Frustrated by the lack of realism in player behavior witnessed in Massive Multiplayer (MMP) flight simulation online arenas (as
opposed to the more often expressed concern over realism in flight modeling), a group of like-minded players began to do a little
collective brain-storming on the Delphi Flight Sim forum (
http://www.delphi.com/flight). We set out to first identify the "problems"
with online flight-simming, then develop a means of addressing those problems.
As I said, our exclusive focus was realism (or lack thereof) in player behavior. We were NOT interested in hardware or software
issues, or any other element related to the creation of realistic and believable online worlds. Primarily, our discussion began with
the lack of willingness on the part of most players to "disengage" from no-win combats (where real world fighter pilots would
desperately run for their lives, most virtual pilots will continue to fight to the death). From there, we proceeded to identify a
number of other "problems." A brief list follows.
1. No, little, or insufficient reward for preservation of the player pilot's "life," promoting "to-the-death" fighter tactics
2. No modeling of the novice-to-veteran-to-elite skill growth of long-lived pilots
3. Over-emphasis upon aircraft modeling as opposed to "pilot modeling" (all the Hardware but no Software). Players fly aircraft
but do not "become" pilots - resulting in a lack of immersion.
4. No >personal< rewards for success
Having identified the problems, I began to brain storm some solutions. The result of my work can be found at this url:
http://www.netvector.com/redbaron/ - The Red Baron Historical War. The Historical War (HW) was an experiment to find out if
I could design a >better< MMP system for Flight Simulations - a system that would:
1. Encourage pilots to "fear" death (and thus promote evasion and retreat)
2. Model the increased value of long-lived veteran or elite pilots over that of inexperienced new recruits
3. Increase the immersion players feel when participating in the MMP environment (making players feel that they really are pilots
participating in an air war).
4. Reward each player >personally< for his own successes
The rule set that emerged probably owes more to ULTIMA ONLINE or EVERQUEST than it does to any flight simulation
here-to-fore brought to the market. Here is a brief synopsis of the concepts devised.
1. Players create an Online Alter Ego (OAE) pilot
2. The OAE pilot dies when the player is shot down or crashes
3. The longer the player survives (the more time the player spends in the online war world without being shot down) the higher his
OAE pilot's "experience rating" climbs.
4. A player with an experienced OAE pilot scores more points (for his/herself and team) for the same action than a player with a
less experienced OAE pilot.
5. Players with experienced OAE pilots are awarded additional "skills and powers" unavailable to players with less experienced
OAE pilots.
6. A player with a high scoring OAE pilot is rewarded with a higher rank relative to player's with low scoring OAE
7. Command responsibility conveys the ability to plan missions for other players and confer medals to other player OAE pilots.
8. Medals reward the player's OAE with increased "skills and powers," increased experience ratings, and increased scoring
potential.
This system was play tested over 10 weeks and 20 game "sessions" of 2.5 hours each, totaling 50 hours of play test time. The test
involved thirty participants and by all accounts, was a perfect success (I acted as referee and record keeper). The participants
were unanimous in their praise for the system, agreeing that it was the "best" MMP experience they had ever had online.
Our testing now continues with a further expansion of these concepts.
Based upon our experience with the Historical War, I believe that the first Sim Company that incorporates the Online Alter Ego concept into the MMP server architecture will CONQUER the flight sim market!
ISHMAEL