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Building Living Worlds
By Ravenhawk | June 21, 2008
A “Living World” is something that many game designers would love to claim to have created. It’s a common problem that many designs try to solve; How to create the illusion of a dynamic, living world on a mostly static platform?
Many games try to achieve this lofty goal, a dynamic, apparently ever-changing world which players can become truly immersed in. MMORPGS like to make this claim often and while it is true that the games are very active and alive, can they truly claim to have built a living world?
I would claim far from it. Most MMORPGs have more static and boring NPCs than most games. While there is much movement, the only non-players which move are the ‘invading monsters’ or other such attackables. The reason the game seems alive is because it is full of living people. The world itself is lifeless, dull.
NPCs are one of the largest problems. While developing various entertainments for the players, NPCs are largely ignored. What attention is given to them is put purely in a utilitarian sense; What do they need to provide for the players? Equipment, Items, Quests; Environment is woefully left off of the list.
I recently acquired a Wii Ware game called Final Fantasy Crystal Chronicles; My Life As a King.
The entire purpose of the game is to build a kingdom. this kingdom starts off quite empty with just yourself and a few citizens. However as you build new houses other people are shipped in and quite quickly you have a rather bustling city under your charge.
The game itself has no adventures or “action” which your King directly takes part in besides talking to your citizenry. You delegate this work to your adventurers who busily scurry about doing various errands before each of their missions. The towns people will carry about on their normal business, walking along to inspect your new stores and parks, shopping for their meals, buying things at the market, and talking to each other. You can talk to them as you please and they enjoy talking to their little king, but in general, they go about their business regardless.
This, when paired with the oft varied and changing dialogs when you talk to them creates a very dynamic feel to a world in which little is actually happening.
Tags: Game Design, MMORPGS, FFCC, Final Fantasy Crystal Chronicles, game design, Living World, MMORPGs, My Life As a King, NPCs
Topics: Game Design, MMORPGS |









August 12th, 2008 at 11:45 am
Good post; I can recall when I played Ultima Online back in the day and the amount of chatter from the devs about how a ‘dynamic economy’ (i.e. static amounts of money and equipment in the game world and NPC shops) would somehow create a dynamic world for players. It didn’t, naturally, because although you can’t remove the economy from culture, you can’t replace the culture with an economy alone.
I also have My Life as a King, and although I had some high expectations for it, I think it’s actually pretty boring for the reasons you described: the game doesn’t really allow for anything exciting to really develop in your city, and the forced interaction with residents (to build up ‘morale points’ or whatever) is dreadful - I just button-mash past whatever they say, since I’ve probably read it 100 times before. And, of course, the disaster that is DLC. Good god, what a racket.
One game that I (and most of humanity, from what the Interwebs tells me) am looking forward to that might actually have something along these lines is Spore, of course. Hopefully the promise of the game and the player dynamically adjusting their own playing style to adapt to the other will be fulfilled.