he’s written about something that once again draws my commentary: Living Societies in Games.
While the entire post is enormous (only part one…), and actually worth reading, I want to focus on just one small and tiny quote. In fact, this is Raph quoting himself from well over a decadeÂ ago:
â€œA sad fact about you players, as a whole: you only do what you are rewarded for. You will do something less fun if you see a carrot at the end of the stick, and you will ignore something more fun if it doesn’t give you a â€œdingâ€ or an XP reward or a title.â€ â€“ Holocron (11-26-2002 10:55 PM)
This is why…
Battlegrounds are favored over Open-world PvP
Players endure Raiding
Exploration is dead
Combat is always king
I could go on, but I want to stop there and flip that quoteÂ upside down. Developers realize players only want to do things they are rewarded for, and despite being less fun and underwhelming/underdeveloped playersÂ continue to do so ad nauseam — and pay for it! This means that creating content that is more fun, and yes quite possibly much harder to create, is easily set aside and deemed less profitable, niche, and “not what the players want.” You see? Players seek the path of least resistance, but what they are seeking after is actually that which the developers themselves have done — the path of least resistance! It’s a vicious cycle!
The solution is, quite simply, to never have a situation wherein players are given the opportunity to chase a carrot that is contrary to a ‘fun’ and desired experience. Â Yep, that’s one of those “WTF obvious” moments, I know. Yet Raph quite perfectly points out a similar phenomenon when developers come to him asking him to create a crafting system for them like that found in SWG. He has to go back to them and point out that they have already created their game, when in fact the game should have been created around crafting. This idea of working backwards or putting the cart before the horse is happening all around us every single day in game design.
As Raph says, “players flow like water around obstacles.” Yeah, but so do developers. While in the end quite true of both sides, I’m in the camp that believes it is up to the developers to take control as it is the developers who are creating the experiences through which players exercise their inherent shortcomings.
Before you think all of this sounds impossible, SWG — despite its shortcomings — managed to pull this off the best we’ve ever seen. Every activity matters. Every activity is connected to something else someone had or has to do. Everyone is tied together. It’s a world. It’s a society.