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Random Dialogue: The Map is the Territory
Dialogue, 2004-03-08

When it comes to rolling your own campaign setting in a table-top game, my favorite part has always been creating the geography of the world. Massively Multiplayer Game developers have similar goals when the work on a setting begins. Decisions that seem trivial may have a lasting impact on the world once it is populated with players. Today I'll discuss issues of zone design, flow, and the effects of those decisions on players.

Placement and Flow

Given the different ways in which Massively Multiplayer Games are designed, it would seem that there are two discussions to be had here. Some games are differentiated by zone, broken up into small areas which require a (usually short) load time to pass between them. Some are zoneless, allowing you to freely move around the gameworld. In reality I would argue that there is no real difference between the two types of games when it comes to placement of assets and intended flow. The simple reason is that all games involving zones utilize zone-spaces large enough to allow small discrete areas within them. If you take a look at the maps at EQAtlas, for example, you'll see that many of the large outdoor zones have features that naturally divide the zone into smaller areas. A good example that many people may be familiar with is the newbie zone of the Misty Thicket. This area, the newbie hunting zone for the hafling race, consists of a large outdoor area punctuated by a few small hills and some smaller ruins. However, there is a higher level area (upper single digits) within the zone. It is divided away from the lower level area by a large wall defended by guardsmen. It's a great design, because new players can adventure in the lower level area without risking harm from the higher level beasts. The key though, is that they can see the higher level area. Once the players are brave enough to fully explore the lower level side of the wall, they'll be able to stand on the ramparts and look out into the area they'll soon be exploring. This visible reward for their efforts (they get to go beyond the wall) gives them a good reason to gain levels besides the inherent grind. In addition to the visibility of the higher level area, there are characters within Rivervale (the hafling village) that offer and hint at quests that involve creatures on the other side of the wall. The whole issue here is flow. New characters move from the Hafling village (where they might occasionally hunt level 1 rats) to the Misty Thicket. The design of the thicket, along with incentives from the NPCs, move the players through the zone to the higher level area as they progress in levels. Once they've capped out on that area they would naturally look to the zone beyond the high level area, which is just around the level range that they should be at when they want to leave the Thicket. From Misty Thicket players move to either the Runnyeye citadel, an orc encampment, or the Gorge of King Xorbb, a dungeon with a very large level range (8 to 30+). These three zones are an example of an overall design that the developers of Everquest took into account when deciding on zone placement. Beyond arranging the zones in such a way as to create a believable continental geography, the zones were placed such that they led naturally one into the other as players gained levels. Worlds with no zone boundaries do very similar tricks to focus their players in specific ways. The newbie hunting area outside of Theed on Naboo is bounded by a river. Dangerous creatures inhabit the mountains and are difficult to traverse. These challenges will tend to put off newer players and keep them safe from the mountain dwelling creatures. Guiding the players through the features of the land is a pretty logical goal. What about more basic functionality?

Zone Design for Functionality

In general newbie zones and "travel" zones that a lot of players are going to pass through need to be laid out in a logical fashion. Clearly defined roadways guide players through the zone in the way the designers intended. Creature placement likely supports this decision, with creatures generally avoiding the roadways. That's a different discussion, though. Zones built more specifically for adventuring don't need to make sense. In fact, in some ways, the less sense they make the better. The twisting paths of Paludal Caverns were obviously designed with confusion as part of the goal. The darkness, confusing passages and the frequent watery pits make the zone extremely hard to navigate and exacerbates the dangers of the area's fearsome creatures. In this case, the designers are using the zone design as an added challenge above and beyond the mobs in the zone. The ability to add challenges with a simple change in the zone layout is a powerful one. The key, of course, is to provide design challenges in a level appropriate way. Including a large pit in a zone that will be frequented by characters that can fly or levitate over it is fairly pointless. On the other hand, zone design can also assist players by providing opportunities while hunting. An area that allows a player to but his back to a wall can provide additional peace of mind. Many games allow players to escape monsters they've aggravated if they can move beyond the creature's field of view. A series of tall fences in the newbie zones of Final Fantasy XI deliberately provide these opportunities, as can thick forests or a well placed rock wall. So zone design has many purposes. Providing visual enjoyment is the easiest and most enjoyable to talk about.

Zone Design for Aesthetics

When thinking aesthetically, imagery is the key to zone design. Tapping into ideas the player is already likely to hold allows the designer to create spaces that will be, in a sense, self-explanatory. A city in the boughs of a series of trees is something that most fantasy fans will have come across in the past, and placing one into a zone that is very nature-oriented will make the player understand the "jist" of the zone. Placing ruins in a corner of an area will evoke the player's sense of dread. The fall of a civilation to dark forces will alert the player to possible dangers and placing appropriate challenges within the ruin won't shock the player. Wide open spaces are more difficult. Plains can summon up imagery of idyllic fields of grasslands inhabited by peaceful herbivores. Clues can be given to the player to alert him to dangers, though. Guard houses on the edges of the plain can cue a player in to the fact that more than horses dwell on the plains. Zone design evokes emotions and moods just as effectively as talkative NPCs and goal oriented quests, and imagery is the key to that evocation.

Next Week

Next week I'm going to take another (planned, this time) break from design discussions to talk about the roles and possibilities of Non-Game Virtual Worlds. It will act as a cap to some features we have this week. Tomorrow we have a review of Second Life, and then on Thursday "There". Make sure and check back all this week for a definate change of pace from the usual bunny-bashing.



 
 
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