The first “virtual worlds” were Text-based MUD’s, or “Multi-User Dungeons”. These were essentially chat rooms, with almost all gameplay being conducted through text messages. Some MUD’s had ascii art, or additional gameplay features, but the worlds were predominately text-based. Even though MUD’s do still exist today, online roleplaying gaming and virtual world development has almost entirely shifted to rich, graphical worlds. However, I think that, ironically, the increase in technology has in some ways limited the capabilities of modern Role Playing worlds.
This might seem like a strange idea, but with the text-based MUD’s of the 1980’s, the only limit was the imagination and creativity of the players, which was boundless. A world could be described in rich detail in a few paragraphs, engaging, interesting characters and stories could be created and equipped with powerful weapons and equipment, and interactions between users could be as unique as the players themselves. Even with all of the recent developments in “user-generated content” we have not come close to this level of user agency in a virtual world. A modern MMO can allow customisation of characters, weapons, and equipment, but this is generally limited to choosing from a set of options. Newer games allow real-time deformation of the 3D mesh, which is an exciting and very powerful addition to gaming, but there are still hard limits on what a user can create. The old MUD’s were limited only by imagination, our newer MMO’s are limited by technology.
The question becomes: How can we correct this, and do we want to?
Virtual worlds are becoming more and more advanced with regards to imagination and creativity. Second life, for example, allows for the importing of custom meshes from external modelling tools. With the rise of 3D printing, it is quite possible that average users will become more and more proficient with 3D modelling tools, which will reduce the technological barrier to creativity.
Further advances in in-game tools, such as the aforementioned real-time mesh deformation tools, will also close this gap, but we will likely never eliminate it completely.
With my project, I want to allow the user as much freedom as possible. I am trying to create a sandbox, full of the tools and resources necessary for complex behaviours to emerge. This is the reason why I am starting the game in primitive times, I want to start with a blank slate. Most games of this type would either go the MMO route, and create a world full of fictional races, cities, alliances, enemies, and unique weapons and powers. Others would go the social world route, and create virtual meeting places and activities for players to spend time with. I intend to start with a world devoid of human activity, and see what develops.
With my recent integration of Awesomium in T3D, I have also thought about how this type of technology affects immersion in games.
Including tools like this in a virtual world is a big step, for a number of reasons. Yes, there is great power there, and the potential to do many exciting things (especially since the vast majority of common programs are now web-accessible, as I talked about in my previous post). However, including these tools can also break “suspension of disbelief”.
There are many different kinds of virtual worlds, and they all handle suspension of disbelief differently. Some are essentially 3D Chatrooms. They are places for users to interact and communicate. They don’t pretend to be “real”, they are overtly an online community. Having real-world integration tools like a web browser in a world like this would make perfect sense.
However many worlds, like the MMORPG’s are alternate realities. They require deep levels of suspension of disbelief, and require users to immerse themselves in the world, it’s history, and it’s characters, while essentially not acknowledging the real world. Being able to log in to facebook to update your status while you are fighting to save the kingdom from the rampaging marauders is not something that will benefit the users experience.
The future of my project will be a virtual space, not just a game, although it will have game elements. It will be defined as a place existing alongside the real world, while still having some mythos and internal fiction to it. I am trying to conceptually marry the concepts of game-based virtual worlds and social worlds together with a complex simulation engine, in a kind of grand experiment. I am not sure how it will all fit together yet, I am still in the early concept stages, but I am making progress in this area.