Talzhemir's Treasure Trove

ABOUT THE NATURE OF ONLINE ROLEPLAYING

[REVISED NOV. 1997]
The age of the professional multi-user environment (MUE) is upon us, and it won't be long before competition makes the seller's market into a buyer's. Games will compete for player time, but we've already gained understanding of how to keep players' attention for decades instead of months or years. The lessons learned in the all- text games are still very applicable to the newfangled colorful 3D worlds.

1. WHAT ARE THE PROPORTIONS OF THE DIFFERENT PLAYER TYPES ON TEXT GAMES?

My theory is that there's four general categories of interaction. From watching text games over the years, and talking to many other wizards, I've estimated that in a sample of 10 text players, 4 prefer peaceful non-competitive activities (Socializers), 3 prefer a sort of free-form Let's Pretend (Persona Players), 2 prefer to be well-defined characters in an ongoing storyline (Roleplayers), and 1 prefers nonstop fighting (Combat Players). Players usually think they will enjoy a mixture of these but they actually spend the lion's share of their time in just one.

2. WARGAMES ARE BEING JOINED BY OTHER KINDS OF GAMES.

Most online multiplayer all-text games are the class called the "muds" or "combat muds" or "dikuMUDS." They're like Dungeons and Dragons with the numbers-crunching handled by the computer. MUEs devoted to Social, Persona, and Roleplay have gone from a ratio of 1 in 20 around 1996 to 1 in 3 in 1997. (Text games combining combat and the other sorts of activities are extremely rare.) Because of affordable RAM and a willingness to write games for Pentiums rather than mainframes, the other kinds of games are up and coming. The domination of PC games market by Combat type games could be because the strongly competitive and aggressive mentality yields financial gains. That is, the people who like Doom and Quake happen to be the people buying Pentiums, leading to the false impression that these are what everyone else wants. Maybe that's why we have so many Wargames. The Combat players are a minority, but a vigorous one. The Combat player wants all players to be playing by the same rules, wants to kill lots of monsters and take their treasure. The Combat player, very simply, wants to *win*. It's very easy to make a game with rules, where it's very clear when somebody wins, and maybe THAT'S why we have so many Wargames.

3. WHAT DO SOCIAL PLAYERS DO?

Social play is what I term activities that which tends to be the players' actions, only performed in a virtual setting. A Social player who doesn't steal in real life, might find it very abhorrent to steal in a game. Social text muds and IRC far outnumber any other kind of "real time" net hangout. The Social player places far more importance on the ease of speech, asynchronous communication (internal mud email and bulletin boards), group communication (chat channels a la CB radio), and privacy. Solitary activities for when friends are not present are strangely vital to them-- activities like building custom locations are more than enjoyable pastimes or forms of self-expression: They prevent one's circle of associates from growing too large. This helps to stabilize an ongoing social community. Social players are "just folks" who talk on IRC about sex, religion, politics, sex, and so forth. they fill out Web Browser matchmaker site questionnaires to find dates in their own cities. They send AOL email, download recipes for tuna casserole. On LambdaMOO, they solve or code puzzles, vote on administrative issues, or play Scrabble. The way others hide behind fanciful nicknames and fictitious genders makes them very uncomfortable; they still feel there's an obligation to be truthful, just like in the /real/ world. Many inferior systems can continue to exist because their inferiority is seldom noticed. Social players go to where they have established email collections and "buddy lists". They will suffer through a lousy environment because they don't know better or their friends are all there. Complexity mathematicians refer to this as an example of a phenomenon they call "Lock-In". Lock-In is a very powerful factor-- maybe one that can be turned to one's own advantage... Enter--

3.1 THE PERSONAL COMMUNICATORS

Desktop personal communicators such as ICQ, I-Chat, and PowWow make it possible to send and sort messages in a way that's supplementing and even surpassing the usefulness of ordinary email. These communicators also send messages in an /immediate/ mode. They take on the roles of telephones, pagers, P.A.'s, and more. The formation of one's personal list does create Lock-In to that specific communications network, but they are also liberating: Users can migrate their networks of interaction very easily onto them, and are no longer tied to various ICQ channels, established favorite muds, and chat systems such as AOL. They're making computer Internet connections useful in a more "local" fashion, connecting people at offices in a more efficient fashion. Users of ICQ in the same city can send a message in the morning, and gather to see the same movie in the afternoon, even though they are at different workplaces. Email was passive, required the user to dig into a pile of it. Personal communicators are /active/ and put the immediate messages at your immediate attention, with you controlling its priority. Any game that doesn't leave desktop space for the personal communicator will be cutting a player off from their personal friends, relatives, and co-workers. Demanding the full processor and full screen is a bad idea for the player who turned to multiplayer games because they wanted social contact.

4. WHAT'S PERSONA PLAY?

Persona play is what I call acting through a character mask, an artificial personality not unlike a character in a work of fiction. The Persona Player is living out a fantasy, taking a break from the constraints of society and reality. Because they are seeking play without restriction, they tend not to let their /play/ environment restrict them either. The Persona Player is interested in their own Persona, and the Personas of others. The setting in which they exist is a convenience, to be ignored or changed as desired. The events which take place in a scene are not serious, in that what is done one day may be undone without penalty the next. Persona Play resembles a cartoon; characters seldom die, and "character "hooks" are far more central than "character development". FurryMUCK players are mostly Persona Players: they will perform a scene in which a character is beheaded, but the character will be there the next day, without any explanation required. The Persona Player's description is free to say things that, in the context of the characters, could not be known. For example, they might write, "Lydia was abandoned by her parents." or "Lyle is looking for a true-love." What most people call "roleplaying", I prefer to call Persona Play, because there is another, somewhat similar activity, that I would rather refer to as Roleplaying. I would say that Persona Play has always been going on, as spontaneous let's pretend kind of games on IRC or via email. The difference between code-supported roleplaying using game mechanics and character creation rules is vastly different from Persona Play. The comparison is somewhat like the difference between dribbling and playing a game of basketball. Persona Play is a prelude to, or component of, what I would call Roleplaying.

5. WHAT'S THE DIFFERENCE BETWEEN PERSONA PLAY AND ROLEPLAYING?

I think I could have as easily switched these terms but there are subtle connotations that divide them reasonably well. Persona play is limited exclusively to portraying one's own character. It's very "personal". I define Roleplaying as having a Continuity, and Rules that prevent an arbitrary resolution. The Continuity is an ongoing story, in which that what happened yesterday or last month is still "valid" as the basis of what happens today. The Roleplayer's character may be uninspiring, less unique or less interesting than a Persona player's. Their description will say only that which is readily apparent to a virtual observer. Here, the important semantic component of Roleplaying is that it implies one has a "role", a place, in a larger scheme. The Roleplayer values their character because of the connections that have formed to organizations, because of events that have taken place in-character, and because of longterm achievements.

5.1 ADVANCEMENT AND ROLEPLAYERS

Surprisingly, advancement of a statistical nature means little to Roleplayers. Combat players enjoy increased statistical ability, but Roleplayers are more willing to accept a realistic topping-out. One form of Advancement is awarding points purely on the basis of how long it has been since the character was created, in terms of real time. Basing advancement on time logged in sounds good at first, but leads to wildly disparate levels of character ability, or to the slighting of players with limited time. Also, it doesn't lead to a sense of accomplishment. My favorite form of advancement in a purely Roleplaying game, is one in which the players may give out monthly commendations to each character with whom they have interacted. To allay abuse, votes from multiple characters played by the same player must still only count as one vote (hard drive verification rather than site ID is useful here!). For a handful of votes, the player receives a small award. Each larger point award requires a larger number of votes. This encourages players to interact with a large number of other players.

5.2 RANDOMIZED DECISIONS ARE NECESSARY

Several years ago there was a fad in which it was hoped that diceless tabletop roleplaying games would become popular. These games had their merits; some led to a more advanced perspectives on character creation (for example, Amber Diceless RPG, and Laws of the Night LARP). Sophisticated new social conventions also arose out of these games (see the Consent rule, http://www.thegenieslamp.com/Fur/chargen7.htm). The text MUSH games based on the diceless tabletop games began as very successful, but it took several years of play to discover a flaw in Diceless: It was impractical to require the presence of a referee at a conflict. When a player faced a player-character enemy, the out- come was negotiated, in out-of-character whispers, using simple statistical comparison of numbers to guide the decision. Players liked to face the same enemy again and again; this process of negotiating victories out-of-character, arbitrarily, made the conflict stale, lame. The gamemaster-less World of Darkness MUSHes, on the other hand, which feature computer-generated die rolling and detailed rules for weapon use, injury, and healing, are much more viable today. The majority of MUSHes are based on Vampire the Masquerade, and this is as much due to the way the rules are written as to the popularity of the dark/superpowered/supernatural genre. Roleplayers like to keep their characters for /years/ and making up the ending falls flat after the first two or three times. A random element keeps it fresh, and provides an outside fairness.

5.3 NOT EVERYBODY WANTS TO BE A ROLEPLAYER!

Many people think they will come online to Roleplay, but there's more to RP than acting. They're more likely to be Persona Players, only very -loosely- "roleplaying", or Combat Players, there to face foes in a conflict that gets very real real-life adrenaline pumping, or Socializers, there to hang out and unwind and relax. The most serious Roleplayers dislike "spectators". Even if a player isn't violating the Continuity with an out-of-genre or out-of-character comment, Roleplayers tend to relate their enjoyment to a mutual support of the shared virtual universe. It may be useful or even necessary to provide a clearly labelled area where the in-character is taken more seriously, and only those who have completed character sheets are permitted. It's definitely good to have its opposite, a clearly labelled out-of-character neutral zone, where players can take a break from being "somebody else". Roleplayers have an /urge/ to do what they do. They'll try to construct meaningful backgrounds, organizations, world mythos features, in games whose creators didn't intend it. Roleplayers give their deity a name when they play Populus. Fortunately, this means that Roleplayers tend to make things more interesting for everyone else. Most players can appreciate the efforts of those who are more serious RPers. The Roleplayers are the ones who come up with the grand schemes, the major plotlines. When a Socializer, a Combat Player or a Persona Player dies, they may be back in a half an hour, good as new, with the same name. But when a Roleplayer "dies" in the game, it's a dramatic event, a sacrifice of a virtual possession. The fact that the character's demise is probably permanent is what lends drama to the event. What the Roleplayer values, perhaps even more than their own character, is Continuity.

5.4 THE PRECIOUS CONTINUITY

Roleplayers are upholding a common continuity, so they document and learn about current events. Who's who, and what's where. Remaining in-persona, negotiating in writing, and maintaining both real ("out of character", OOC) and fictitious ("in character", IC) organizations takes quite a bit of human cooperation and effort. It also requires creativity. To maintain an IC region requires meticulous, creative people with plenty of time and a cooperative spirit called "humility".

6. WHAT DOES IT TAKE FOR ROLEPLAYING TO THRIVE?

Roleplaying is the interaction of its components. The first is the player character, who can have background (being the brother of another player character, for instance), skills (which is given a sense of officiality via a character-generation process), and other features. The second is the setting. Who's in charge? What activities are permissible? Roleplaying can be pre-negotiated by players who would rather not take risks; they are going through a loose script, as if they were putting on a play. More often than not, though, the action is spontaneous, and its outcome unexpected. Roleplayers require a system that documents previous events, and prevents a player from claiming things arbitrarily, in order to give them a kind of synthetic value. Roleplaying requires a good system of bookkeeping accessible to players where appropriate.

6.1 SOLID PRIVACY AND COMMUNICATIONS

The "Social" things are email, paging, whispering, chat channels, message bulletin boards, mailing lists, and so forth. Roleplaying /requires/ a very good Social system upon which a setting can be built. Roleplayers in general feel a much keener need for security of system and player privacy. They tend to equate potential with the results: if there is a way in which something can be abused, they assume that the abuse is rampant, and clamor for its prevention. Roleplay requires more than just a suitable location, it requires a location that the players emotionally trust. (I won't go further into issues of security from invasion of privacy, harassment, etc., as these issues are far more Dr. Cat's domain.)

6.2 CHARACTER PROFILES

State-of-the-art Roleplaying gives the player a way to record details about their character. Some are private; some are accessible by all other players. The act of creating a character is valuable in that it exposes the player to what activities are performed in the world, what other races or social strata exist. In playing in a science fiction universe, for instance, a player might look at the choices and discover that "cyborgs" and a "bionics" skill exist. Graphical Furcadia's character generation (beyond the choosing of one's gender, species, and colors) is optional. It will be necessary to complete this "advanced" character generation before being allowed into a few areas of the game. I estimate it takes a player 10 minutes to do the simple character, but from 25 to 45 to finish the advanced portion. This investment of time is what strongly discourages players from being able to disrupt IC play. (click here for a peek at the design document for this. :)

6.3 GAMEMASTERS? NOT REALLY, JUST HOSTS/STAFF

Traditional tabletop games had referees, called GameMasters (GMS). Over the past few years, this has proven to be unnecessary in the all-text games. In a professionally produced persistent game, the rules may be even better, leading to fewer ambiguities. There does seem to be a need for moderators of posted text, and staff for resolving disputes, however.

6.4 SOLID RULES, AVAILABLE -ONLINE-

Roleplaying benefits strongly from a system of making both the rules and the source material immediately available, not through a World Wide Web document or FTP'd manual, but through immediate online commands. It's interesting that White Wolf and FASA allow their Vampires and Battletech rules to be utilized, which has strongly enhanced the popularity of their paper game products. For some licenses, the text muds are economically symbiotic-- they are free advertising of a sort that encourages the purchase of further products. Some online players enjoy purchasing and owning compendiums of the rules, or books of source material (such as the history and important personages of a political organization), bound and illustrated. Some players will play a game 15 hours a day, 7 days a week. The hunger for new events, locations, and characters never ends. The system that permits and facilitates amateurs to create, as well as paid staff, will therefore have a huge advantage over the ones that don't. Longtime players become a resource, as they become very enjoyable repositories of game information themselves.

6.5 CONFLICT RESOLUTION

This point is crucial to the overall level of Roleplayer satisfaction. There ought to be a way to pit your virtual avatar's abilities against that of another, should both participants desire. The game of Let's Pretend fails when two finger-aiming youngsters cannot decide who should fall down. Conflict resolution can be nonviolent. A Roleplayer may wish to play through attempting to tame a monster. They may wish to compare their singing prowess with that of others in attempting to win a laurel from the Queen of Hearts. If the conclusion is seen as arbitrary, the Roleplayer will be less satisfied with it. In all-text muds, there have been three types of conflict resolution: arbitrary negotiation via "whispered" pages, coded fast-time (as in dikuMUDs or NetHack), and slow-time conflicts. Social players often prefer the arbitrary resolutions, as it's a minimum of effort. Combat players definitely prefer fast-time. Roleplayers, however, prefer slow-time, which resembles traditional tabletop/pencil&dice RPGs.

6.6 NON-PLAYER CHARACTERS

A virtual "robot" is not going to past the Turing test, but sometimes there are tasks best suited to NPCs. An example of a non-violent NPC on Furcadia is "Gargathon", who can tell players about the in-character mythology. He's much more interesting to deal with than typing in `News Primes', because he's interactive. His script was first created in the text environment, using MUSH, then a version of him was created using Zmud's trigger detection and response system for the graphical Furcadia game. Bartenders and shopkeepers are also better done as NPCs. A player might enjoy the task but will not be available as much as we might like them to be. The vast majority of players don't log in to a game to simulate working. In a game with combat, NPCs can be "flunkies", pets, riding animals, and opponents. Like the fictitious Westworld's androids, they are the drudges and the whipping boys. Roleplayers especially enjoy getting together to go up against some monstrously powerful single creature, with statistics that it would be grossly unfair to give any player character.

6.6 ECONOMY

It's more of a Combat player's thing to want to collect a slain monster's equipment and treasure, and sell it. The persistent game has to treat players roughly the same, whether they play for ten minutes or ten years. Because Roleplayers may want to start out as `rich', it's sometimes best to omit the "micro" economy. That is, selling individual items. To keep the interest of players for whom it's a fantasy to acquire, invest, buy, and sell, however, some kind of "macro" economy might be good idea. I haven't seen it done successfully yet, and I have seen numerous flops in text muds. GohsMUSH included a merchanting subgame, run over real months, a bit like a stock market simulation. The trouble was that some Roleplayers wanted to be moguls, but didn't want to master all the new commands of a TradeWars style game. The worst pitfall of it all was the increasing-returns phenomenon, i.e., Them What Has Gets. As in real life, possession of money led to *more* money. And that wasn't `fun' for those with less, of course.

6.7 WHAT OTHER INGREDIENTS ARE NICE?

Coded mini-games proved popular on the text muds, but were limited by the fragility of the servers upon which they were written. I've seen Chess, Checkers, Backgammon, Scrabble, Poker, Solitaire, and much much more. A system that grants its players the ability to -create- their own mini-games would be formidable, indeed! One of my favorite mini-games was the Tauntaun races on a Star Wars MUSE. Players could purchase Tauntauns and collect a cut of winnings. Players could gamble game money, and watch races together. Best of all for Roleplayers, they could enroll as jockeys, and there was reinforcement for their In Character claims. The race game was continuity-aware in that it did not employ the name of a player character jockey if that player was logged in at the time. Code that supports player organization is very useful. Furcadia MUSH encourages player organizations via its `finger' command, which brings up what is public information. Players also use this function for WWW home page addresses, and to express their play preferences (for instance, `PG-13 Rated Plots Only Please!').

7. SO, WHAT'S THE PAYOFF FOR SUPPORTING ROLEPLAYING?

Lots of the things I've written about were unnecessary in Combat or Social environments, but very good for Roleplaying. They all take time to implement, debug, etc. I think that RP elements are valuable because they spark the imaginations of Roleplayers. The players who fit this minority category are also the most helpful players and creative. No robot I make will be half as interesting as the most dull real-person logged in to the game; you might say I'm renting people to each other, gift-wrapped in fur. If I can give them a coherent background and tools for interacting to continue advancing their storylines, they'll be more than just the costumed characters at an amusement park. They become the living, breathing cast, and when there are developments in their stories, they have something to talk about with others, who may not be much into Roleplaying, themselves, but enjoy just being in the setting. If a Roleplayer has built up a "history" in the world, it will encourage them to keep coming back. They will be full of anticipation- `what will happen to me next?!' Another benefit may be that good mechanics make the pleasures of Persona and Roleplaying more accessible and satisfying to /some/ Social or Combat players. So far, I haven't seen much "conversion" though.

8. A NOTE ON FEMALES... FEMALES... FEMALES? FEMALES. YES, FEMALES!

First, a disclaimer: I'm going to generalize, here, and I'm aware of the hazards in doing so. I know there's exceptions to the following generalizations, but I have noticed the following tendencies, and I think they're very strong. In general, women and girls don't /want/ complexity at the Warcraft/MagicTheGathering level, they just put up with it if absolutely necessary. They would prefer a more elegant consistent interface, and a smaller set of commands like Links. They wish that games weren't structured with a conclusion where one person loses while another wins, such as chess. They want it to go on forever, like a soap opera. They would prefer indirect competition between organizations to direct competition between individuals or even teams. They may be logging in from work or a home with small children; they don't think they can afford an exhausting drain on their attention like Quake. They hunger for social interaction. The female market share in this group is growing fast. They've come to outnumber male players two to one on most text MUEs except for the ones with coded combat! Expect to see girls and women going nuts for roleplaying MUEs. 

9. SATISFACTION AND SURPRISES

Perhaps the biggest pleasure of watching "Furcadia" is that I get to see people running with what Felorin and I created. Being a Furre is like participating in a "shared universe" of fiction such as Lynn Abbey and Robert Aspirin's Thieves World. The Roleplayers fill in the huge gaps with their own creations, applying detail exactly where it's needed, at the immediate player level, without dooming all players to having to read lengthy world-info manuals. I remember the chuckle I got when I saw a player-created map with a fluffy chick bird next to a big black cauldron in his kitchen. I had intended them purely as pet kiwis when I drew the art, but then I realized that the Baron intended to -eat- them. The visual image was very evocative of a picnic. I realized that Baron's map was interesting because it had come from the mind of a Roleplayer. To make a game that sparks the Roleplayers requires more than programmers and designers, it requires writers with traditional experience and artists with creative vision.

10. STEP ASIDE.

Last but not least, it's the job of the MUE to provide a common mood. What players see and hear strongly influences their behavior; if you want players to be polite, then provide a beautiful and gracious habitat. A bleak and desolate environment leads to real-world feelings of the cold and grim. Provide the options, label and localize them, and let the players themselves choose what they prefer. The hunger for new things will always be there. If you give the players the ability to add to your game, and reward them for contributing in a way that makes enjoyment for other players, you won't be saddled with a juggernaut of a game with players eternally hungry for novelty that you can't afford to provide. Any mechanism that requires censorship, editting, monitoring, etc., usually isn't worth human effort. Mplayer has a rule that explicit materials are not to be passed via their game system. If they were to then permit players to upload personalized unique portrait .GIF's, they might feel obligated to have someone authorize/approve them. In this case, the system has tied itself to a managerial task that could easily grow too big to handle, or, on the other hand, not be worth the human effort it requires. Sometimes a "baby" of player freedom is better thrown out with the "bathwater" of player abuse. The less the staff must step in and "forbid" or "preach", the better. The best MUE is the one that runs itself, and whose staff steps aside to let their guests enjoy themselves. 

A FEW WORDS ON ADULT CONTENT...

A large portion of Social interaction is devoted to the infamous "TS", which stands for "TinySex", a takeoff on the phrase "TinyPlot", a storyline taking place on a `TinyMUD' server. How this will be impacted by the presence of graphics is tough to predict, but it can be generalized that if there are rules on acceptable language in public and privacy is limited, its occurrence is reduced. Sex, alternative sexualities, fetishes, or the playing out of criminal acts can be supported by virtual simulations of props and coded "permissions". An example of a virtual prop for fetishists is the "shackles" and "gags" object from LambdaMOO. Shackles prevent the player from departing their location; gags turn their speech into muffled versions using a phonetic converter. ("This is great!" comes out as "Mmif iv grmf!") An example of coded "permissions" is that these objects default to unusable upon another player unless that player has actively typed in the commands to set their character object's "bondage OK" flags, and, in doing so, also learned the "safeword", a command to override the objects' virtual effects.
*** Village Voice's 1993 article on the Mr.Bungle Affair. ***

APOLOGIA

As a "rational skeptic", a supporter of Scientific Method and related logic constructs, I have to admit that I'm not a social scientist. I wish that I were! I ask my reader to take what I've said with several tablespoons of salt, and I readily admit that on every last point, I could be utterly wrong. Or grossly inaccurate. Or moderately inaccurate. Or slightly off. There are many many times when I wished I had the resources to at *least* do a formal poll to verify my many conclusions. My arguments for my points aren't comprehensive, nor do they work to achieve a determination of "necessary" or "sufficient" causalities. In my defense, I can say that I've been the "wizard" of a number of all-text muds since 1993, and have interviewed most of my "dinosaur" text-game wizard friends. Whether my logic is right or wrong, the things I've presented here are at least useful as very tried-and-true rules of thumb, folk-wisdom, as it were. These are "things that worked", taken from a tradition of over a decade of play. I get annoyed when I see this body of experience completely ignored by those who design multiplayer games. There's as much to be learned from analyzing "Isle of Kesmai" as "Habitat". Having been the one who coined the abbreviations "IC" and "OOC" for use on RPG muds, and invented the Qcodes for Furcadia, I can say that the text games still have much room for improvement, though they tend to see themselves as finished or even perfected. After a few years, there will be multiplayer games with graphics, played for pay, with userships who can be polled. The 20/20 hindsight will be invaluable. --'Manda a.k.a. Talzhemir 

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