Massively Micro Player: The Power of Intimacy and Gaming - DayZ & D&D


Written by: (Twitter @RyanVerniere - ) | July 9, 2012 2:16 pm

Massively Micro Player: The Power of Intimacy and Gaming - DayZ & D&D
9 Comments

In the beginning – the Styrofoam filled, diet pill popping 1970s — there was Dungeons & Dragons, a modified war game turned persistent adventure game. Small groups of friends would gather in dusty basements, around kitchen tables and occasionally in the odd garage to cooperatively explore exotic fantasy realms. Each player took on the role of an individualized character, typically composed of a race and class paring, e.g. Elven Thief, Human Fighter etc. Before any of you rust covered veterans start complaining, I’d like to remind you that you’re old and no, the kids don’t know about this. But I digress.

These characters were kept on sheets of pressed tree pulp called paper and their mathematical statistics were managed with a pencil (a material derived from graphite).

OK, I’m being a jerk.

The biggest difference between D&D and its war gaming ancestors was the persistence and progression of the paper character. This is where the concept of leveling up comes from and you already know how that works. However, more importantly and to my point, players who adventured for long periods of time together forge real bonds. It’s no different really than the dynamic that emerges through the routine participation of any group activity (Band, dojo, knitting circle etc). Admittedly some players are already friends before they engage in an activity like Table Top Gaming. But this doesn’t change my point.

So why is it that in this age of hyper-connectivity we have yet to see a meaningful RPG experience crafted to support a group dynamic? Having grown up playing table top, it’s safe to say that online guilds and multiplayer FPS games don’t offer the same intimacy.

pc games f2p news     D&DAYZDay Z (hardcore zombie survival simulator) has a lot of game designers talking and rightly so. Arma II & Operation Arrowhead sales have gone through the roof and its designer Rocket has been flung into overnight stardom. This experiment illustrates a number of helpful parallels regarding intimacy and gaming. I was a little skeptical of what a 60 person server could offer in the way of community. Of course, I quickly realized that was irrelevant. Online guilds exist on a communal-layer that supersedes the actual game being played.

Unfortunately for Day Z the moment a formidable group of players assembles, the game’s difficulty mountain inverts. Why? Because once the path of least resistance is discovered and Risk VS Reward properly assessed the sandbox is essentially beaten. In Day Z terms, this means you’re never more than 20 minutes away from an AK-47, Alice pack and a tent and you can reliably get to them nine times out of ten. Congratulations you’ve won.

When I first discovered Day Z none of my friends were playing and I was definitely having the experience Rocket had intended. The game-play even held up after my little brother joined in on the action. There we were, two idiots running through the dark, hiding from zombies and having a lot of fun. This lasted a few blissful weeks.

 

pc games f2p news     D&DAYZ

 

Thanks to Facebook I noticed that a number of my old work pals were playing too. So I hooked up with them expecting to have a great time. And, for a few more weeks, Day Z was all I could think about. It all started to go sideways when I realized everyone in this group was cheating; they were turning up the gamma (poor man’s night vision) to see in the dark, item duping tents inside other tents, inside other tents, not to mention ammunition – ad infinitum. I admit I cheated too (mostly ammo). But even if we weren’t a bunch of cheating @$$&*|#$ we were still running out of things to do in Day Z. We weren’t survivors we were a bunch of munchkins! But that wasn’t the only problem.

I found myself longing for some form of progression in my experience beyond getting the next gun. It started to feel as if the game needed more content. Yes I understand that the game is in alpha and it’s a sandbox experience. When I say content I’m not suggesting Rocket fills the villages with barking NPCs who incessantly request your help in finding their lost cats, gold or wolf pelts. Instead, imagine the Chernarus Map is only one of three environments of scaling difficulty. Map two is composed of sprawling Russian suburbs (a chunk of Moscow perhaps) and a third map where the survivors experience crescendos by making it all the way to X. Players would need to complete a difficult task or series of lesser tasks in order to progress to the following map. I also propose that you could accomplish this without using one silly NPC. For example: assembling the car might be a task required to progress from Chernarus to Map two.

pc games f2p news     D&DAYZUltimately I played for as long as I did because my Day Z group had bonded in much the same way my D&D group once did. Character compositions were now made up of play-styles and weapon load outs instead of race and class parings. Our individual personalities had flavored our characters and we actually felt bad when someone died. When such an event transpired we built a tent grave for the fallen where we’d stow as much of their gear as we could. While this ritual was really just a fast way to pass on gear to a character’s new incarnation, it had a somewhat sentimental value. The pledge “Don’t worry man, we’ve got your night vision goggles” carried a bit of RP weight. I can only imagine what a hand-crafted action/RPG experience would offer a small group of players.

This sort of brings me back to my original subject.

Where’s our five-player Skyrim already?

Originally appeared on ryanverniere.blogspot.com


  • http://www.facebook.com/marcus.b.aberg Marcus Badgerattack Åberg

    5 player skyrim, yes please :)

  • http://www.facebook.com/profile.php?id=1260066056 Steven Diaz

    I agree, I want Elder Scrolls multiplayer.  The REAL Elder Scrolls, not that pile of used oil that they’re currently making.  They should have just listened to the players.  They even stated Skyrim would have multiplayer.

  • 7BitBrian

    I read this when you first put it on your blog. Good read. It’s something that makes you think about the long term viability of a game like this.

    • RyanVerniere

      Thanks for being an early adopter Brian! GAMEBREAKER will be pulling posts from my blog now and then. 

      • 7BitBrian

        Nice. I’ve been reading since you came to Gamebreaker and I learned you were the same Ryan from MOG.

  • Cody Moody

    Good article. I love DayZ because it is what Left4Dead2 should have been, in a world where Gaben didn’t have to make house payments.

    • RyanVerniere

      Thanks for the love Cody Moody. I love Day Z and everything it proves about games! 

  • http://www.facebook.com/people/Nae-Bodee/100002134184112 Nae Bodee

    Gotta agree with the lack of progression really impacting on it’s replay value. However, there is so much potential with this and I think Rocket knows this.

    Watching his rezzed speech a few days ago showed some interesting solutions such as base building, dog companions & profile manager hasn’t made me disregard the game completely. Still hella’ fun!

  • http://profile.yahoo.com/CPCXUABGFWCXJ4SBX6NLLLP7O4 Christian

    You guys are tired that DayZ dose not have much replay value. Well there’s this new game that’s going to come out some time by the end of the year and its called The War Z. lol Yea name is kinda like DayZ and so is the game. But it dose look promising. I wonder why Gamebreake has not talked about it yet? But anyway see the interview they gave about the game at IGN. And RyanVerniere, if your reading this. Tell the Gamebreaker crew about it. http://www.ign.com/articles/2012/07/19/the-war-z-a-new-zombie-survival-experience?page=1

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