[MUD-Dev] I Want to Forge Swords. [Another letter to game designers]
Batir
batir at frontiernet.net
Fri May 4 03:54:07 CEST 2001
Sei Ming has done it again. A follow up to the I want to Bake Bread essay
is available at http://uo.stratics.com/news/Editorials.shtml. From the
intro:
<<EdNote: I've expanded the intro to the entire article>>
<Quote>
I Want to Forge Swords. [Another letter to game designers]
Some of you might be familiar with I Want to Bake Bread --an essay
that I wrote a few months ago. That essay spoke in
general terms about some of the things that you as game designers
could do to attract crafters to your game. It also gave
some reasons why you might want to do so. It was an easy essay to
write, because I didn't have to solve any of the problems
associated with crafting. I just pointed them out and --as you
probably noticed-- left you holding the bag.
I received much more feedback from that essay than I expected and
much of it was along the lines of "I agree, but how do
you see crafting actually working in a game that you would like to
play?" That was a tough question for me. I had ideas, but
I'd never tried to set them down as a unified whole. In case you
have any doubts, it's much harder to try to come up with a
solution than it is to point out a problem. This essay was written
in part as an answer to everyone who asked that question.
Based on the feedback from that essay and my own views, I'm going
to try to be a little more helpful this time around.
Naturally, I don't know much about how your game works internally,
and --depending on the game-- I might not know
much about how it works externally either. Because of that, I'll be
a bit on the general side. You will need to fill in the
specifics for each idea (or decide that certain ideas won't work in
your world at all).
There are many aspects of crafting that could be discussed, but
there is not enough space here to do them all justice. This
particular essay will focus on ideas that I associate with the
"making items" part of crafting. For now we're going to ignore
such topics as training, repairing, identifying, artistry,
participating and selling. All of those things are also important
to
crafters, but it seems like a good idea to talk about making items
first.
Just so I'm not wasting your time, let me list a few things that I
think are fundamental. If you really don't agree with these,
it's probably not worth your time to read any further:
Player interaction should be encouraged. This builds
communities which make it harder for us to leave your world.
Player diversity should be encouraged. This promotes attachment
to characters which makes it harder for us leave
your world.
Player decisions should be important. This promotes a sense of
realism and self determination which turns us into
evangelists for your world.
As with baking in the previous essay-- smithing is just the current
crafting metaphor. I also want to forge muffins and dresses,
phasers and chairs, scrolls and steam engines, bedknobs
and broomsticks, blasters and potions. I want to forge
swords and all of the other items and equipment in your game.
I. Resources
How do we get resources? Gems and ores, hides and herbs,
circuit boards and energy cells: the raw materials
of crafting in your world. What do crafter want to know first
about resources? How do we get them?
Gathering: one of the abilities we should be able to
choose is the ability to gather resources from the
wild. These abilities (mining for a smith, plant lore for
a baker, transistor-transistor logic handbook for an
electrical engineer...) are a natural adjunct for
crafters, but they also provide a means for your new
players to interact with your established players by
providing raw materials. Becoming more skilled at
gathering might allow an increase in the quantity or
quality of the resources found. Ideally, whether to
gather more or better resources would be influenced by
player decisions.
Looting: this form of resource procurement generally
requires slaying something first. Once the something is
slain, it may or may not require the use of an ability to
procure the resource. Some resources may simply be
carried by the creature (say, in a pouch, backpack or
wallet) or be readily removable (like a battery or an
antler). Other resources might require some special
knowledge to remove correctly. If an ability is required,
it should probably be an ability that is not costly to
master (in terms of time and any skill cap) to encourage
adventuring types that it is worth their time and effort
to do so.
Purchasing: because it generally decreases player
interaction, purchasing resources for crafting from
computer controlled characters should probably be
avoided. Purchasing resources from computer controlled
players also has the potential for introducing artificial
floors and ceilings on the price of resources. Don't do
that, because it makes our decisions about the worth of
objects in your game less meaningful. Of course, to get
away with not having NPCs that sell resources, the other
avenues must offer sufficient quantities (and the correct
varieties) of resources.
Where are the resources? Location, Location,
Location... First of all, make locations meaningful. If
movement between two locations is quick and easy, then they
are --for all intents-- the same location. We would prefer
that you have distinct locations in your game. We would like
to be known as the best bronze smith in Three Creeks, or the
only certified droid tech on Revoli Seven. If popping from
location to location is too easy, then people will not settle
down and call one location home.
Once you have locations in your game, you can add interest by
making some of your resources location specific. Crafters who
want to work with this resource would need to travel to a
town near where it can be acquired, or they will need to find
a group of people willing to transport it to their
location. Items made from this resource would --in all
likelihood-- be less common the farther you traveled from its
point of origin. These resources my be quite a bit more
valuable to players who live in far off lands.
Congratulations, you have just added Trade, Trade Routes,
Trade Houses, Pirates, Bandits, Wagon Trains, and Mercenaries
to your game. Of course, we are not suggesting that all of
your resources have to be location specific. There could be
varieties that are found "everywhere" and varieties whose
location appears to be quite random. We will love your game
more if the appearance in the last sentence is deceiving.
II. Subtypes & Properties
We like diversity; give us subtypes. While simply having
"hides" might be fine for adventurers, please think ahead and
make it possible to divide hides into rabbit pelts and raw
hide, antlers and eyeballs, snake skin and dragon
scales. Your crafters will expect this type of detail, and
some of the rest of this essay assumes that it exists in (or
can be added to) your game.
The wrong approach: More important than just having different
subtypes is how they act in your game. We're not in favor of
a straight progression in quality. All this does is ensure
that everyone will be wearing armor that is made of the same
material. It doesn't really help in the long run to make the
higher quality resources scarce. All that will do is put off
the day when everyone is using the same items.
The right approach: Decide what qualities you want the items
we make to have, then assign them in various combinations to
the resource subtypes. Let me give a more extended example of
this using armor. Suppose you decide that your armor is going
to have the following characteristics (just for example):
Weight: duh, how heavy it is.
Flexibility: can you do a backflip, climb a wall or cast
a spell while wearing it?
Refleciveness: how well will it protect from a laser or
other damaging photoelectric effects?
Insulation: how well will it protect from heat and cold?
Colorableness: how easy is it to dye another color?
Slashing: how well does it protect from bladed weapons?
(perhaps inversely proportional to how much damage the
armor takes?)
Bashing: how well does it protect from blunt weapons?
(perhaps inversely proportional to how much damage the
armor takes?)
Durability: how much damage can the armor take before it
is useless?
Maintenance: how expensive it is to maintain this armor?
Obviously, some of these things are going to be influenced
more --perhaps even exclusively in some cases-- by the type
of armor (leather, plate, bullet proof, containment field...)
than by what the armor is made of. That's fine. All plate
armor might be to inflexible to cast spells in no matter what
it is made of, and all leather armor might produce less sound
than any chain mail.
Lets look at one specific type of armor, and pick one made
out of metal... How about Platemail? The idea is that
Platemail itself --due to it's design, nature, tech level,
blessedness or whatever-- has certain properties, but these
properties can be modified to a certain extent by what the
platemail is made of. This can be accomplished by taking a
"base resource" (which may or may not actually exist in your
game) and saying that everything made with the base resource
has the properties of the armor type itself. From there you
assign bonuses and restrictions for your resource
subtypes. Here are some examples:
Iron Ore: no modifications (the base resource for metal)
Mithrial: weight -20%, reflectiveness +10%, Bashing -
30%, Maintenance + 05%
Bronze: slashing -10%, bashing -10%, Maintenance -10%
Valorite: slashing -05%, bashing -05%, puncture -05%,
colorableness +40%, Maintenance +20%
Titanium: weight +20%, insulation -10%, colorableness
-60%, durability +50%, Maintenance +10%
The crafters --based on availability, player demand, and so
forth-- would decide what to use when they make something. Is
the above list balanced? Probably not, but we know that this
balance is important, and probably hard to get right the
first time. Change the percentages, change the scarcity,
change the ability level needed to work with the subtype as
you need to. We know that balance is important, and --as
crafters-- we'll support changes that need to be made. We
don't want only one resource subtype to be the "best" in the
game. We're for diversity. In fact, we want to be able to
combine the different subtypes as well. Maybe that's an
ability we gain as we progress as crafters? If it takes 500
ore to make a suit of platemail, let us experiment with a 300
Mithrial and 200 Valorite alloy. The same obviously goes for
alchemists mixing potions, technicians making droids,
shipwrights building ships and so forth.
III. Quality
We'd like you to consider adopting the idea that each item in
your game has an attribute called quality. Item quality need
not have a large impact on your game. And, as it pertains to
crafting, quality would have two different effects.
Resources would have a quality associated with them. The
quality of the resources used by a crafter would effect the
quality of the item produced. At high levels of ability, you
might need higher quality resources to produce certain
items. This could be accomplished by using only high quality
resources or by using a larger --perhaps much larger-- number
of normal quality resources. This usage of a larger number of
normal quality resources would be an expression of the
crafter sifting through to find the best or distilling lower
quality resources into higher. Why bother? It is a good way
to ensure that there is sufficient monetary "space" between
the cost of items produced by low ability crafters and high
ability crafters. You could also accomplish the same goal by
increasing the rate of failure at higher ability levels, or
simply requiring a much larger number of resources at higher
ability levels, but we feel it is more realistic to demand
that at a certain level of ability a crafter must use higher
quality resources to produce the best items that they can
make.
As mentioned above, the other effect on crafters would be
that each item they produce would have a quality associated
with it. There would be many things effecting the quality of
the item. For example: resource quality, equipment used to
make the item, the quality of that equipment, the crafter's
ability, the item's difficulty, the location where it was
made, the phase of the moon(s) and whatever else you feel is
relevant in your game. How big of an effect would quality
have on an item? It need not be a large amount. Perhaps
something like a range of +/- 10% for the attributes of the
item that you feel should be effected by item quality. You
might ask, "Why do it, if it doesn't have a large effect?"
Because it sets the stage for player decisions such as:
Do I want to make this as quickly as I can or as well as
I can?
Do I want to take the time to have the quality of this
item ascertained before I sell it?
Do I use high quality resources on an item for this
newbie I just met?
Should I pay this player more for these resources since
they are separated by quality?
Do I want to use these high quality resources on an item
that I can't sell quickly just to raise my ability?
Player decisions are good, and this is another way that you
can add them to your game. Combine this with the idea of
resource location and you've added decisions like, "Do I want
to risk my life to get the purest copper?".
IV. Blueprints
How do we know what we're making? To create an item you would
need to have a blueprint for that item (recipe, schematics,
manual, plan, drawing, diagram, textbook...). Blueprints
would list things like: the name of the item, the raw
materials needed, the tools needed and so forth. By looking
at a blueprint, a smith could get a general idea of how
difficult that item would be for them to make and how long it
would take to complete the item.
How do you get blueprints? When you begin your life as a
crafter, you receive (presumably after suitable training and
payments) a set of basic blueprints from your guild. These
should serve you in good stead until you can procure
more. Where do you go for more blueprints? Here are a few
ideas. You'll have to see which ones make sense in your world
(your game is probably more interesting if not all blueprints
are available from all sources):
Purchased from guildmasters
Found as loot on "monsters" (those crafty orcs)
Created by players (if you allow research in your game)
Copied by other players (if you allow blueprints to be
copied by someone with, say, the literacy and crafting
ability)
Blueprints, like everything else, would have a quality
associated with them. The quality of the blueprint might
affect the resources consumed when making the item, the
quality of the item produced, the amount of time it takes to
make the item, the ability level required to make the item,
the chance of succeeding at making the item, or anything else
that makes sense in your game. It is possible that a given
blueprint might be of higher quality in some respects and
lower quality in others. If you allow players to make copies
of blueprints, I would think a copy would almost certainly be
of somewhat lesser quality than the original.
Blueprints come in two varieties: specific and
general. Specific blueprints tell you exactly what resources
to use to create "red beard's mighty longsword of fresh
breath". General blueprints give the crafter some latitude in
deciding what to use. For instance, a general blueprint for a
morning star might specify "35 ingots, 10 of which must be of
myronite". The drawback to using general blueprints is that
they are always of lower overall quality than a specific
blueprint used to make the same item (and they don't
generally have cool names).
Blueprints also give you a fairly straight forward means of
allowing more than one crafter to work on the same
project. The person who starts the project (lets say it's a
project to create 10 long swords) can allow others to join
the project by presenting them with the blueprint. There
would need to be rules about ability gain, quality of the
items produced and the amount of time involved in completing
the project, but those can be dealt with individually for
each game.
For convenience sake, it would be nice if we could bind all
of our blueprints together in some form.
V. Item Research
This section is completely optional, and is meant as a means
for your players to explore the item space that you have
defined without requiring you to setup specific named items
for all of the variations that you allow in your game. If
they wish to make an item for which they have no blueprint,
they begin to research a new item (which may, incidentally,
have already been researched by another player). Here's an
overview of the research process:
1. The player purchases a "research log" and uses it to
designate the general type of item that they are
researching (short sword, potion, rifle, loaf of bread,
thruster...). They then designate the resources they will
be using (both the type and quantity). You may wish to
also allow them to pick which tools they will be using to
create the item, or you might have the type of item they
are making determine the tools they will need.
2. The crafter attempts to make the item. If they succeed,
an item called "research item X" is created (where item is
the type of item and X is the number of items so far
created from this research log). In addition to the item,
an entry is added to the research log: "Did item X perform
as you expected?".
3. It is now up to the crafter to determine if the item
produced is indeed the item attempted. For some items
(potions, drugs, spells) this will involve actually using
the item and noticing the results. For other items it will
mean performing (or paying for the performance of) tests
on the item to determine it's properties. These test tend
to render the item unusable, which makes research fairly
expensive.
4.Once the crafter has determined whether or not the
properties of the item were as expected, they record that
information in their research log by answering the
question "Did item X perform as you expected?". This
represents the accumulation of knowledge concerning the
production of this item. Answering the question correctly
results in gaining knowledge, and answering it incorrectly
results in loosing knowledge (or gaining incorrect
knowledge if you prefer).
5. When they have gained sufficient knowledge about the
item, the research log becomes a blueprint, and they can
then use it as any of their other blueprints. At that
point, the crafter gets to decide on a name for the new
blueprint. This is the name by which all items created
from this blueprint will be known, so it must be chosen
wisely (assuming you allow named items in your game). If
copying of blueprints is allowed, all items made from
copies will also use this name.
It is probably worth noting that the easiest way for your
code to produce items that do not perform as expected is to
internally substitute some percentage of the resources used
for resources of another type. This will cause the research
item to perform in a noticeably different manner (if the
correct tests are performed) without requiring you to define
hundreds of different "unexpected results" before hand.
This process is intended to allow for research in online
games without reducing it to a predetermined set of steps
that can be retrieved from a web site two weeks after your
game ships. The properties of each item will eventually be
available from a web site, but those who wish to engage in
research must still determine if their results are consistent
with the results of their crafting peers.
Simple items would presumably require little research before
they could be created. Though, more research may result in a
higher quality blueprint.
Finally, it should be noted that players who do not wish to
research items are not required to do so. They can beg, buy,
borrow, loot or steal their blueprints from others. The most
expensive item a crafter can produce might be a research log
that is completed but as yet unnamed.
Note: If you wish to implement creation of entirely new item
types by players that would be great, and we would certainly
appreciate it. But I can't personally see an easy way to
implement something that complex.
VI. Item Creation
At one point, I was of the opinion that the interface for
crafting needed to be as detailed as the interface for
combat: hammer the ingot with just the right tool at a
certain temperature for a specific length of time; quench it
in the right liquid and then move on to the hilt. Choose just
the right amount of material to balance the blade. Put an
edge on the blade and assemble it together with the
hilt. Each of these becomes a process that the smith must
supervise, make decisions for and --potentially-- ruin their
work by doing incorrectly. If done realistically, I expect
the result would be involved, complex, eventually tedious,
and would invite macroing. Designing the process in an
involved way that would tend to preclude macroing would be a
project on par with designing a combat system. Realistically,
I don't expect a game company to devote resources to
something like that. There are crafters who would find it
truly enjoyable and amazing, but there are at least as many
who are escaping the constant pressure that monster hunters
endure.
Assuming you don't want to go with something so complex, I'm
going to suggest a more relaxed approach. The player selects
the blueprint for the item they will attempt to create and,
--in the case of a general blueprint-- the resources they
will use. Next they select the number of items they are
attempting to make. Then, based on the item, resources,
player ability, blueprint quality, player tool quality, phase
of the moon and whatever else you care to include, the
computer determines the length of time it will take the
player will finish the item. After the player has worked on
the item for that length of time, the computer uses the same
variables to determine the quality of the item produced. I
prefer the approach that each attempt will result in the
production of some item --an item of absolutely abysmal
quality in some cases. You may prefer that a player simply
fail to produce anything at all in those cases, and stop the
crafting process when they realize they have failed.
A player may only work on one project at a time, but may
freely start new projects (as long as they are based on
different blueprints) and switch between projects by
selecting a blueprint with a project that is already started.
It should probably also be possible to cancel a project.
How long should it take to complete a project? I would
suggest that the completion time be related most closely to
the expected life of the item. A loaf of bread would take
less time to make than a suit of armor. A suit of armor would
take less time to make than a house. After life expectancy,
the complexity of the item should be considered. A short
sword should take less time to create than a serpentine short
sword of the maztors. The type of resources used to create
the item could have an effect on the completion time as
well. Finally, it should take longer to produce a higher
quality item. What factors might reduce the amount of time?
The crafter's ability, the blueprint quality, and the quality
of the tools used certainly come to mind.
How long should it take to produce an item in more absolute
terms (i.e., real world time)? That is a game balance
decision that has many factors, but I think the important
thing to keep in mind is that a crafter has to be able to
earn an amount of money that is comparable to the amount that
can be earned by your other players. This must be tempered
by the amount of risk each group is exposed to, and also with
the demand of your playerbase for the items that crafter
produce. If items tend to cost too much, you might try
reducing the amount of time it takes to make the item;
likewise if they cost too little.
Also worth considering is allowing players to continue
working on items when they are logged out. The work could
probably be expected to continue at a slower rate, and a
"mandatory" 8 hours of sleep could be "required" by only
allowing a total of 16 total hours of online and off-line
crafting during each Real World[tm] day. This helps even the
playing field between casual and hardcore gamers, and also
lessens your server load by avoiding crafters feeling that
they must remain logged on so they can finish an item. If you
do something like this, it might be beneficial to have the
amount of "work" done while off-line gradually diminish until
it runs out. There's no real need to worry about a player
setting up a project and coming back a week later to collect
500 suits of armor, because they could not carry enough
resources to make more than a few of them (perhaps not even
one, depending on how you design things).
A compromise between a very complex approach to crafting and
this bare bones approach might be to call for certain events
during the life of the project. Tell the player that they
feel more of a certain resource is required. Make them
switch to a different tool at different points in the
process. Require that they are within a certain proximity to
"large tools" such as a forge or an oscilloscope. Ask them to
perform a test on the object... The item they are crafting is
not ruined if they can not immediately satisfy a condition,
but work on the project is halted until the condition is met.
This allows some activity during the crafting process, and
also reduces player's ability to macro crafting (of course,
by this point I hope we've done the things necessary to
reduce the need and desire to macro).
One final decision needs to be added to this model of
crafting. Players should be given a means of specifying the
amount of attention that their character is giving to Item
Quality, Ability Training, and Construction Speed. My own
model for this is a slider where increasing any one of these
three reduces the other two proportionally. Thus a crafter
would need to decide which of these was most important for
any given project.
VII. Summary
That's a general overview of how I --and the people from whom
I've stolen ideas-- see crafting work in a game that tries to
attract crafters. Is it the only possibility? Certainly not, and
I look forward to hearing how others would attempt to address
some of the issues raised in the first essay. This is just one
way that making items could be implemented in the spirit of the
"I Want to Bake Bread" article.
Of course, making items itself is just one of the issues that
effect how crafters view your game. In a future essay, I'll
collect some thoughts on implementing the crafting ability. We'll
look at questions like: How to you gain crafting ability? What
benefits does the ability give you? How does crafting interact
with other abilities? How do crafters and other players know what
you've made? How do we repair items? How can multiple people work
together in crafting? What about the merchant aspect of crafting?
Thanks for suffering through such a long essay, and we look
forward to playing your game.
Sie Ming
SieMing at gatheringspot.com
[self appointed speaker for sword forgers of all varieties]
Post Script:
And I'd like to say thanks to everyone else who sent e-mail
saying that they wanted to "bake bread" too. Special thanks to
those of you who reposted the essay in other places. I learned a
lot by reading peoples reactions on message boards and
newsgroups. Thanks for posting it, and thanks for telling me so I
could read the responses. I'd also like to thank those of you who
helped prepare this essay with your comments on the "prerelease"
versions.
As always, I'd love to hear any feedback that you have after
reading this article. I'm certainly not above revising it to
include a new idea or to remove something that's unworkable. If
you have any thoughts on the questions raised in the last
paragraph (or ideas for the next title) I would really like to
hear those. I believe those are the hardest questions, and
they're next on the list. I would prefer that you made comments
here (opens in a new window) because then we can all share our
views.
And, as before, feel free to reproduce this essay anywhere a game
designer might see it. There is a printable and generic HTML
version available if that makes it easier to do so. Posted on
Wednesday, May 2, 2001, 9:16 AM EDT by Sie Ming (Editorials)
</Quote>
Worth the read, IMHO.
Batir
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