To step back and critique my own weblog rhetoric for a moment: sometimes I think I sound too glib and dismissive. There, I said it. I’m working on it.
I don’t mean to make the creation of persistent, self-sustaining game structures sound like something easy, something that anyone can do once they realize the absolute truth that’s sitting right in front of them. Obviously, a working persistent and emergent design is really quite a challenge, and that some games are doing it with a degree of success is pretty impressive.
SWG moves toward it, I think, through the Galactic Civil War as a dynamic, organized PvP structure and through the flexibility and modularization of profession trees. I think this works pretty well, actually, though it was unfortunate that the “hologrind” subordinated the profession trees within a roughly linear structure whose endpoint was force-sensitivity.
I imagine that the “hologrind” was conceived by developers as a counter-move against the desire of a player to reinterpret SWG not as an emergent persistent world but as a game structure that could be mastered. Give the power gamer something really hard to do, and let him go do it while the rest of us enjoy the game as it was meant to be experienced.
This brought about new issues. The hologrind didn’t occur in a vacuum — rather than successfully isolating the obsessively goal-oriented players, it impacted the game and meta-game economies as large-scale systems.
(That it did so speaks, I think, to the complications of engaging not only game impulses but story-reception impulses in-game through the license of Star Wars, as well as to the inadequacy of “power-gamer”/”role-player” as a binary way of understanding the ways players make use of a persistent world game space — but that’s my dissertation chapter.)
Second Life, of course, does persistence very well, but it’s also almost completely relinquished “game” as a concept. I don’t know yet if that makes it a departure or a forerunner.
