MMORPGs are some of the most complex things made by humans. As world simulations there’s a massive amount of things going on behind the scenes the user may never be fully aware of. But there are different levels of complexity to these games, some being more complex than others – that is, in terms of game and world design, not graphical optimization or anything of the like.
Why are some games simplier to make sense of for the player than others? One thing is that where as most games today tend to have a massive amount of scripted events, other games are built around dynamic systems.
What exactly is the difference between worlds built around scripted events and worlds built around dynamic systems? There are many differences, both from the point of view of the developer and that of the player. Environments which are solely built upon scripted events are far more predictable, first of all. The developer has full control whether something will happen or not. Monsters will spawn when and where they are wanted and they patrol the routes set by the developer. Harvesting nodes spawn in exactly the the developer put them to spawn at. And so on.
Where as scripted events are easy to predict and control, the results of dynamic systems are quite the opposite. A classic example of this is Ultima Online’s original resource system, which didn’t quite work out at the time. The system would probably have needed some tweaking all around in terms of numbers and the like, but most of all the developers failed to predict player behavior – players just killed everything too quickly for the system to work.
While there’s the definite con of unpredictability to handling the world in a more dynamic manner, it still has an immense charm to it. Dynamism is definitely the way to go if realistic fantasy worlds are what we aim for – the real world isn’t based on scripted events either but on complex systems interacting with each other. There is something beautiful in attempting to simulate a living world with what is almost pure mathematics. Of course for some games a more directed approach is preferable, but if anything, games like Ultima Online and EVE are extremely fascinating examples of dynamic system design.
Furthermore, the dynamic approach can be cheaper. It is less predictable and the developers have less ways to control the player, yes, but ultimately it has the potential of cutting down production costs. With the correct systems in place, there’s no need for the developer to individually script every NPC’s patrol path, no need to time spawns by the second, no need to make a world object interact in exactly a certain way. Having to script every little event in a game from rolling stones to rats’ daily lives is a time consuming endeavour, and if these things were handled dynamically, a lot of effort could be spent elsewhere.
Of course dynamic systems have the risk of something ending up in completely unpredicted scenarios. But then, its not like scripted events don’t also have exploitable bugs and whatnot in them as well. Overall, what would be nice to see more in future games is the dynamic school of design. To some extent, it has sort of died in the fantasy MMORPG world, maybe partly due to the death of isometricism (which is a topic for another time); when you only have two dimensions to worry about, things are more predictable. But if anything, games like SWG and EVE Online show isometric graphics are a not prerequirement for a game that is strongly based on various complex systems that intricately tie into each other. And I suppose there’s some revival happening, what with Crowfall’s dynamic maps and all – but that game’s got Raph Koster working on it, does it not?