Shaduu
Cadet
One thing that has fascinated me with the growth of MMORPGs is the interplay between the world that the designers create, and how activity within that environment shapes the player experience.
By way of example, I'll offer an observation from DR. In the early days, the square outside of the bank in Crossing was just that...a square outside of a bank. You went through it to get to the bank, nothing more.
But the urban rangers are active and avaricious folks, and money disappeared from unwary pockets. So business transactions began to happen right outside the bank, to minimize the window of vulnerability when carrying cash. Get your money and RUN to the bank. The square got a little more crowded on a regular basis.
Then the player economy grew enough that a whole new entrepreneurial class began to grow. The Indiana Jones types who searched for and found, sometimes at great peril, rare artifacts or weapons evolved. Then they'd want to sell their booty. Rare item brokers came into being. Or our adventurers just sold them themselves. Where to find a likely customer base? You guessed it...the square outside the bank. Eventually, this little piece of real estate became a roaring, tumbling crowd of buyers and sellers, and pickpockets, and just those who wanted a crowd to practice hiding and perception..and...
So here's my question...do you think that the original game designers anticipated just where the "heart" of the city would grow? Was it merely a product of how the population chose to interact in their world? A little of both?
And should game designers be reacting to the evolution of the society and culture, or just let it evolve?
I'm reminded of the design of a new university campus a few years back. There was great debate over where to put the paths so as to best accommodate student use. The architects worried and aged and argued. Finally, somebody, whose wisdom I am forced to really admire, ordered that NO paths would be put in. Just grass. Then they turned the students loose. After three months, the tracks in the grass, and the width and depth of the worn spots provided a practical analysis of where traffic would naturally flow. And they built paths where the students had voted with their feet.
Can game designers do something like that? Do they? Should they?
By way of example, I'll offer an observation from DR. In the early days, the square outside of the bank in Crossing was just that...a square outside of a bank. You went through it to get to the bank, nothing more.
But the urban rangers are active and avaricious folks, and money disappeared from unwary pockets. So business transactions began to happen right outside the bank, to minimize the window of vulnerability when carrying cash. Get your money and RUN to the bank. The square got a little more crowded on a regular basis.
Then the player economy grew enough that a whole new entrepreneurial class began to grow. The Indiana Jones types who searched for and found, sometimes at great peril, rare artifacts or weapons evolved. Then they'd want to sell their booty. Rare item brokers came into being. Or our adventurers just sold them themselves. Where to find a likely customer base? You guessed it...the square outside the bank. Eventually, this little piece of real estate became a roaring, tumbling crowd of buyers and sellers, and pickpockets, and just those who wanted a crowd to practice hiding and perception..and...
So here's my question...do you think that the original game designers anticipated just where the "heart" of the city would grow? Was it merely a product of how the population chose to interact in their world? A little of both?
And should game designers be reacting to the evolution of the society and culture, or just let it evolve?
I'm reminded of the design of a new university campus a few years back. There was great debate over where to put the paths so as to best accommodate student use. The architects worried and aged and argued. Finally, somebody, whose wisdom I am forced to really admire, ordered that NO paths would be put in. Just grass. Then they turned the students loose. After three months, the tracks in the grass, and the width and depth of the worn spots provided a practical analysis of where traffic would naturally flow. And they built paths where the students had voted with their feet.
Can game designers do something like that? Do they? Should they?