[I had started on a post earlier, but
between paragraphs I did a little surfing and found something that
changes part of what I was writing about. I'm actually a little
bothered that this post has taken me more than an hour to bang out.
I'm not writing for a magazine here.]
Several years ago, Natalie introduced
me to what was then a new game, Myst. A year or so later, the game
became popular with some other people I knew and I played it again.
A few years later, a massively multiplayer online game was announced
based on the setting and backstory of the game (as revealed through
the games and a couple of novels). This was called a number of
things, but was released as Uru. The original live version, Uru
Live, never got out of beta and was canceled. I missed joining the
beta. But a version of the game was made available for the fan base
to explore and stay together. We were rewarded a little over a year
ago by an renewal of the game via GameTap. But that, too, canceled.
Since then, I've tried a couple of other games, but haven't found
anything that was as compelling as the original Myst games and all
the things I expected to see in the Myst Online: Uru Live story. Too
bad that even Myst Online didn't live up to my expectations for an
online game.
Last week, Cyan announced that they
were going to release Myst Online as an open source project. This
would include the server, client and tools. I assume this also means
that at least some of the content of the game will be released or at
least available. This is the one thing that changed the direction of
what I was thinking.
A couple of weeks ago, I decided I
needed something new to read. One of the books I picked up was
Lawrence
Lessig's Remix.
Lessig's presentation of what he calls Read-Write versus Read-Only
culture and a sharing economy versus a commercial economy started to
get me thinking about MMO in general.
After starting to read the Lessig, I
checked out one of the guest bloggers at Boing
Boing, Clay
Shirky and was drawn to the title of his
book Here
Comes Everybody: The Power of Organizing Without Organizations.
And there have been a couple of conversations some people at work.
I started to realize that some of my
positions on MMO were changing and that I felt myself circling around
an argument as to why MMO in general seem to suffer (or at least the
issues I have with them). I should note that this post is currently
into its 4th day of being written, and I have not yet
finished either Lessig's or Shirky's book, so I may not be into
the meat of their respective argument. I have also not been
following the overall conversation occurring at the Myst
Online forums, any other forums or any
of the blogs
from the Myst community about this
topic. I am expecting that some of what I am writing has already
been said by others. And I'm expecting that other have and will
say it better.
Lessig's statements about
RO-professionally produced culture and how it compares to RW-culture
produced by amateur participants in the market are what made the
Shirky catch my attention (to the point where I ran out the night I
first saw it and got it from the library).
This is the point where I realize that
everything I was originally going to post is changed by Myst
transitioning into an open source project.
Without getting into quoting, this
changes everything.
Under the model of MMO that I would
recognize, the game setting and environment are under the control and
direction of a single commercial entity. What happens when that
entity bails out and releases the server, client and tools to the
amateurs who were attracted to the setting for one feature or
another?
At least one other person has divided
gaming communities into three categories. I'll call these three
categories Story, System and Social.
Socials are the easiest group to
define. They participate in an MMO because of other people
participating. For them, the ‘game" is really just a 3D chatroom
with occasionally interesting diversions from their chat. These
groups tend to follow each other around, and are pretty much in the
same groups with the same relationships in every setting they
participate. I've seen this group complain about people trying to
do IC things away from officially organized IC events.
System people are in the game to do
something that is provided by the system. Level grinding, PvP
combat, farming and harvesting of resources and crafting are the
things these participants spend their time doing. I'd say that the
phrase "Play the game, not the story" is their motto.
Both the above groups tend to "stalk
to story," either looking for the distraction, or because stalking
the story creates a target rich environment for combat. Player
driven parties are also fodder for the same reasons.
The last group is the one I strive to
participate in. This group tries to follow the story, not as a
stalker looking for distraction, but as an active participant hoping
to discover the secrets of the story, setting or something else, but
from within the setting of the story.
I would love a setting that allows me
to position myself as an minor character in a book, occasionally
having the opportunity to interact with the story in a way that
justifies its existence. I'm playing because I'm trying to
escape. And I don't want to passively participate.
The fear I have is that with Myst going
open source, there are already groups within the community that have
said that the only content that was important were new Ages. Story
is not, currently, all that important.
I'm still waiting to see how this
game is not going to devolve to Second
Life.
This isn't to say there is anything
wrong with Second Life. I was looking for an escape with a story.
At this point, I'm waiting for the cold
war that I get the feeling more or less permeates the Myst community
to turn into an all out shooting war between groups with different
takes on what Open Source Myst Online (OSMO, per Chogon) will be when
it is finally released.
I have a feeling that I am going to
write more on this, but right now I feel the need to catch up on what
others are saying.
Good night & Good Luck