Tag Archives: harry potter

Five nonexistent MMOs I’d love to play

In honour of the Friday Five 1, and bearing in mind my opinions about what makes a good MMO setting, here are Five Non-Existent MMOs I’d Love to Play:

  1. An Exalted MMO, based on White Wolf’s tabletop RPG Exalted. This is a non-European post-apocalyptic high fantasy game, based on ancient Asian and Roman civilisations, with strange magitech, terrifying Primordials who want to destroy or enslave Creation, complicated politics, and awesome cinematic wuxia-style action. There’s a whole range of potential threats, with a powerscale that would nicely suit a levelling curve with bonus epic (very epic) endgame.
  2. An Earthdawn MMO, based on the obscure tabletop RPG Earthdawn, originally published by FASA as a prequel to Shadowrun. Set ten thousand years ago in an age of magic, Earthdawn is best described as post-apocalyptic fantasy horror — the world is just recovering from the Scourge, a time of darkness when (evil, twisted) spirits called Horrors invaded and the people of the world hid from them in supposedly-impregnable caers. Horrors would make great enemies on every power level, from evil little skittering minions up to terrifying abominations the human mind was not meant to know, and the world would be perfect for exploration as the races of Earth are just starting to emerge from their caers and take stock of the wreckage.
  3. A Marvel superheroes MMORPG. DCUO was a letdown for a number of reasons, and its arguable failure (and the upcoming closure of CoH) doesn’t make superhero MMORPGs look like a good bet. Disappointing, as I’d always hoped to see a Marvel MMO — I simply prefer Marvel’s setting and universe, and I’ve been thoroughly turned off DC thanks to various shenanigans with their latest universe reboot. I know there’s an upcoming MMO, Marvel Heroes, but a) it’s an action RPG (ie Diablo-style gameplay), and b) you’re limited to playing a canonical character and just customising them, not playing one of your own. I want a “proper” (ie traditional) MMORPG, just set in the Marvel universe. (Although I am tickled by the fact that Squirrel Girl is one of the two dozen playable heroes.)
  4. A Harry Potter MMORPG. One of the things I enjoyed most about the Harry Potter series (and the reason it immediately exploded into such an active, insatiable fandom even among adults) was the wonder and possibility in the world. For everything that was defined in the books, ten more possibilities were hinted at, and there’s so much potential for excitement and adventure within the setting. (Also, Quidditch!)
  5. An Eclipse Phase MMORPG. Eclipse Phase, published by Posthuman Studios, is a tabletop roleplaying game of transhuman conspiracy and horror. It’s set in the future after wars have devastated Earth and (trans)humanity has fled to the stars. One of the most appealing things about the setting is that the technology exists to download one’s consciousness into everything from cloned bodies to battle robots to augmented animals, which suggests a lot of really fascinating gameplay options. The setting itself is also really cool, with a huge range of cultures and civilisations to explore. The game’s been a critical and commercial hit, and I think it’d translate very well to an MMORPG setting — in particular, the cloning and consciousness-transfer mechanics allow you to get around limitations like ‘dying regularly’, which is an obstacle MMO settings always have to justify.

Eclipse Phase, art by Stephan Martiniere

So, that’s my list — how about you? Any other super-awesome-cool MMOs that don’t exist but should?

(P.S. Plug time: Eclipse Phase is an amazing game, and if you have any interest in tabletop RPGs you should totally check it out. It’s licensed under Creative Commons, so you can download legitimate copies of the game and its supplements to try it out, and buy it if you love it. It’s totally awesome.)

  1. A long-standing blogging tradition that doesn’t seem to have migrated to the MMO blogosphere

What makes a good MMO setting?

The recent Shadowrun Online kickstarter prompted a bit of thought on my part, as — unlike to most Shadowrun fans — I’d always felt that Shadowrun would lose a lot in translation to MMO-land. 1

So what does make for a good MMO setting, when you’re talking about existing IPs from books, movies, television and existing non-MMO game franchises? I’m not sure I know, but I do think there are some important factors to consider. (Note that all these apply to themepark MMOs, rather than sandbox games, as they’re a rather different beast.)

Books! Image CC-licensed by A30_Tsitika on Flickr

1. What makes the original IP engaging?

This is something my tabletop gaming GM 2 and I have often thrown around as a criterion when thinking about what makes for a good roleplaying campaign, 3 and I think it applies equally to MMORPGs. Think for a moment about the original IP (especially for books/movies/TV) — is it interesting because of the adventures (or personalities) of the protagonists? Or because the setting itself is interesting? Could you imagine another group of characters having an equally interesting time in that world?

Most original tabletop RPG settings succeed against this criterion (because it’s their job to provide interesting adventure and challenges for any group of characters); TVs and books and movies are more of a mixed bag. As an example: Star Wars and Star Trek both succeed, because the world is full of interesting adventure for anybody. Doctor Who, on the other hand, fails; there aren’t that many Time Lords out there, and for everyone else, life’s going to be pretty mundane. There are some cases where the story is about the protagonists yet there’s a rich backdrop behind them (such as Farscape, Firefly, or Babylon 5), but in general most character-driven stories aren’t likely to be very interesting for the people in the background.

2. Is there a power scale?

Unless you’re talking about entirely sandboxy games where players make their own fun, you need a sliding scale of antagonists. You need mooks for the characters to wade their way through, and you need Big Bads who pose a serious threat to civilisation/the world/your way of life, requiring cooperation to take them down.

This is where horror and fantasy settings shine, of course; whether classic high fantasy like the Lord of the Rings or modern fantasy horror like Buffy, the monsters can always be bigger and badder. By comparison, other genre staples like espionage thrillers or procedural crime stories fall down here — who would characters in an NCIS MMO actually fight? Other ordinary humans? That doesn’t sound compelling.

3. Does the setting suit MMO story needs?

Because of the way quest-driven MMOs are constructed, you need to be able to assume that most characters (not players) are willing to let questgivers tell them what to do, whether because they’re all motivated to be heroes (as in typical quest fantasy) or because they’re the kind of people who will accept orders from their superiors (for instance, military types).

Again, this works in most fantasy settings, because the archetype of the fantasy hero saving the world is fairly strong; even if there are plenty of characters who break the mold, it’s reasonable to assume that protagonists are heroes or champions, and to write quest and story dialogue with those assumptions front and centre. If your setting is full of characters who look askance at disinterested altruism or blindly trusting in The Man, though, that puts a lot of constraints on how characters are motivated to do your quests. This is a criterion that dystopian settings like cyberpunk and espionage tend to fail; in a grim and gritty near-future where people will do whatever they have to to survive (such as Shadowrun or Dark Angel), hoo-rah heroism tends to look somewhat out of place.

4. Does the setting constrain normal MMO mechanics?

“Death” is the obvious problem here. In high-magic fantasy settings a plethora of revival spells make sense; in science-fiction futures, cloning and personality transfers are a reasonable explanation. But in low-magic low-tech settings, you need a plausible way to explain how Joe isn’t dead any more.

LotRO got around this problem cleverly. Healing magic in the canonical setting is slow and subtle, and has no provisions for returning from death (unless you’re Gandalf, and even then he had to get help from Eru himself). So Turbine re-cast traditional health pools as Morale; when you run out of Morale you’re not dead, you’re just too demoralised to continue, and this of course allows for healing and buffing effects from those who improve your morale (such as Minstrels and Captains).

But this dodge won’t work for every setting — it’d be jarring in a pseudo-realistic urban fantasy setting like Buffy, for instance. And there are plenty of much-loved science fiction properties that don’t have handwavium-levels of technology to allow for functional interchangeable clones, such as Babylon 5 or Battlestar Galactica.

Similarly, if the setting comes from an existing tabletop game or video game, does it come attached to game mechanics that don’t translate well to MMO gameplay? WotC’s D20 system is a good example here — it’s the mechanical system behind tabletop games like Dungeons and Dragons and the Star Wars Roleplaying Game, and fidelity to it served singleplayer computer games like Neverwinter Nights and Knights of the Old Republic very well. But it didn’t translate very well to an MMORPG, where players have different expectations of the gameplay. Dungeons & Dragons Online — a sloggy clickfest — is living proof that mechanics permanently attached to a setting can be a millstone around the neck of an MMO based in that setting.

5. Does the setting still make sense when there are ten thousand protagonists?

This is where Star Wars Galaxies ran into problems when people started unlocking the ability to create Jedi characters — set between A New Hope and Empire Strikes Back, it was hard to explain away the existence of half a dozen Jedi, let alone a server full of them. SWTOR avoided this issue; in the Old Republic era, there are canonically thousands of Jedi, and seeing a party of Jedi working together (or even a space station full of them) isn’t jarring in the same way it was in SWG.

A setting passes this criterion when you can imagine that any character could do what the protagonist does — Star Trek, for instance, succeeds handily because we know that there are tens of thousands of Starfleet officers out there; there are thousands of witches and wizards in the world of Harry Potter. There aren’t that many Time Lords, though, or Vampire Slayers, or D’ni, or Tarzans. When a setting features a single protagonist whose uniqueness is the linchpin of the story, it’s almost inevitably going to fail as an MMO – what works for the Chosen One becomes nonsensical for the Chosen Ten Thousand.

…Obviously I’m not an MMO dev,4 and MMOs are based on fresh IPs as often as not, but at least these rules help to remind me that “no, that might be a great book but it’d make a terrible setting for an MMO” when I’m having pangs of wishing I could adventure in my favourite fictional worlds.

  1. I do have reasons for this opinion, but they’d be something of a digression. That’s a post for another day.
  2. Who may very well be the best GM in the entire world. Seriously, you other gamers only wish you had a GM this great.
  3. Because we are obsessive nutbags about gaming and RPGs.
  4. More’s the pity.