So in one of our infamous brainstorm sessions, we were sprouting MMO ideas, and one of them that came out is one that I’ve seen great examples of in other games – Star Citizen, EVE, The Repopulation, even Star Trek Online, but none of those quite had the hook we were thinking of. I thought this week I’d go ahead and just toss the idea open to the ether for someone to run with or ignore (my guess is that there are at least a dozen other people thinking along the same lines who have more programming expertise and, more importantly, money to pay programmers.) Our thought was something of a Star Trek mixed with Battlestar Galactica and Blade Runner – that drive for exploration, but with a real sense of danger in the universe. Space travel is not safe, but it is necessary. Necessary because earth is dying.
The Year is 3786 AD and the Earth is dying. War, starvation, global warming, predation of resources are enough to seal our fate. But, as if to rub it in, scientists just confirmed the sun is slowly and surely expanding. The expectation is it will not be long before we go extinct – we won’t live to see the Red Giant because we’ll have killed ourselves long before then; the days are numbered for the human species. But 50 years ago we found something. Conspiracy theorists whispered of a discovery by Mars 17 that was quickly hushed up along with whispers of alien artifacts. Shortly after the announcement of the Sun going Red, the Corporation unveiled a fleet of ships “capable of faster- than-light travel” along with a list of the most promising systems that could support human life. And they are recruiting scouts…
One of the things that first got me excited about my first Dungeons & Dragons character—my “magic-user” to use the old fogey term—was not simple combat magic. Sure, Magic Missiles were pretty darn cool, and you could generally take down an orc or two with them, but some of those early utility spells were pretty great. I remember reading those early spell descriptions out of the 1st ed. Players Handbook and thinking about creative ways they could be used. Remember Detect Magic and Knock? Levitation? How about Wizard’s Eye, the spell that allows you to see around corners or down the hall? Sleep was almost more powerful in its way than those early damage spells – you could possibly put a whole group of monsters to bed, and subsequently, death. Tenser’s Floating Disk for carrying your stuff? Spider Climb, which allowed you to skitter up walls temporarily, and Tongues, which allowed you to speak another language.
I was trading off playing between Lord of the Rings Online (LOTRO) this week with a bit of The Secret World (TSW) and recalling many of the frequent comments from players lamenting that MMORPGs had become “too easy” and “too casual.” It’s an interesting assertion since these two games in particular have a very different feel as far as difficulty is concerned. LOTRO questing is in many ways similar to the World of Warcraft in that expeditions are on the “easy” side – it’s pretty straightforward taking down the bad guys or collecting relics on the beach or whatever the game asks of you; but the feel of the game is more calm and relaxing. There’s certainly a nice aspect that; causally exploring the countryside, taking in the view of distant ruins or mountains while hunting boar hides is a mode of questing that can be a nice reprieve, especially after a stressful day, or as a nice way to get rolling in the morning with a cup of java.
The whole Newtown tragedy got me thinking a bit recently regarding the combat-centric emphasis of most video games. I won’t get into a discussion here about whether combat should be eliminated from games or not – I think it’s probably unrealistic at worst, and undesirable at best. There have been many articles about violence in games before as well; just Google it and you’ll come up with plenty.
Call of Duty or Assassin’s Creed are the games people first scrutinize (or blame) when these tragedies arise, but combat in games go back to very aborignal games – you could say Risk, Galaga, or even PacMan had something of a “combat” focus – you were certainly fighting an adversary, and conflict is certainly necessary in any form of literature, and even art in general. Combat versus monsters or dragons is a bit more acceptable, since they aren’t “real” in the sense that other people are—again, more reasons why Call of Duty or Grand Theft Auto are the ones that get the most attention.