##How can this be done: A first draft blueprint##
There's two rationales for how this might be done:
1. As per kickstarter and crowdforging, this application of turning a major event into a number of smaller processes leading to solution that
mixes development and monetization.
2. As per Star Citizen, offering for sale the prospect of different space-ships or in the case of Pathfinder different Races or Templates, I feel if done in such a way that expands in-game interaction options to create a new experience / relationship with other races/characters has strong monetization and pulling power potential.
The key to integrate any deviation from the standard races is to create a shadow-system that aligns with the progression system in some fashion
so that monetization of the character continues as well as power/social/money progression of the player's character that drives the motivation for their characters' ACT-ions ie acting according to a rational basis as humans (OOC) and as actors according to a rational basis as characters in Golarion (IC).
Again I come up with 2 main approaches to HOW this could be done according to 1) Monetization 2) Development both in tandem. I will use a eg as a demonstration or exemplar of how such a system would work both as a concept and in this particular case organizing the details to work consistently.
##An Example using Lycanthropy##
In this example I use as the core/key design material from Pathfinder: ""A Necromancer’s Grimoire: Märchen der Daemonwulf ~ Alex Riggs, Joshua Zaback, Justin Holloway"
1) Monetization:-
(A) The Player Cooperative:
Here a player cooperative forms around a concept of character that they wish to become an actor in the game world. The cooperative comes up with a schema of how the character concept can be designed to fit within the game and gradually introduced in small increments. This schema is checked by Goblinworks and if approved or approved after feedback/modifications, becomes a formal FRANCHISE owned by that player cooperative.
(B) The Goblinworks Franchise:
This is the schema or rules and development pathway agreed between the Cooperative and Goblinworks and the exclusive rights of a given area to develop according to this
partnership is forged.
For example using the stated exemplar to illustrate this...
player or forum-user "AvenaOats" comes up with the idea that their character could choose all sorts of interesting roles and intends to skill-train those in game as per the xp cash-rate of skill-training progression. There are some interesting options for this character to choose with a diverse set of settlements and player groups. Some in particular catch this potential player's notice: A barbarian-focused group, a dward-based settlement and a bunch who form around the concept of "protectors of nature". These all are possible options for a particular character. It is heart-warming to decide between such
riches and interesting concepts...
Yet, the subject of lycanthropy was raised and this raises some interesting questions, a challenge perhaps for this player to form their small group and vision to fit in the world of Golarion, to be more proactive in choosing the destiny they wish to script to allow a particular character concept to breath life into the game world. How to achieve such a daunting undertaking? Especially as the limits of character concepts appear to have been met and set?
Let's read up how others have successfully implemented Lycanthropes in Pathfinder the role-playing game for advice. Then what is the most basic form of this that the devs could manage to add to the
game and what sort of fee might that entail? Then the process of drumming up interest for this new group begins and with it joint ownership and exlclusive control of access and running according to appropriate acting roles/rules of Lycanthropes as properly detailed in the design schema.
For example the most basic form of lycanthropy might be to be able to change the player character into a wolf model during the full moon. This would be a workable basis to start from and a quote from Goblinworks to use as a banner for similar-minded players.
There's the upfront cost that could raised in part by the "Lycanthrope Cooperative" then there's the financing options that perhaps a small percentage could be paid over time to Goblinworks by the Cooperative for exclusive rights and control of the Lycanthrope Franchise in game. A mixed model to finance the development of the basic Lycanthrope
role could then proceed.
Numbers might be ball-parked at this point. Of course it depends on the feasibility and the support achieved from such a group who could negotiate their own ways to crowdforge this particular aspect where they form around an area of common specific interest. Doubly so that the exclusivity works both for the sense of control and ownership and therefore destiny of this part of the game's design but also to actual aid in the implementation of for example the population density and actual role Lycanthropes are to be employed in the game -
properly. Hence,
2) Design:-
As mentioned above, the interaction between design and monetization proceeds in parallel. One of the great assets of this approach is some of the authorship and "buy-in" is by the newly formed Cooperative of players which may then take modifications and feed-back and final appraisal from Goblinworks. This also appears to be an evolution of the Crowdforging partnership process albeit a new branch on that tree where more universal and full player-base partnership is operating as opposed to a niche subset.
So we know how to introduce in this case Lycanthropy in a feasible (cost and dev allocation) and viable form (a wolf that can have appropriate stats and is limited to members and the cycle
of the full moon is as simple but workable as we could wish for).
Let us now focus more on the fully-fleshed design blueprint as part of the formation of a Cooperative Contract of this Franchise with Goblinworks.
Again the Pathfinder IP comes up trumps, as this sort of work has already been done to great satisfaction and therefore can be used as a basis for development towards compatibility in the Online version. So using, ""A Necromancer’s Grimoire: Märchen derDæmonwulf ~ Alex Riggs, Joshua Zaback, Justin Holloway" and summarizing:-
1. "build your own class" approach
2. distill these werewolf powers into feats, and then provide a base class which would be able to make best use of them.
3. For the most pan, these"building blocks- come in the form of feats, starting with the Curse of the Beast ( feat, which allows a character to transform into a wolf, but also forces him to deal with a number of dangerous side-effects.
4. Finally, in addition to 50 feats...
5. first and formost, Lycanthropes are melee combatants, who delight in sinking their teeth into the flesh of their foes..
6. Abilities, Class skills, Alignment, Class features (Class = Role Feature), Moon Cycle affect, devouring corpses...
This is a quick skim of the above work. This would then need to be fitted to the PFO form over subsequent support via the cooperative approach.
We have a workable introduction:-
Wolf Form + Lunar Cycle + Stat change + Consume corpse
Now we need to look at the design of Lycanthrope as an actor in our (chosen) world of Golarion and as an MMO game equally.
1. The Moon cycle (at night time) will limit the transformation which acts to regulate it usefully.
2. The Cooperative members have exclusive rights and access to this functionality, this again usefully limits the ubiquity of Lycanthropes in our world as befits the lore and the horror theme they encourage
3. I believe their fractional population again enhances their role as support-cast to add around the core population and flesh out such a mostly rare curse which makes it especial.
4. But also exclusivity allows 2 other things: Enhanced value as being exclusive but also more tight control of their role in the world by the Cooperative who admit according to the rules of in this case "The Role of The Lycanthrope":
i. The Lycanthrope must abide by the RP rules
ii. These are to assume the mantle of predator of the night and hunt other players during the full moon phase
iii. This should take priority over other concerns during this window or at least until the beast has been satiated on fallen flesh (other players, animals and mobs).
iv. Formation of packs is encouraged if roving widely in wilderness hexes.
v. Attacking indescriminantly even friends is also encouraged while in wolf form. To avoid this travel further away from your group before the full moon.
vi. When we get the audio of a wolf-howl to use this effect in range of potential prey.
The Cooperatives rules are:
i. Pay a small percentage per month to the cooperative for the upkeep of the franchise and privilege of access to the Lycanthrope form.
ii. Meet and discuss the the role of the Lycanthrope and how acting this role can be enhanced for the game world.
iii. Again work together on future development desired and invested in by the devs and cooperative members.
iv. Consider the lycanthrope population and impact and if more members/worthy members can be added given suitable passion and financial investment.
Part of the main work of the cooperative is:
1. RP of Lycanthropes in PFO suitably
2. Work on the further development from the devs on this aspect of the game as well as financing members
An eg of how Lycanthrope might be developed gradually:-
1) Wolf transformation with stats: Use current wolf model
2) Improved wolf model, slightly more were-like wolf and special graphically
3) Add progression path to Lycanthropes which consume sufficient corpses to grant feats
4) Add audio of wolf form
5) Add further lunar variation
6) Add more infrastructure for the Cooperative to finance and manage membership
7) Add a wolf pack hierarchy according to internal feuds and fights, this would be a first step to an internal world of Lycanthropes feuds and attempts at dominance amongst their kind.
8) Add curse aspects of this path in conjunction with the feats acquired - This could be part of the stick given the above carrot, the werewolf addiction to the main character, a habit the character
feels compelled to feed leading to competing interests and conflict.
##Questions and Answers##
Q: Why should Lycanthropes be singled out for special treatment?
A: This is a blueprint for other concepts equally. Lycanthropes act as an illustration exemplar of the potential for this process. An immediate additional example could easily be Vampyres or Liches or etc...
Q: But why should some players have exclusive rights and access when some players may want to play Lycanthropes?
A: MMORPGs are not democracies. Equally that means not all players and characters are or should be the same. Different character concepts and group ethos should be explored by different players according to their personalities and private wishes. Secondly as defined as support cast, this type of concept is intended to be partial representation in addition to the standard main cast and hence as per both lore and practical population dynanics must and needs to be limited proportionally but shadow the main cast of races who are free from such restraints.
Q: Isn't this too far down development to be worthy of consideration however?
A: Sandboxes require development for a widely diverse player base exhibiting different playstyle priorities. This is one way to formalize this within Crowdforging more universal systems for specific group interests. It also follows the same principles of simplicity and parallel between dev scope and player funding the growth of the bud of such smaller systems within the larger game tree.
Q: It seems very unrealistic that Goblinworks would give away control of an aspect of the game to a sub-group of players?
A: This appears to mirror the OGL of Pathfinder in a way where an independent group is able to formalize rules for a specific vision to include in players games. I also like to think that this is a method to engineer some "localism" within the game that all players investing and playing in are party to the total game's franchise. Finally, finding ways to harness players' particular passion in the game I believe is a commercially successful strategy according to the equation: "More People + More Happiness = More Wealth"
Q: I'm still dead against it being player-controlled.
A: Following from above, this imho is necessary, the drama of groups, the business opportunities and ideas over a social hang-out in game and the high-level considerations, are all very important
to the success of the implementation of the idea as well as the actual implementation possible or provided. This to me imitates how business people and such going-concerns are able to get their gossip and info
from other such people over a glass of beer or meal or coffee meeting. I think also it creates their own identity that belongs to them.
Q: So what's to stop a group claiming a cool concept for their franchise and charging extortionate amounts for it to make money?
A: We want and must avoid "rent-seeking", the return on investment for the Cooperative is the continued improvement and expression of these acting roles in the game world and the work and organization
and success at this objective of the fans that creat this sub-culture within the main game's total culture. There would need to be a contract with Goblinworks that establishes good practices and forfeiture of the
Franchise ie terms and conditions.
Q: Ok then how much are we talking about?
A: This requires consultation with Goblinworks for example the most basic goal to achieve (let's refer to the simple ability to change from a character to a wolf model during the full moon in game) We need a quote for that then the Cooperative would need to form and invite certain members to contribute to a total to invest into Goblinwork's offering a formal Franchise (in this case the exclusive rights to the Lycanthrope Franchise). This would be the beginning. Ideally the necessary account management could be built as a template for other such Franchises albeit with their own differences and details and "quotes".
##Personal in an impersonal mmo world##
Comparing the implementation of Werewolves in ESO to the above suggested route I think there is a world of difference. I believe it meets the condition of increasing the "fractal nature" of the world that has been mentioned from time to time.
Admittedly this idea pulls together disparate ideas I'd favor. But remember, different communities finding their niche is the wheel that turns the world. Some of that is economic motivation and some of it is experience and acting taking on it's own generation of content eg the by-product of such denizens on other players as a part of a living world. Ryan's mentioned systems for lots of people, in parallel, repeated lots of times. I think this fits the bill if you consider the franchise system is a blueprint where a group of players can find their niche and their acting role and thereby benefitting the full game world. Tbh I'd be happy to enjoy PFO a game world with werewolves, vampires etc even if my character was none of those things, but the real McCoy versions acted by players feeding their blood or meat addictions etc...
##Comparing to Crowdforging Criteria already set-out##
1 & 3: Exclusive and unique content is the purview of single-player games, not MMOs. Even the IDEA that you can do something exclusively or make something unique implies a design failure.
=> The idea is akin to selling spaceships as per Star Citizen only with a caveat of the Franchise system.
2: To the extent possible that's how we want to build our game - player action creates and destroys.
=> This fulfils a role of a secret society or group with it's own rules/guidelines for members
4: Everything has to have a cost otherwise there will be an infinite supply and the world will suck.
=> Franchise cost and membership allowance
5: Expect that if a thing can be done, it will be done many, many times.
=> see previous
6: Not necessarily. Some people will make art for art's sake. Some game systems exist just to be fun.
=> This fits.
This is why we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.
1: How will this work if 50 people have to all do it in series or in parallel?
=> With the group's small size and membership according to guidelines when using such templates this needs to be human-managed and agreed according to the group's rules of conduct between themselves.
2: How would a smart player who wanted to abuse this rule exploit it to cause someone else pain?
=> Potentially only sub players +2yrs gain access to the above Franchise possibility. Trusted players need to be found to run these Franchises and have management available if a member deviates too far from the guidelines eg bounty or more.
3: What kind of behavior would naturally emerge in a world where your rule was implemented - what's the effect of your cause?
=> Spefific increase in danger during say travel in the case of Lycanthropes adding to the diversity of the world. Potential market for silver weapons.
Some guidelines to help with ideas likely to attract a lot of support from your peers:
1: Should result in a system, not a one-time action. Remember that we need things characters can do thousands of times, and by tens of thousands of characters in parallel.
2: Should create meaningful human interaction. Something you do that nobody else ever knows about isn't helpful.
3: Should involve group action. An easy way to ensure #2, and leads to interesting potential connections to large game systems like economy, warfare or hex development.
4: Should be classifiable as exploration, development, domination or adventure content.
5: The wider the set of characters that can use the idea the broader support for that idea will be. You're asking people to make either/or tradeoffs, so you need to consider who would vote for a feature for you that meant some feature for them would not happen.
To address:
1. This is a method that could scaled according to multiple races/templates even if there are population limits per category.
2. Meaningful in forming specific motivations and characters to inhabit the world as additions to the main plot-line of civilization vs wilderness. Each character (race/template may take up additional roles according to some particular motivation that is IC).
3. Yes forms a player cooperative network around a specific interest and high engagement targetted for those players to run their own subset of the game reality.
4. Given this is the support cast these roles may well be closer to exploration/adventure than the main plotline of domination though they might interact at that level marginally depending on the category. For example with a limited membership base, the resource raising to fund investment of their particular area of the game world could be a driving common motivation to provide services in game for gain.
5. This is the key, the blueprint is for expanding the market appeal but also focusing on forging specific player collectives invested in the game and in particular a specific section of it.
##Acknowledgements##
DeaconWulf: https://pathfinderonlinecrowdforging.ideascale.com/a/dtd/Acquired-Templates /38044-30320
Bluddwulf
Andius the Afflicted: http://paizo.com/threads/rzs2r7cq?Vampires-and-Werewolves-How-to-Viably-Add
Ryan Dancey (many posts!)
Authors: Alex Riggs, Joshua Zaback, Justin Holloway (Necromancers of the Northwest): A Necromancer’s Grimoire: Märchen der Daemonwulf ~ Alex Riggs, Joshua Zaback, Justin Holloway (highly recommended)
An American Werewolf In London (great fun!)
The Howling
OGL (This is a great idea)