Manifest Destiny
October 8, 2009
What did this used to be? What's here now?Part of the appeal of the exploration playstyle is a sort of manifest destiny, a chance to "go west" (or wherever) and make some mark on the world. In the simplest sense, that's a chance to stake a claim in the world. You can see it in the old-school origins of hobby gaming in the form of establishing a stronghold and attracting a following once your character achieved a certain level. In a modern game world like Vampire, that's a chance to build, say, a princedom or domain from the ground up. I remember the old, boxed-set live action rules for The Masquerade, which assumed that most players would be interested in more of a small-scale murder mystery style game. Look at the live-action organization that's most active today, though -- it's a network of thousands of players who participate in a collective shared world divided into domains characterized by the schemes (and sometimes antics) of its characters.
Online, EVE is a great example of this, too, of course. With its systems for sovereignty, corporations and alliances, player-owned stations, and security and aggression, it's a game about staking a claim in space and defending it and expanding it.
It doesn't have to be stuff to conquer or dominate, either. It can be making a mark by learning a little more about the world. For example, I remain a fan of Ultima Online's world presentation. It's not the most complex, but it doesn't want to be or claim to be. Here's a fort in the wilderness. It's full of orcs. Sometimes, a shaman shows up. That's all the information necessary to paint a compelling portrait of that part of the world -- for me to feel like I've learned it, mastered it, and know it, and the excitement of how that's paced is the thrill of the experience. From the information I learn in that exploration, I can discern that this part of the world has a problem with orc presence, and that those orcs have a form of potent spiritual leadership in their shamans. Why are the orcs here? Do they have a tribal theocracy? How far will they range from that fort in the interests of protecting their territory? These are all questions I ask when I explore the UO world. I have a hard time playing it now because of its dated look, but its emulation of a vital world is still, well, vital.
You have discovered a new region! Please christen your discovery. "BONERTOWN."Compare that with a more traditionally narrative-driven game like Oblivion, which comes across more as a novel than an exploration. Oblivion inundates the player with such a vast quantity of information that not only does he not ask additional questions about the world, he doesn't even want to know the answers to the questions the content creators have decided he's probably asking. The exploration of their wide-open world is at odds with the great body of their lore. You can explore all you want, but all you're going to find is what they want you to discover. I like Oblivion, but I don't love it -- it's obviously not a game that caters to how I want to play. That said, I'm interested to see how Dragon Age plays, but I know it's not going to be a manifest destiny sort of game.
On the other hand, you couldn't just turn the players loose and let them shape the world entirely, as much as it hurts my idealistic design to view to acknowledge it. You'd find yourself exploring the Plains of Fart, Beavisland, or Bukkakeville if you let people name things as they discover them. Naming discoveries is one of the features of a tabletop adventure campaign I'll soon be running (or via Google Wave if the invite a friend sent me is ever processed), but my players are finite and handpicked. In a public MMO, anyone who pays a subscription fee has a right to be there, and their play is just as valid. A dyed-in-the-wool roleplayer and a mob-grinding tactician both have the same share of the world, so both "The Valinaur Steppes" and "The Poop Fields" are equally reasonable outcomes of a world in which the explorer names his finds. Even though one is less desirable for the integrity of the experience and actively intrudes upon one group's enjoyability, they're both "fair." And that's why, with no barrier to entry, you can't have them.
Late Addendum: Here's an article on the difference between exposition styles that may sound somewhat familiar to regular readers here. It's brief, but it covers both quantity of background information and the method of communication.
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