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Mimesis Online Developer Diary, part
9
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley looks
at conflict handling, both in the game and in the office.
Part 9. "Conflicts"
The Beta Tests are rolling ever onwards, and working pretty
much according to plan. There's more people being admitted
as testers this week, and we're almost up to stage two. Most
importantly of all, the structure of the tests is working
for us. So, I'm not going to write anything about the Beta
Tests this week, as it would sound awfully self-congratulatory,
and I'm sure the last thing you need is a whole page of us
patting ourselves on the back. There's been no big disasters
or foul-ups, and good news is no news. Right?
Anyhow, I thought I'd move away from Betas and Gammas and
stuff like that, and talk about conflict. Different kinds
of conflict - in-game and in-studio. This is not an exposé
- don't read this looking for juicy details of office punch-ups,
because they're not there. These are a few anecdotes and backstage
details, and a little preview of conflict resolution, Mimesis
style.
Now, I've said repeatedly that Tannhauser Gate is a great
place to work (because it is), and has a relaxed and friendly
atmosphere (because it has), but that doesn't mean that we
all agree about absolutely everything. Our disagreements range
from the trivial, completely unrelated to the game, to the
serious, i.e. to things that are at the very heart of the
game (nothing like being passionate about something to bring
the claws out). And some subjects of contention are downright
bizarre.
Cats & Dogs
Like cats and dogs. Artur is a dog man - he's the proud owner
of a beautiful, silky-black coated Doberman - a real champion
class dog. But he can't stand cats. He thinks they're sneaky,
untrustworthy and sly; fuzzy little parasites on humanity.
While I, on the other hand, am a bit of a cat fan, as you
may remember from the diary entry that I wrote from home the
day of the move. I don't mind dogs...well, I don't particularly
like small yip-yip dogs like Francine's mother in 'Strangers
in Paradise' has, but generally I'm an animal fan, with a
particular love of cats. Anyway, that diary entry was the
cause of the only time myself and Artur crossed swords. He
wanted to change the cat (Morph, a tabby) to a dog, despite
the illogicality of said animal curling up on a keyboard later
in the same diary entry. I dug my heels in; it remains a cat.
But every chance we get, we remind each other of the superiority
of our respective pets. In a non-confrontational, friendly
manner of course...
Music
Now that's a steady cause of conflict. I've said it before
and I'll say it again, if the wrong music is playing, you
just can't work. And when you've got several people in one
room (each room at the studio's two addresses now holds several
people - and I can still remember when there were only eight
people in the whole studio!), there's bound to be something
played that doesn't suit someone. We've tried headphones (interferes
with communication), equal-opportunity play lists (worked
for a while, but people kept sneaking in more than their fair
share), and silence (no-one could get used to it). But the
best 'conflict' to be a spectator for is between Waldek (Led
Zepplin, Black Sabbath and this frankly weird polish band
that play covers of old seventies standards with new lyrics,
the kind you wouldn't play for your granny) and Marcin (Cake,
Pixies, Radiohead). This was a silent mutual glaring act -
neither would stoop so low as to actually comment on what
the other was playing (unless provoked), but they'd burn holes
in the backs of each others head with the kind of gaze usually
reserved by cobras for their prey. Just as well neither of
them is Scott Summers.
Game Aspects
Controversy about aspects of the game is far more vocal. As
I said before, if you're passionate about something...we haven't
had a 'discussion' like this in a long while (although the
programmers sometimes seem to get into these sorts of things
- I'm not sure, I've never been able to understand a word
they're saying). In fact, this kind of conversation only went
on at the beginning, when we were establishing the basic rules
of the game. The most memorable concerned a creature that
was designed about two years ago, back when we were still
kicking around the idea to include magic in the game. I'll
tell you the story of that idea at a later date. Anyway, this
creature basically looked like a ghost, and months after we'd
made the decision to go strictly sci-fi, was still knocking
around. And then someone did a screenshot including a couple
of the things. And released it. You can see the offending
article on our main web site. Some of us were livid when we
saw this, because it was no longer supposed to be part of
the game, and some of us said 'it's fine, don't have a cow
or anything'...
Actually, it all worked out fine, because we managed to think
of a way of including the thing in the game without breaking
the sci-fi convention. But you'll have to wait a while longer
to see what that solution is.
All of these little conflicts have never threatened the integrity
of the team - we've always managed to keep the trivial at
a trivial level (comments, jibes, etc. - all very good-natured),
and calm down in time if the discussions are too intense.
There's been no walkouts or slammed doors.
Conflicts in the Game
In 5692, they have a different way of resolving conflicts.
Thankfully, we don't use it at Tannhauser Gate, because there
wouldn't be that many of us left...
This is taken from the description of the gameworld, and concerns
arenas, one of the ways we created for players to 'resolve
conflicts' with other players.
The arena system is a controversial aspect of life in 5692,
and there are many who do not accept this 'sport'. Arena fighting
is a combination of elements from Skirrosian and Human culture,
although all historical reports indicate that it was the 'missing
race', the Callions, who initially engaged their money and
effort in building up this now-thriving 'blood entertainment
industry'. In every land there is at least one arena, and
the local arena cartels run semi-regular gladiatorial tournaments.
Not all arena fighting is to the death, but the most press
attention is garnered by the often vicious 'Last Soul Breathing'
tournaments (a sport which can sometimes quite literally follow
the Skirros maxim: To our goal over corpses and sorrow). Other
major sporting events also take place in the arenas, although
it should be remembered that with the social and political
instability which exists, such organized events follow no
set timetable, and are rather the exception than the norm.
That said, the arenas and the events that take place in them
have become an undeniably integral part of life on this planet.
Besides their 'entertainment' function, the arenas also serve
two other purposes. The first is as a 'talent pool' for organizations
and individuals looking for employees for security work and
other high-risk tasks. If someone is good enough and strong
enough to emerge victorious in the arena, then he or she can
probably handle a variety of difficult situations, and in
an uncertain and dangerous world like this one, that kind
of person is the kind you want by your side. The second function
is as a place to resolve differences - many have found that
involving the governor and the authorities in a dispute leads
to an unsatisfactory resolution, and the arenas have been
unofficially established as the place to settle a wide variety
of disputes the physical way. The authorities turn a blind
eye to what goes on during such challenge fights, and some
have begun to refer to the arenas as 'blind spots', 'looprings'
and 'people's courts'.
In game terms, any fight in the arena is a legal and allowed
fight. It doesn't matter who starts such a fight, or who wins
- no-one's character will be punished. You can challenge other
players' characters to meet you and fight in the arena, and
they can refuse or accept. If they refuse, then nothing happens.
If they accept, then you can arrange the time you will enter
the arena, and go there to fight. You have the same freedom
to accept and refuse challenges from other players. You can
fight one-on-one, in pairs or teams, to the death or to first
blood - you and the other player decide. Other than this,
the arenas are places you can send your character to pick
a fight with a variety of NPCs, to watch a fight, or to take
part in a tournament.
I hasten to add that we're not trying to recommend beating
the tar out of each other as a way of resolving conflicts
- not how it should be done; as Rex the Runt was wont to say:
'It's not pretty, and it's not clever. Oh, no.' But PC-PC
combat is a fact of life in online games, so we decided to
create a place where it could go on 'legally', and so that
those who don't want to get involved, don't have to. That
doesn't mean it's impossible to get attacked anywhere else
in the game world. I'll tell you more about that kind of PvP
some other time.
Just a thought. Wouldn't it be nice though, if conflicts could
be resolved in online arenas? Might make the world a safer
place.
Just being naïve. Take care all, and resolve your conflicts
peacefully!
Derek Handley.
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