Labor Lost and My Beginning
With Tweek’s latest post, he’s beaten me to the punch, so to speak, in outlining what I personally think any future incarnation of Uru should be like. I’ve spent a lot of time going over what I think went wrong and why, but less time has been dedicated here to what I would actually do, were I in charge. That certainly doesn’t mean I haven’t thought about it… I’ve got mockups in Photoshop, about 10 pages of sketches and handwritten outlines, and a full 6 more pages of typewritten “proposal” sitting at my desk. I’ve actually invested serious amounts of time and effort in figuring out how to build an Uru-like experience in an entirely new, cross-platform (Mac/PC), native (none of this Cider juice) engine called Unity. Not being much of a storyteller, my work has concentrated mostly on the technical and artistic side of this notion of a reborn Uru, and less on the actual story to be told. There are, however, a few things I think any new story needs to address before anything new can happen.
First, Yeesha needs to go away for good. I know there are people who will stone me for this, and others who will sing my praises without hearing me out, but here’s why: Yeesha’s character has been dragged through the mud to the extent that there’s not enough left to keep her going without some serious retcons. Given that I dislike retcons (as do most Myst fans, I believe), I’d rather just give her a final reason to not come back and leave it at that. Her story in MOUL wasn’t particularly engaging, many people saw her as incredibly manipulative, and there was no real way to integrate her into the everyday experience of playing Uru without some serious refactoring of how the game’s story was designed to play out. Her “special powers” have been used to justify some particularly egregious violations of Linking Theory as we knew it (I don’t think there really are any rules anymore thanks to the mess of PotS’s time travel and the wonky linking mechanics of Uru Live/MOUL), and overall I don’t think her presence has lent any stability or structure to the game beyond providing a semi-reasonable context for the Age instancing nightmare.
Second, the DRC (at least as we know it) needs to go away as well. Their apparent original purpose as a sort of “Mary Sue” for Cyan’s world building efforts has been largely (if not entirely) abandoned since 2003, despite Cyan’s frustrating habit of intentionally (and unintentionally) blurring that line by having DRC concerns reflect the pressures of Cyan’s work schedule. Their further purpose of providing an alternative viewpoint to that of Yeesha’s was also never well-realized in the first place (as Tweek explores in his blog post), and completely abandoned once Prologue was shut down and the DRC all went off on Yeesha’s Journey for themselves. As a result, the DRC as an instrument of historical preservation and archaeological responsibility gave way to the DRC that just opened up Ages willy-nilly, seemingly without oversight (coughTetsonotcough), and played directly into Yeesha’s plans for a restored Cavern.
I definitely think that some organization should be in charge of opening new areas of the game IC, but the DRC as we know it has become too entangled in Yeesha’s restoration plans to be of much further use. I’d much prefer the old DRC, with the explorer-snubbing Kodama and the safety-nazi Dr. Watson. I think Laxman can be salvaged, but only because he’s an engineer and something of a nerd, and D’ni just doesn’t work well without him it seems (doesn’t work too well with him either, but that’s another point entirely).
The real tragedy behind my decisions is that both Yeesha and the DRC could have been very interesting story elements in the original Uru Live, but the original offline release mandate, the Uru expansion packs, and End of Ages severely hamstrung Cyan’s ability to roll with the story they originally set out to tell. Characters went through extreme off-stage changes in the expansion packs, and whole new constructs of Linking Theory were built for the sake of making multiplayer puzzles work offline. The 3-year hiatus broke down any semblance of consistency between Prologue and MOUL, and whenever Cyan tried to pick up old threads (like Phil), players either didn’t know who they were, didn’t care who they were, or were frustrated with the caricatured way that the characters were portrayed. With Phil especially, it’s like the difference between Yoda in Empire Strikes Back and Yoda in Revenge of the Sith… he talks funny in both movies, but he does it on purpose in the newer film because people expect him to, and it comes off very forced and insincere. Had Uru not gone through the horrible roller coaster of doom that it did, I think the story would have come across much more cohesively, and interested a lot more people. As it is, the elements left on-stage are tattered remnants of their former selves, and no amount of new paint is going to cover up the underlying decay.
Despite Tweek’s already having done so in a manner with which I almost completely agree, I’d like to outline my thoughts on a revived Uru:
First, I want to note that my plan calls for the recycling of as little existing content as possible. My initial reasoning for this was to avoid as many possible legal ramifications when it came to publication licenses for existing material, but on top of that, the places we’ve got are really old, and don’t really stand up to other modern and upcoming MMOs built on engines like Unreal 3. If Uru is going to succeed, it at least has to look its absolute best. It’s by no means ugly in its current form, but it can definitely get cranked up a notch on modern hardware.
With that in mind, my plan calls for players to start in a public area, much like Tweek’s does. However, I would like to start players in the volcano’s caldera rather than in the Cleft (with a realtime in-game intro depicting their arrival as well as some basic history/backstory to D’ni), since there’s no point putting up with Yeesha’s babblings and throwing Relto into the mix only complicates what’s next: getting the KI and learning how to use it immediately. I still don’t understand how such a vital piece of equipment in the game can be left largely to a chance discovery by the players. It needs to be given to them right away, and at the very least, the basics need to be explained.
To that end, players will be able to explore the puzzle-less “noob area” that is the Caldera and the tunnels leading up to the Great Shaft. The KI dispenser in the Eder Tomahn at the top of the Shaft (the one in EoA down the hall from the first Node) will give players their KI, and a looping welcome message from Laxman will cover the basics of how to use it. A printed, illustrated manual will also be placed in this room for those who prefer to read (ideally it will be an in-game copy of a PDF document available on the official site). To get out of the noob area, players will need to register their KI in the Nexus pedestal in the Eder Tomahn, thereby granting them access to the Linking Book (it’s locked behind a metal cover to prevent players from linking there without their KI). Both entrances to the Great Shaft (the intended one through the back door of the Eder Tomahn and the big hole in the wall from EoA) will be inaccessible. The tunnels leading to this point from the Caldera may be extended somewhat to give players a bit more room to spread out. Further ideally, Greeters would be on-hand to deal with new players who aren’t used to the concepts of Uru. This initial area can be returned to via the Nexus at any time, but is largely intended for new players to get their feet wet with the controls, the KI, and the concept.
Once in the Nexus, another Laxman hologram and/or printed sign will instruct players on how to use the Book Machine. Initially, players will have three open destinations: the noob area they just left, the top of the Great Shaft, and the boat dock on the wall of the Cavern at the end of the tunnels to D’ni. This last option is available for players who just want to get into the thick of things, who don’t feel like trekking for hours down winding passageways and caves, and who are setting up a second character and don’t need to re-walk the Path. I know it’s a game design no-no to make such a large block of content optional, but I’ll come back to it later
.
With regards to the tunnels, I don’t expect the trip to D’ni to take days. I think that would require an obscene amount of content and ultimately frustrate players who decided to make the trip without knowing what they were in for. I think a couple of hours would be the maximum duration I’d be willing to subject people to before they got annoyed and left. Along the way would be additional Eder Tomahntee with Nexus pedestals for bookmarking your progress, and if you quit the game along the way, you would launch back into the last Eder Tomahn you bookmarked (Tweek had the same idea). I don’t anticipate there being many explicit puzzles along the way here, as this too will be a public area, with plenty of fancy incremental loading and rendering tricks to make it a seamless trip rather than a load-screen-fest (the fact that the tunnels can be made of tile-able segments would cut down on RAM requirements since an element need only be loaded once to be used a dozen or more times). I do, however, see lots of opportunities for KI-locked doors for future use (hint: the Path won’t be entirely optional if you want to experience everything in the story and content
).
Again returning to Tweek’s comments, players will get to a boat dock (with an infinite supply of boats fed from a side-room) tucked under the wall of the Cavern, so that the “big room” is hidden from view. Once on a boat, scripted animation takes over and players are treated to a sweeping introduction to the Cavern in realtime 3D, with a scale more in line with what’s in the concept paintings (see Tweek’s blog) than what’s in Uru right now (it’s way too massive to even begin to grasp the scale of it right now). Cut to black for time-saving purposes, and load in the City Proper (yep, no Ae’Gura trippin’ in this plan), where another scripted sequence has players docking their one-man dinghy “off-screen” in a boat-house (hooray for clever object deletion) before emerging into view of the camera again from a door away from the water. These quick-access dinghy-docks will be located in most public areas of the Cavern on the waterfront, in addition to the scheduled ferry runs which can carry multiple players at once. I’d like to see water travel come back to the Cavern, since it’s built around a giant lake…
It’s important to note here that everywhere players have been so far (including the largely-uncharted-for-the-sake-of-this-entry City Proper) has been public. Given that this is supposed to be an MMO, I think that’s a marked improvement. However, I do want to keep to Cyan’s tiered access system in a way.
Astute readers will note that there has been no mention of Relto since I said we wouldn’t be visiting the Cleft. That’s because we won’t be visiting Relto either. Instead, players will be able to take up residence in their neighborhoods, with their personal Book and trinket collections being located there as well. This is a bit different from Tweek’s proposal that players get their own segregated house-and-courtyard area in the game, since these rooms (and I use “room” loosely, it’d be more like a townhouse apartment) are built directly into the neighborhoods themselves, rather than being separate areas (ala Relto). I haven’t quite worked out how to design the ‘hoods such that they will support a theoretically infinite number of players rather than arbitrarily limit ‘hood size, but I’m confident that it can be done, and that giving the players some direct ownership of their ‘hoods will make those places become more useful and remain populated throughout the day as players come and go. Like Tweek, I can easily see replacing Relto pages with collectible trinkets, and tying the room into the Nexus system would not only provide players quick return access to their room, but would also make it possible to invite other players to your room with a minimum of fuss. Finding a way to inform players that they can join and live in a neighborhood without further bogging down the intro hologram in the Eder Tomahn may be tricky… perhaps another hologram at a later common juncture point, like the boat dock on the Cavern wall, could be used to further inform players of what to expect. Traditional MMO players are no doubt accustomed to ye olde tutorial NPCs that fill you in on what you’re doing and how to do it, so moving that into a looping hologram would probably be the Uru equivalent, providing a consistent, expected experience for other MMO junkies while also serving a real purpose for newcomers to the Uru franchise.
As far as panic linking goes, Oscy and I had a similar thought to that of Tweek’s: Bahro aid, with transport back to your room in D’ni. How well this would work given my aim to try and cut down on the mumbo-jumbo I’m not sure, but it’s either that or invisible walls (or player death, which nobody wants). We had the further thought of placing special symbols in the Ages to act as a replacement Journey Bookmark, essentially telling the Bahro to link you back to that spot when you return to the Age via the matching symbol on your Linking Book, but again, mumbo-jumbo makes science foxie sad.
I have further concepts and plans either in place or in the works when it comes to other segments of the game such as the technical aspects of storytelling, managing cooperative projects like the Lake Lighting Effort, and engaging players with both story- and non-story-related content on a regular basis. Some of these I’ve already covered in my “lessons learned” commentary, and others I was saving for another entry in the same series, but since the cat’s out of the proverbial bag, I’ll just be rolling all of these things into another entry on how I’d do it.
March 28th, 2008 at 7:34 am
A lot of brainstorming going on these days!
Your proposal focus more on D’ni than the other Ages and I like that. I’ve always wanted to see more of the cavern, but it seems like Cyan went for the ‘easy’ way and only made new Ages. (It could also be that they had lots of plans for the cavern for season two.)
About the instances… I agree that more Ages should have been public only. I disliked that Cyan kept giving people a choice, probably because they were afraid of arguments that happened with Delin and Tsogal. There were even arguments about that you needed someone else in Ahnonay for just a minute. Cyan should just have ignored those people.
I agree that the instancing should be refined. I do think there need to be separate instances for the puzzles Ages (e.g. Teledahn) though. I was disappointed when I find out that the pods weren’t public. It would have been much cooler if the pods were public zoos were you could also meet other people. There could be a limit of 15 people and when the limit is reached, new people would be automatically linked to a new public instance. Also, Ae’gura should never have been made private in my opinion.
I don’t think the DRC should go away though. I liked them. They weren’t that much involved in the story during MOUL, but we still needed them to represent Cyan and to open up new areas. How do you otherwise explain that some areas are inaccessible or that they are opened suddenly?
I like your proposal for the shaft, just like I like Tweek’s. I think those proposals could be combined in a way.
I doubt that we’ll see Uru return though. If it does, I think it needs a technical overhaul. Uru was tweaked for MOUL and some things didn’t really work because of that, but it was still fine for me and it worked. I think the story was cool, although it should have gone faster. But, if Uru comes back, I don’t know if it’ll survive more of those tweaks and tricks to keep Uru capable of running the story on that new platform it would be on. It would get harder and harder for Cyan to let Uru do what they want I think, if they would tweak it again. A redesign of the KI and the technical side of Uru should probably be necessary. And they should think about how they would like (or not like) the instancing.
About not having Relto… That’s quite a change. But I read somewhere that Cyan’s original vision for Uru didn’t include Relto at all, so it should be possible. The DRC’s focus should be more on D’ni, and not having Relto would improve that. Living in D’ni would be much better I think. I used to travel everywhere without using Relto. Of course, you always start in Relto, but after that, I would only use the Nexus to get everywhere, just because it felt more like real linking. Unfortunately this was made impossible in MOUL. Since the DRC had also taken Yeesha’s journey, they neglected placing Nexus terminals in Minkata and the Pubs. I don’t mind that they took the journey, but they should have continued with placing Nexus books.
Going through the tunnels to D’ni … that’s what we’ve all longed for for a long time (most people a lot longer than I have). Will the day that we can go there ever come?