The Digital Continuum: Evolving past fantasy Pt. 2
Filed under: Fantasy, Sci-fi, Opinion, The Digital Continuum
Last week I covered several of the reasons given for the fantasy genre's dominance over the massively gaming market. The conclusion which I came to was fairly simple; all of the things that make fantasy great for MMOs can be done with sci-fi. Yet in the comments section last week there was a very good question asked by Jeff Freeman. That question was this, "If any genre can do what fantasy can do, then can't fantasy do what any other genre can do, too?"
It's a very good point that I actually hadn't even thought of at the time of writing last week. The fact is that it's true, but only to a certain degree. I agree with Jeff in that fantasy has different strengths and weakness than sci-fi. The key to making a great sci-fi MMO is to simply take a look at all of the successful massively games over the past several years and figure out what made them work so well. For instance, part of World of Warcraft's success is in thanks to its relatively easy leveling curve combined with several stream-lined elements such as simpler quests. That is something that should be kept in some form no matter what kind of MMO a developer might be making.
That's just a mechanic -- what about things that are exclusively fantasy? Magic plays a very large role in any fantasy game because it can be used to get around so many different problems such as permanent death (or perma-death). Personally I think magic has to go out the door in a good sci-fi massively game. The hardest part of making a game set in a sci-fi universe is going to be the world-crafting without magic. It has to be compelling, sure. Then how grounded in reality should it stay? Eventually, when you leave too many things unexplained or say, "It just works." to the player, you're using the same magic crutch that fantasy MMOs rely upon. It won't be easy, but I think that a developer could figure out different methods around this problem by looking at today's technology and extrapolating it in a clever way. Cloning is an obvious solution to perma-death that games like EVE Online use. Another way would be to have a world where everyone experiences things through an android that they control from some safe location. If that android is killed, they would have to spend money on a new one.
What it really comes down to is creativity. Magic is easier to use lazily, but sci-fi makes a developer think harder -- it challenges them. If a clever, smart developer were to sit down and think about what they could do to make their sci-fi game both compelling and grounded with just a hint of the unknown they would have a pretty great game on their hands.
I mention the unknown not in relation to explaining game mechanics, but in relation to the world surrounding the player; the undiscovered. Exploration; that's another thing sci-fi developers should pay attention to as well -- the mysterious and unknown. Trekking out into the great unknown of any world is so very much a part of the fun in any massively game. The experience's quality is what is important here, not the experience itself. Every game has an unknown world to explore in some sense, but they're not all equally worth the exploration.
These are just a few ideas, but generally speaking it isn't impossible to take what parts of fantasy that work well and graft them into sci-fi. The folly that should be avoided is to simply re-skin a fantasy MMO with a sci-fi appearance. Thankfully, the massively genre is all about evolving from one generation of games to the next. What I hope happens with whatever sci-fi game to come, is one part revolution and two parts evolution. It never hurts to have one or two brand new ideas, but we can learn from fantasy's triumphs and mistakes.
It's a very good point that I actually hadn't even thought of at the time of writing last week. The fact is that it's true, but only to a certain degree. I agree with Jeff in that fantasy has different strengths and weakness than sci-fi. The key to making a great sci-fi MMO is to simply take a look at all of the successful massively games over the past several years and figure out what made them work so well. For instance, part of World of Warcraft's success is in thanks to its relatively easy leveling curve combined with several stream-lined elements such as simpler quests. That is something that should be kept in some form no matter what kind of MMO a developer might be making.
That's just a mechanic -- what about things that are exclusively fantasy? Magic plays a very large role in any fantasy game because it can be used to get around so many different problems such as permanent death (or perma-death). Personally I think magic has to go out the door in a good sci-fi massively game. The hardest part of making a game set in a sci-fi universe is going to be the world-crafting without magic. It has to be compelling, sure. Then how grounded in reality should it stay? Eventually, when you leave too many things unexplained or say, "It just works." to the player, you're using the same magic crutch that fantasy MMOs rely upon. It won't be easy, but I think that a developer could figure out different methods around this problem by looking at today's technology and extrapolating it in a clever way. Cloning is an obvious solution to perma-death that games like EVE Online use. Another way would be to have a world where everyone experiences things through an android that they control from some safe location. If that android is killed, they would have to spend money on a new one.
What it really comes down to is creativity. Magic is easier to use lazily, but sci-fi makes a developer think harder -- it challenges them. If a clever, smart developer were to sit down and think about what they could do to make their sci-fi game both compelling and grounded with just a hint of the unknown they would have a pretty great game on their hands.
I mention the unknown not in relation to explaining game mechanics, but in relation to the world surrounding the player; the undiscovered. Exploration; that's another thing sci-fi developers should pay attention to as well -- the mysterious and unknown. Trekking out into the great unknown of any world is so very much a part of the fun in any massively game. The experience's quality is what is important here, not the experience itself. Every game has an unknown world to explore in some sense, but they're not all equally worth the exploration.
These are just a few ideas, but generally speaking it isn't impossible to take what parts of fantasy that work well and graft them into sci-fi. The folly that should be avoided is to simply re-skin a fantasy MMO with a sci-fi appearance. Thankfully, the massively genre is all about evolving from one generation of games to the next. What I hope happens with whatever sci-fi game to come, is one part revolution and two parts evolution. It never hurts to have one or two brand new ideas, but we can learn from fantasy's triumphs and mistakes.

















Reader Comments (Page 1 of 1)
Jeff Freeman said on 10:02PM 1-05-2008
Trying this again.
Couple off the top of my head:
Fantasy: Items are individually hand-crafted by master artisans - everything from the mundane to the mystical. Beyond a middle-ages setting, having to get shirts, shoes, toothbrushes, automobiles, and so on custom-crafted seems ridiculous to me (especially when some future setting gets saddled with elements of a lifestyle far more primitive than what we have now.
But there's a LOT of game-play there, too - and a temptation to stick it in anyway, even if it is ludicrous.
Sci-fi (or really, anything more modern than medieval European fantasy settings): Modern economic systems (and all the little things that go into that), which would seem silly in a more primitive world, provide a completely different sort of gameplay than the "dark-ages craftsman"-model, but potentially just as compelling. Talking about stocks and corporations, mergers and acquisitions, insurance, investments, loans and debt.
Reply
Jeff Freeman said on 10:04PM 1-05-2008
Did you know that adblock plus blocks users from posting comments?
(Not a terrible thing to ask people to turn that off if they want to play here, but... it was a lucky guess to figure it out. Heh.)
Reply
Ghen said on 8:43AM 1-06-2008
Remote controlled androids. That is a hell of an idea. Game designers could break down the 4th wall and allow total immersion in the game world with the player remaining his or her true self. Holy crap I want to play that now =D
Plus it solves the whole 'unique' thing where everyone wants to stand out among the throng of heroes... Adding parts to an android is a heck of a lot easier than gene splicing ;).
Reply
Kyle Horner said on 9:23PM 1-06-2008
Jeff - There are tons of really interesting ways to do things in a sci-fi genre and I'm glad that I'm not the only one who gets so carried away with all the possibilities.
Ghen - You know the more I think about that idea with the androids the more I'm wanting that kind of a game.
As always, thanks for the comments you guys!
Reply