Content Creation vs. Design
I broke this out into its own post because it didn’t really fit the thesis of the previous post.
Raph comments that if you don’t have a scripting language, you’re not a designer, just a content creator.
I believe that the divide between ‘designer’ and ‘content creator’ is one of the key reasons for crap designs — not just in MMO space, but all over the place.
I’m going to use the indie RPG phenomenon as my example here; indie RPGs are typically the result of one person, or a very small team of people, writing a tabletop game to explore some fringe idea they’ve got about how or why people should roleplay. They’re alike in only two ways: they’re universally pretentious as hell, and they are always really skinny. As in, there isn’t much to them. This is sometimes touted as a virtue: they’re stripped down to the bare essence for even more awesome roleplaying.
I think it’s lazy design.
I can design a system that requires no content. A purely procedural system isn’t hard, and simple wargames everywhere do it just fine. Roll a die! If it comes up 6, your target dies! Checkers is a system with no content, and chess is a system with only marginally more content than checkers, contained entirely in how the pieces move. Unfortunately, there are only so many variations on system-without-content that are worth playing, and most of the really good ones (chess, go) have been invented already. I’m not going to get anyone to play my awesome game that’s just like go except there are three colors on the board.
I can also design a system that implicitly requires content, and this is where the test of design laziness comes in. When I create a system by which you can construct your own spells from a list of spell components, what do I do with that system? The indie RPG answer is: Nothing! Let the players use the system. Don’t limit their creativity. This is the wrong answer.
What I do with that system is create a bunch of content with it. And I put that content in the rulebook right next to the system itself. Because not doing so means I haven’t actually thought through the implications of the system; I haven’t tested its limits; I haven’t explored the possible gamespace the system contains. Without actually using the system, I’ve just engaged in a thought exercise, and left the remains of my mental masturbation for someone else to clean up.
To bring this back to Pirates and MMOs: Let’s say I propose a system in which you can train officers, who will improve your ship combat stats as well as fighting alongside you on land. I say, ‘Officers have skills such as sailhandling, gunnery, and leadership. Each time I gain xp, the officers I have equipped gain 1% of that xp. I can spend the officer’s xp at a rate of 100 xp = 1 point of skill for the officer. Each point of skill improves the characteristics associated with it by a defined, tunable percent.’
That system I’ve just outlined is bullshit, and here’s why: I haven’t told you what the skills actually are. I haven’t proposed relationships between skills and ship performance characteristics, just suggested they’ll be ‘tunable’. I haven’t told you how many officers I can have equipped. I haven’t sketched out any officers.
I cannot count the number of times in the Pirates development process we had a system that was useless and broken because it needed many hours of content work to make it fly, and the designers weren’t doing that content work. This led to my Rule Of Content: If I am not willing to create the content myself, I should revise the system. Which is not to say I create all the content — but what I’m delivering is a working system, not a system that will work one day when it gets fleshed out.
Our economy is a perfect example of this. After I designed it, it was clear that without content — structures, recipes, goods, resources — the system was inert. I recognized that making it function was going to be a shit-ton of content creation work. And I did that work; I created all the structures, all the recipes (over 800 and still going), all the goods, and I laid out the initial resource map. I did it for two reasons: first, my responsibility was to deliver an economy, not a bunch of pretty documents and some untested code. Second, if creating the content for the system I designed was actually godawful scut-work I wouldn’t wish on an intern, then what kind of jackass would I be if I walked away from the mess and said, ‘Have fun, content creator person!’
Well, actually, that’s easy. I’d be an indie RPG designer: too lazy to do the hard work, only interested in the fun work.
It is only by using systems we design that we actually have any sense of how they function. And when a system calls for content, we only use that system by creating the damn content ourselves.