Is it possible to create an emergent system in an MMO where the interactions and needs of the NPCs (in the form of independent AIs) can lead to quests on the epic scale?
I don’t know the answer to that question, but I have a few thoughts about this topic, which might help the reader to come to their own conclusions.
So, what I want to talk about here are the following:
- What makes an adventure ‘Epic‘
- Requirements and limitations of the AI system
- The NPC AI in separation
- The problems with numbers
- Simulation of the masses
- Emergent behaviour
- The place of the epic adventure in the game
I might need to slice this up a bit and write a handful of articles instead of just one, but I hope it will worth reading them.
What makes an adventure ‘Epic’
To be somewhat cheeky, let’s say that from the Lotro perspective “epic quest” means that you have to travel four times as much as with a normal quest. Jokes aside, I’d rather not use existing MMOs as role models for this. Instead, let’s find some examples in literacy.
The first one being Beowulf. He is a scandinavian hero, who fights a demon, then the demons mother to save the people of a kingdom. Later, he becomes the king, and – as an old man – sets out to fight a dragon. He slays the dragon, and gets a mortal wound. On the wikipedia it is described as “Beowulf is considered an epic poem in that the main character is a hero who travels great distances to prove his strength at impossible odds against supernatural demons and beasts.” We can now see that Turbine got it right about the travelling part, but the impossible odds part is somewhat lacking.
The second one is a fantasy story. Fantasy literacy is usually full of epic adventures and pathos, so it’s a very good starting point. In our case, the one I want to use as an example is a part of the “Nine Prices in Amber”. Sorry for the spoilers, but be assured, when reading the whole series, you will still find a lot of wonders and surprises.
So, Prince Corwin, our main character – with the help of his brother – gathers an army to conquer the castle of his father from the usurper. To get to the castle, they need to go up a stair with a thousand steps to a plateau, where every step is defended by a soldier. At this point their army is already demolished, leaving only a handful mercenaries. The two brothers and their small company begin their ascent, the mercenaries first, then Corwin’s brother. The brother then falls down from the stairs, and Corwin throws a deck of magic cards after him – which would have been his only chance of survival. Corwin alone continues the fight, and actually makes it to the plateau, where he loses the fight, and gets imprisoned. (Believe me, the original is much more enjoyable than this succinct description of the events)
Why do I consider this epic? Well, looking into it, we find common elements – impossible task, long journey – and something that is also present in Beowulf, but less apparently: a just cause. Also, in both cases, there is the notion of self sacrifice – Beowulf dies for his people, Corwin saves his brother, and because of that he gets imprisoned. On the other hand, Beowulf’s story ends well – his death is not futile, in the end he saves his people from the dragon. (Corwin’s story doesn’t end here.. but his fate gets much worse by the end of the first book.)
I was thinking about a good third example (we need three of anything, because that is the magic number) and one good example I found is the biblical story of David and Goliath. I’m pretty sure everyone is familiar with it, but still, here’s a short recap: Goliath is a giant of a man, who is challenging the army of Saul for forty days. On the fortieth day, David, a boy, goes there for some reason, hears Goliath’s challenge, and answers it. Without wearing armour, he goes out to the field, and kills the giant using a sling and a stone. No long journey this time (I knew it’s not required!
) but again, impossible challenge, just cause. No self sacrifice either, not more than what the task requires, actually. What is particularly interesting here, is that David didn’t win because of his supernatural skill or strength. Instead, he used his wit to meet the challenge. Outsmarting your enemy is a common motive in the epic stories, let’s just think about the challenges of Hercules, or Loki, the trickster.
So, let’s collect the list:
- Just cause: The hero must have a motive that is not selfish, something that serves the public well-being
- Impossible challenge: Something that is (or seems) impossible for the average woman or man.
- Long journey: If travel itself is more than just a click of a button, a long journey can be the challenge in itself.
- Self sacrifice: Failure often means death
- Need of thinking: The solution might require more than physical prowess
In the context of MMOs, putting the player in mortal danger is not as serious as it is in real life – given that in most MMOs death is not much more than a temporary annoyance. One way to solve this problem is to exchange mortality with finality: the player can try to do the quest only once, and that’s it. Failing the quest is final, there is no retry. Also, physical prowess is an in-game feature, while the thinking is done by the player, sitting in front of the computer.
(Some might argue that completing an epic quest it’s only hard for the first player, then he writes everything down on the wiki, and everybody will be able to finish the quest easily after that. In our case it’s not a valid argument, because the quest is not scripted, it is emerging from the interaction of NPCs, thus it is never the same. But even in a scripted system you can say that the first one to solve this quest will get the epic reward, everyone else will get the normal reward. This is not a perfect solution, but this problem is not the one either that I want to solve.)
To put it simply, our emergent system must be able to
- Either identify quests/tasks/jobs/adventures for which several of the above are true
- Or specifically generate quests with the above-mentioned qualities
In the next few blog post I’ll look at the AI perspective, as well as how the epic adventure can be part of the game world. Stay tuned.

