Monthly Archives: May 2010

Designing Cooperation

I said I’d have more to say…

So here are some ways Clan Lord pretty well forces people to cooperate:

  • The display is looking down from above, rather than heads up, and you can’t “run through” other players and most objects, so coordinating movement during a fight or hunt becomes a priority and requires agreement.  For example, that one of the stronger players will go out to lure creatures into the most favorable position for others to attack, or the weakest players will stay to one side or another, depending from which direction attacks usually come.
  • Most areas spawn creatures quickly and unpredictably enough that if a player is still gaining experience points and ranks from fighting those creatures, they need to hunt them in a group, or risk having their character fall and then have to await rescue. Depending on the area where they have been adventuring, this could take a very long time.
  • A related aspect is that you cannot just log off anywhere in the game safely.  If you leave the game when your character is in a dangerous region, you may log back in to find you are overwhelmed by dangerous creatures, or you character may already be dead.  Similarly, you cannot pause and leave the computer temporarily while playing for this reason.  Thus, you must somehow get back to a safe area before logging out or pausing the game play.  In the latter case, fellow players may be relied on to protect your character while you step away from the computer, but you will also have to help them achieve a managable state of play in the game first.
  • This game has a system through which players can “share experience.” While playing, each player gains experience (and thus strength and so forth) by playing against increasingly difficult creatures, or by sharing experience with another player doing this. In fact, of the three character classes, fighter, mystic, and healer, the latter two mainly advance through this method.  Further, players gain in other ways from sharing.  If you are sharing and fall to some creature, the players you’re linked with will see that you’ve fallen and to what, which will help them locate you.  If you are linked to a mystic before falling, they will be able to pinpoint your location exactly.  Further, if you are linked to other players, they will be more likely to return the favor by helping if you are in trouble. The share system also helps maintain connections between new players and much more advanced players.

I’ll have even more to add later!  Until then, here is another picture…

One of the other experienced players reminds younger ones (Eirian and Mchl) to thank a high-ranked fighter (Geotzou) for taking us hunting.

Games and Community

So I’ve been playing my first MMORPG ever, and surprise, have gotten a little addicted. But this one differs from most in being designed to require cooperation; it’s very difficult to play alone, and not as much fun.  The game is Clan Lord, by Delta Tao; the first ever MMORPG designed for Macs.

It first appeared in 1998 and over ten years later is still going.  It has a very small but intensely loyal user base.  I’ve been playing about four months now and while I originally wanted to just play it for fun, the game and the community around it seem really unique.  I might have to give in and write about it.  🙂

I’ll write in more detail soon but for now, a picture:

I am last in the line of fallen hunters being dragged back to town to be healed. I used to end most hunts this way, but it’s getting a little better now.  🙂