GDC08: Raph Koster's 'Reinventing MMOs, a Metaplace 'antemortem''
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Raph Koster, president of Areae, and Sean Riley, Lead Programmer, held a panel the final day of GDC '08 called 'Reinventing MMOs: a Metaplace 'antemortem'', which was all about dissecting why the concept of MMOs needs updating. Going in, I was hoping for insight, which I got, but wasn't expecting a lot of technical talk, which I also got.
And the takeaway I got from this session is this: Koster's doing some good, forward-thinking work, but Metaplace doesn't really shine for me just yet. Details on both after the break.
I'm going by my notes here, but I'll begin by saying that these are my conclusions based on what I understood of what Koster was saying; I may be mistaken. To start, he gave a few reasons why MMOs need reinvention. First, they're too hard to make. It's true that it takes a large team, many years of development, and a huge budget to try to compete with WoW on their terms. This alone makes Metaplace really important in the current age of user-generated content on the rise. However, I saw a couple of in-development MMOs at GDC this year that are the exact opposite of the 'must beat WoW' mindset -- tiny, independent studios making innovative games that just need to be seen to be successful. Then again, they're a long way away from finished, and they point back to the main theme: the genre itself needs to be infused with something new to grow.
Second, the number of canceled products, the 'get it perfect or go home' phenomenon. How many at-first promising titles have gone away due to the failure of the mass audience to accept them? Think about Fury and its promise of innovation, and how miserably and quickly it tanked. Tabula Rasa itself seems on the fence at times. It could be argued that the lesson to be learned here is 'know your audience', but then where does that leave innovation? If the audience wants it, then innovative titles should flourish. If the audience doesn't want it, then they're doomed to failure.
Third, publisher pressure is at fault for a lot of this as well, as Koster points out. Companies see the success of WoW and think that emulating it will bring profits. But WoW itself has been fine-tuned over the course of its lifespan, and to its credit, continues to mature and refine. It's foolish of any new developer to think they can isolate convenient bullet points to present to publishers to prove a successful model can be built on emulation. Yet that is exactly the kind of presentation that gets titles seed money.
Fourth, an expansion of the innovation idea, is the reinvention of the wheel. Having your game's chat system look and behave just like everyone else's is either laziness or adopting a standard that works. Either way, it's tiresome, and a good indicator that change is necessary.
Fifth, and this is huge for Metaplace, MMOs in general are poorly integrated with the rest of the Internet. Frankly, this is not something that has bothered me -- I've not missed being able to access webpages within Mythos, for example, or chat with AIM friends from Guild Wars. Having said that, however, there is a rapidly-growing community of modders out there who are building tiny applications to enact just this sort of functionality within their favorite MMOs, and there's no reason to think this broad audience effort will slow down in the coming years. It is, in fact, one of the things that Metaplace was conceived to tackle right out of the gate.
So, proceeding from these reasons why MMOs need reinvention, Koster moved on to the following points on how MMOs work today:
- monolithic giant servers
- all services contained within the server
- complex server cluster architectures
- tight dependency between client and server
So after all this complexity, cost, overhead, etc., what's the alternative? Koster goes on to say there exists a system which is:
- low cost to develop for
- extremely scalable
- robust and pretty future-proof
Some of the Web-integration Koster demonstrated right away. Appearing in a communal space, his avatar walked around interacting with a bunch of testers, all of whom shared the same avatar as he wore. From the chat field, he typed something in French, and Metaplace instantly translated; typing '/video funny cats' brought up several YouTube selections in an embedded window very quickly, with no loss of connectivity or framerate stutter from the communal area window. The integration is there and it works well.
And then he showed how easy it is to create an MMO using the UI with a few mouseclicks. Unfortunately, what he showed was a room with his avatar walking around in it, sharing space with what was obviously a bot. His point was that it's just that easy to create a place for people to come visit just like any other virtual world, but the secondary point was also made: democracy is a system that allows for the cream to rise at the same rate as the crap. Metaplace is a tool that will allow thousands-to-millions of everyday users to create the MMO/virtual world of their dreams ... but how many of those will be compelling?
Now, I'm not about to say that this isn't worth developing; far from it. We, as a game-playing culture, need this in place to provide a wider audience to all the crazy/awesome ideas for design, gameplay, interactivity that would never be approved by a traditional publishing house. A lot of these ideas will sink; a few will float. Of the ideas that float, a portion will get picked up by development houses and turned into 'real' games, complete with publishing deals and big budgets. A secondary portion will become so popular that in order to remain alive without getting swamped with bandwidth usage fees, the creator will either institute banner ads or ask for donations. A third portion will remain free to play for as long as possible before disappearing, or have their idea co-opted and modified only slightly with a graphical facelift by someone with better artistic skills, before disappearing.
Metaplace will make all of these things possible and pave the way for the truest apotheosis of user-generated content. But what Koster showed at GDC I found utterly uncompelling. Personally, I prefer my YouTube in a separate tab, and my IM sessions kept separate. There is a prevailing attitude that convergence is not only inevitable, but desired and necessary. However, for humans without the mental bandwidth to accept all these competing types of signal simultaneously, it is a dizzying prospect -- a look at a world where you have to run just to stand still. It's the exact opposite of Thoreau's 'Simplify, simplify, simplify', and it's insidious. The message is that if you don't keep up, you will be left behind. This is an argument of quantity over quality, which is a typically American approach.
When Koster finished clicking a few links and declared 'I've just created an MMO', I thought 'Well, no, you've just created a graphical chat room.' I'm sure he was referring to the potential of this new space to become whatever he wanted, but what he was showing was as far removed from a modern MMO as any IM session. It remains to be seen whether Metaplace is of sufficient prowess as to make the kinds of MMO people have in mind -- all of which are sure to be either modeled on WoW, or a reaction against it. People play these big MMOs because of all their features, not in spite of them. If Metaplace can't offer these same features, innovative or not, there's a chance it will be relegated to cottage industry status.
Metaplace's success also depends on the idea that more people are interested in creating their own things, rather than just wanting to play something out of the box, which is much easier, and I'm not entirely convinced that this is the case. Certainly, it's Second Life's main attraction, and how many residents are also content creators? How much of the World Wide Web's webpages have been hand-coded by their users? But then again, does there need to be a large number of creators for Metaplace to succeed?
Again, don't get me wrong, I'm not against Metaplace; in fact, I'm all for it. It's a big step in the right direction, and Raph Koster is absolutely the visionary to spearhead it. He's respected, knowledgable, passionate, and speaks well. Is this the right time for Metaplace? Could be. All I know is that I entered the session excited, and left it unmoved. Surely the potential is there, but if it's up to the worldwide audience to make this platform a serious concern, then it's got an uphill battle ahead of it.














Reader Comments (Page 1 of 1)
Woop said on 10:16AM 2-25-2008
It is certainly a little strange that Raph Koster is equating the appearance of a virtual room to the creation of a new mmo world. Go back a month or two and you'll find the metaplace site introducing ideas on game design (underlining the fact, lest we ever thought any differently, that designing and building a game world is as simply as clicking a button).
That said at a ime when the innovation debate is raging in the game industry, some of the ideas brought about by metaplace are worth testing and realising. Low-fidelity worlds already have an appeal to one area of the market, I'm certain low cost developments also will have, and the use of Flash is (to some degree at least) a smart move and worth pursuing.
I reckon metaplace will be an interesting part of the next iteration of game development, even if it doesn't become the new king.
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Scopique said on 11:20AM 2-25-2008
Being a MetaPlace alpha tester and having seen the spiel that Areae spins to the public, I can safely say that you're only getting about 1/1000th of the picture from these presentations.
MetaPlace is a platform for people to use. They've been showing the same apartment demo for months, and it's NOT about the apartment itself, but rather that before MetaPlace, putting that demo together would require graphics programming and client-server expertise. The fact that all that needs be done to create this in MetaPlace is to drop in some graphics and employ some of the library scripts is the real point. While the aprtment demo is underwhelming, the idea of it, how it's modified and how it's used in a potentially larger project -- all without a massive team, a massive amount of money, and a massive amount of technology -- is what MetaPlace is about. Don't dismiss the platform because of one of the oldest demos they've been running for it doens't make your pants dance.
As with any community content, there will be really excellent projects, and really crappy projects, to be sure, but the dividing line between the two is in the eye of the beholder. I think a lot of MMO projects (and MetaPlace isn't just about "WoW-esque" MMOs) would LIKE to ditch the inevitable comparison to the 800 pound gorilla of WoW, but financial investments need to be recouped and shareholders need to be made happy. We get legion of WoW clones as a result.
With a dedicated team using MetaPlace, though, no money needs to be expended up front. Like mods for PC games, these folks can create something thanks to the framework that was built by others, at no cost to themselves. If it tanks, then at least they tried to make a go at it (which is more then a lot of arm-chair developers and critics can say). If it's good, then yes, there could be another Portal or Counter Strike waiting in the wings. In the end, though, creators can take risks that big name developers can't, and they can supply diverse titles (and there are a lot of diverse, non-WoW and non-anti-WoW titles being discussed in the MP community) to niche markets which have been waiting for someone with the balls to take chances that the big-league developers are afraid to take.
The take-home message is that MP is really something that you need to USE to get the real experience, either as a developer or as a user. When you employ Raph's phrase "works like the web" rather then just hear it for the umpteenth time, then you might think differently.
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jst8 said on 11:44AM 2-25-2008
"Having your game's chat system look and behave just like everyone else's is either laziness or adopting a standard that works. Either way, it's tiresome, and a good indicator that change is necessary."
Ummm, what? We're supposed to change everything that works just because it looks like something else? Quick, call the guy who makes our ATMs. We need the keypad to only have six buttons. And they need to have klingon symbols on 'em instead of numbers...
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droffset said on 4:24PM 2-25-2008
Another Metaplace fan here:
As far as the games I'm interested in making, instead of WoW I'd want to do something like Puzzle Pirates or Dofus. They could be thought of as a graphical chat client that links to different 'places' and minigames/combat in a web-like way.
That communal chat area could have scripts to add in sword combat functionality, or be able to throw tomatos at each other for some team deathmatch. It's about the modular assembly of scripted objects, but it could look like whatever you want it to(just change the url to the art).
I'm an artist and not a coder, so any infrastructure that's set up for me is a big help. Modders like me are looking for a way to plug in our art, do some mash-up with scripts and functionality, and have something playable with a team of one or two people.
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Ordinal Malaprop said on 4:44PM 2-25-2008
I have not (as yet) been able to get access to the Metaplace alpha, but I can tell you that it is the only thing apart from SL that actually interests me in the virtual world environment at the moment, and the only thing that I can see that might take me away from SL.
It may be that the demonstrations are a bit underwhelming, and certainly, I can think of few things I would like to do less than launch YouTube from a virtual world - apart, perhaps, from launching Facebook. But that sort of thing may well just be to give people something in terms of integration that they can understand. (Or it may simply be misjudged.)
Personally I am a lot more interested in the principles behind it, which I think are sound and derive from an observable base. Innovation in the games market is increasingly coming from casual games, small developer games, people writing simple things with Flash and Ruby/SDL and RPG Maker. The problem with this area is that there is no easy bridge to online collaboration at the moment, as well as the basic tools being actually a bit tricky, and anything which can help with these is building on a huge wave of people desperate to create something.
Perhaps he does need a better demonstration though.
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Frans Charming said on 1:31AM 2-26-2008
I think he meant with the chat interface, that it is rewriten every time. Metaplace has the opportunity to let you reuse such basic features. Either provided free or being sold.
A other point that isn't touched, is that it also speaks Internet out, so you can very easily bring game info and stats outward.
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barb dybwad said on 12:06AM 2-28-2008
i've seen Raph speak many times (including 2 other times over the course of the GDC week, both of which were much more engaging than this one) and this was unfortunately the most uninspiring of all. the talk he gave during the Worlds in Motion Summit was much more interesting, although he didn't actually talk that much about MetaPlace in it:
http://www.massively.com/2008/02/19/gdc08-raph-koster-gets-sentimental-about-virtual-worlds/
i too am fan of MetaPlace and looking forward to trying it out, but this talk was extremely developer-oriented and technical -- which is sort of understandable given the venue (they don't call it a developer's conference for nuthin' and all :)).
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