Once upon a time, there was a fellow who was tired of working for a living, so he decided to take up a life of adventure. He picked up some rudimentary training, and was now a first level adventurer in a large world, free to explore it and wrest its riches from the vile beasts patrolling it. The common folk he presumably left behind would solicit him to perform jobs and praise him as special, and he appreciated that, even though he knew his world was absolutely lousy with fellow adventurers like him who wouldn’t even give him the time of day.
He lived in a strange world, with strange physics about it. For example, behind each living being was a magical number, sometimes known only to themselves, and each time they sustained an injury these numbers would decrease. If these numbers reached zero, they would die… but death was only a mild annoyance at best. There was no such thing as a sword through the heart, merely one’s numbers being depleted, leading to a brief nap and transportation to where one is reborn.
Every hero was protected thusly. Though the commonfolk were supposedly not granted this accommodation, no one honestly cared enough to notice that no matter how many times they were killed or how hard their deaths were lamented they too were granted new life a few moments later. Even the lowest of villain, after being slain and spewing a lengthy monologue about his regrets in life, was allowed to continue their reign of terror after a minor trip, fresh off the points of adventurers’ swords, through the ethereal void and back.
So it was that “adventurer” took on a slightly different meaning. It was more of another kind of job. A shoe cobbler may wait about town, cobble broken shoes, and then wait around for the shoes to break so they could cobble them again. Adventurers would travel the land, kill evildoers, and wait about for them to come back from the dead to begin the process again. Just as a shoe cobber may always hope for a broken shoe, an adventurer would always hope for another evildoer to slay. Fortunately, the Gods had assured everyone had a job by providing an endless amount of work to do.
For the most part, what differentiated the Adventurer from the Commoner was a matter of imagination. Their goals were the same: to amass a considerable amount of gain – mostly in the form of gold and personal experience.
But then, gold was another mater of strange physics in this world. The merchants were permitted to fabricate it from thin air whenever they needed in order to always make sure the adventurers can sell any junk they find. The resulting inflation would soon render it useless… unless the Gods had perfectly balanced the world in such a way that costs were the same as gold accumulation… and most simply didn’t have that kind of time.
Even experience was largely an inconsequential drag that served only to limit the venues adventure may be found: killing for gold was the same whether one was a starting adventurer on the greatest. All that may have changed with experience was a little added sophistication in doing it. The Gods, ever afraid of scaring away the casual adventurer, assured that the challenge was never so great that it required one to think much. The adventurer’s challenge was largely one of persistence, that every adventurer may reach greatness no matter how poor they were at adventuring.
Eventually, our adventurer’s imagination ran dry. The life of adventure, without the delusions of grandeur, was merely a job. A job with pretty terrain and extravagant outfits, involving stabbing things that couldn’t care while enduring no consequences, but a job nonetheless. Our adventurer grew tired of this, hung up his adventuring hat, and looked about for a more interesting line of work. Perhaps, he mused, his next job should be one that actually paid him something of worth.
The End.
The moral of this story is that the whole premise of the typical MUD is fundamentally flawed. I’m bored of Warhammer Online, and it’s not because it’s a poorly made game: it’s actually a very well made MUD, though still “typical” along the lines of having these flaws.
(Not that I canceled Warhammer Online yet. It’s a long way until Fallout 3 and, even though the grind in WO:AR sucks and Realm Versus Realm is mostly a popularity contest, the PvP scenarios are fun in a First Person Shooter Deathmatch sort of way.)
It seems the main trouble is just the whole perpetuity of the thing. Developers are under obligation to keep a subscription game going, so nothing ever changes. They can’t produce content fast enough to have dead stuff stay dead, and they want to keep players under the illusion of accumulation so they allow the players to accumulate to the point where it loses all meaning. Apparently, anything that never ends is bound to lose its meaning…
Perhaps that can be resolved. I’m still mucking around with my BYOND work a bit, and am looking into ways to break the usual cycle of things. For example:
- Hitpoints are being removed, if only because developers should have come up with a better system than copping Dungeons and Dragons by now.
- I’m getting rid of unchecked accumulation, the building up of experience and gold for the sake of building experience and gold, and working on developing a system that simply rewards players for showing effort.
- Permadeath is an option, provided it adds something. Without accumulation, where is death’s sting?
- Players are being allowed to change the world in a meaningful way. Rewarding them for changing the world in the “right” way is tricky business, however, as it stifles their creativity in whatever goal I choose.
- Finally, it’s probably necessary to allow the game to end, if only because I doubt anything mankind can come up with can generate unlimited fun through all perpetuity. (Learning is tricky that way.) However, this is lack of perpetuity is okay if a proper end has been added.
It’s quite a grocery list, but I seem to be making progress now that my disillusion towards the typical 3D MUD has returned.
Filed under: Gaming, Original Fiction | 3 Comments »
The head surgeon indicated to his assistants that he was ready to begin, and began to monologue for the records of the operation.
“Subject: ‘The Nanites.’ Cause of death: poisoned crossbow bolt fired by… well, me.”
The head surgeon smiled. The other surgeons chuckled at his little joke. The head surgeon gestured and was given a wicked looking curved saw from the table. He began to cut into the abdomen of the corpse, a humanoid that appeared to be wearing full-body grey tights with a bright neon circuitry pattern. The head surgeon continued his monologue
“Initially the hero appeared to be biological composition but further investigation reveals a… quasi-metallic lattice. It seems quite incompatible with our existing creations. Perhaps we can reanimate the corpse under our control instead. As I dig deeper… hmm…”
The surgeon withdrew his saw and furrowed his brow. He placed the saw he was using aside and gestured to be given a small electric slicer. He dug into the wound again.
“The… metallic flesh of this hero seems to have some regenerative properties that have proved resistant to the standard probing saw. I’ve switched to a powered blade and am making some progress now, but the incision appears to be regrowing almost… no, faster than I am cutting and…”
The electric slicer suddenly stopped. The surgeon’s eyes widened in surprise as he withdrew it from the wound. As he turned the slicer over in his hand, wondering where the malfunction was, he noticed the blade seemed to be disintegrating rapidly. The blade was gone entirely in the space of a few seconds and now the machine base of the electric unit seemed to be dissolving. The surgeon passed a look of amusement to his assistants and tossed the destroyed device off the platform and into the sewer water.
“Right then. Hand me the Rikti blade. We’ll see if this cadaver is any match for a monomolecular energy field. I’m now reinserting the… what?!”
The body of the hero on the began to melt and pour off the sides of the operating table. The surgeons stepped back and watched as it formed a small river that drained off the concrete platform and into the sewer water below. In moments, there was nothing left. The head surgeon frowned and put the rikti blade on the now bare operating table.
“Well, it seems the subject has lost molecular cohesion. This salvage operation has concluded unsuccessfully. Lets try to find some heroes that are not so useless next time, shall we?”
The surgeons put down their operating tools and picked up the hacksaws and crossbows they used when fighting heroes on the streets of Paragon City. There was often unusual things encountered when operating on mutants, aliens, or other freaks of nature that were the heroes of Paragon City. Nothing really surprised them anymore… in fact, they looked forward to it. As Dr. Vahzilok had promised when he convinced them to join his crusade, they really were making some incredible medical discoveries now that petty morality had been cast aside.
As they turned towards the sewer grating leading over water that was sole exit from the room, they noticed the green slime that was the sewer water was bubbling furiously. It suddenly spewed upwards in a fountain and, as it fell, a humanoid creature was found standing there, blocking the exit. It was instantly recognized by its grey tights and the green circuitry pattern – the hero was back, and apparently alive. Then there was something new: suddenly it had red glowing eyes and a series of large wicked spikes burst strategically from every section of its body.
Before battle was joined anew, the creature said one thing in a voice that sounded like it was made up of millions of smaller ones.
WE ARE THE NANITES, YOU MAY DAMAGE US, BUT WE WILL ALWAYS REBUILD.