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Wish Interview with
Dave Rickey, Lead Designer |
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by David 'spridal' Moore
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Mutable
Realms' Wish is an intriguing animal. Billed as an "Ultra
Massive" MMO and promising that "Unlike existing MMORPGs
that confine players to a server with only a few hundred other
players, Wish's highly-scalable server cluster infrastructure allows
us to support tens of thousands of simultaneous players in a single
shared world." - we are hopeful that the game will deliver on
its promise.
Join us now for a
decidedly un-wishy-washy chat with Lead Designer, Dave Rickey. |
gamebunny:
You
must be excited and perhaps a bit nervous about beginning beta. It’s only
been underway for a week, but have beta testers surprised you with their
in-game actions yet and have any changes been made due to user feedback?
Dave Rickey:
Quite a few things, on both counts. The players are already taking towns,
which is happening much sooner than I expected with this number of people,
and organizing to clear roads between the towns. We've gotten the expected
feedback on game systems which has led to some changes, but we've also
gotten ideas from them for things like letting them hook into our HTML-based
Help system with their own game guides, maps, and such.

Tell us more about
your “Unique” skill system. How is it different and better than other
games?
Dave
Rickey:
The two fundamental differences are the flat power curve (some someone 10%
higher in their skills is only 10% stronger than you are, with no
exponential multipliers involved), and the Action/Target pairs that underlie
skill gain. You can only gain so much skill from performing the same kind of
action against the same kind of creature, you reach a point where you need
to go try something else, either use a different skill or fight a different
creature. This encourages the players to explore, and look for new
challenges. It also opens up making different creatures behave in different
ways, in the traditional XP system players always naturally gravitate to the
encounters that offer the best effort/reward ratio on XP, and anything that
makes the monsters smarter makes them not worth the trouble. With our
system, there's always an incentive to take on those more challenging
encounters.
Can
you elaborate on your NPCs (a pet peeve of mine is stationary, unrealistic
NPCs.) Will they move around and interact well with players in meaningful
ways?
Dave
Rickey:
Most NPC's have a routine they pursue, in the case of shopkeepers this may
be as simple as just wandering a bit inside their shops, checking their
stock, looking out the door, etc. Others, like farmers, will move between
their homes, their fields, and various shops. The intent is to make the
towns feel more like living places rather than just false fronts.
We're
hoping to give the monsters considerably more appearance of purpose and
goals than has generally been the case in these games, as well, but that's a
promise that has been made before so we'll just have to play it close to the
vest until we have something to show.
You’ve
stated that Wish can be considered “Quest-centric.” Can you tell us more
about your Quest System and maybe grace us with an example ;)
Dave
Rickey:
It's really hard to describe. The problem is, "Quest" has come to
mean something totally different from what it did originally. A Quest was
both a journey of self-discovery, and and attempt to make some change to the
world in service to something larger than yourself. But in online games,
it's become "run here, fetch that, talk to this NPC, jump through the
right hoops and get your "shiny". There's no self-discovery (or
discovery of any kind), and no change in the world except that another copy
of the "Singing Sword of Uberness" having entered it. It's pure
time filler at best, simple boredom more often than not, an alternative to
grinding XP out of an_orc_colossus all night long.
We've made a decision not to hand-make any quests for Wish that don't either
tell a story, or make a difference in the world. We feel it's better to have
a few hundred *good* quests, than a few thousand that could just as easily
have been generated by an automated system once you strip away the labels.
We will probably have an automated "task" system, but we're not
going to waste human talent on things that don't show any real sign of human
creativity. This will hopefully let us create events and settings worthy of
the word "Quest".
How do you feel about
the new trend of “Instancing” private dungeons and play areas in
upcoming games like Mythica and World of Warcraft? Will Wish have a similar
feature?
Dave
Rickey:
I think it has good points, but I'm always suspicious when an entire
industry is stampeding towards an unproven "Magic Bullet".
Instanced content has been used in Anarchy Online and to a limited degree in
EverQuest and Asheron's Call 2, and it just hasn't had the overwhelming
response from the players that would justify making it the sole source of
gameplay. Ultimately, when you strip away the persistance of world and free
social interaction, and substitute instanced content, what you're left with
is Diablo plus a really pretty replacement for Battle.net. Now Diablo is
hugely popular, but would it have been nearly as popular and long-lived at
$13/month?
Now I realize that's a strong statement, but I'm a strong believer in the
"game as world" approach to MMO design, and to me instanced
content is a complete reversal of that. Rather than making the world
more complete, making the systems more stabile, making the actions of
players more meaningful, instanced content is just throwing in the towel and
saying "We can't make anything you do matter, but we'll make it really
*flashy* while it lasts". And at another level, they're an attempt by
the developers to counter the unpredictable behavior of online game
communities by reverting to what they know: scripted storylines in
controlled environments. In other words, they think MMO's (and especially
their revenue streams) are really nifty, but they don't want to deal with
all of that icky, emergent, "community" stuff, where the question
of "Who is really in charge here, me or the players?" gets so hard
to answer.
My
thanks go out to Dave and the folks at Mutable Realms and Themis Group.
For further info on WISH you can check the link below:
mutablerealms.com
David 'spridal' Moore. ©
2003 gamebunny.com. 19/Dec/03

Wish ©2003 Mutable Realms
Site Contents ©2006 moorentertainment |
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