
Issue #25 - 22 August 2009
MechScape and the 4X Genre
Written by Xela & Ren
Hello MechScape Worlders. This week you can enjoy a joint editorial written by Xela and Ren on the fundamentals of MechScape's gameplay. Mod MMG said "We looked at seminal games like Master of Orion and Ascendancy, and look at worked in those games, and make MMO mechanics inspired by those mechanics" (source). The term eXploration, eXpansion, eXploitation and eXtermination (4X) was coined as part of Master of Orion's advertising campaign and the 4X genre includes that game, Ascendancy and many others including Sid Meier's Civilization.
Background - The Signs that MS was different
The first sign that MechScape would be different from other MMORPGs was probably 19th of February 2008 when it was indicated that Jagex would be addressing the issue of the inherent grind mechanics of the MMORPG genre in their upcoming game (MechScape) at the "core design level" (source). This was followed up almost a year later on the 13th of February 2009 when Head of MechScape Henrique Olifiers told MechScape World that "It's a completely different game, from every possible perspective, not only from RuneScape but from other MMOGs out there. It's not a secret that sci-fi MMOGs are not the most successful if compared with fantasy settings, despite the genre being extremely popular for single-player games, TV, films and comics. There's surely a reason for this, and we believe we know what it is... But that's for another time!" (source).
In the interview between Head of PR Adam Tuckwell and MechScape World's own Laura (PoultryChamp) it was revealed that "Levelling in MMO's can be tedious and some games make levelling difficult in an attempt to cover for a lack of content. We are approaching game design in a totally new way, player progression will be unlike any other MMO currently on the market and we are sure that you and the other MechScape world followers will love it." (source)
They expanded on this at GDC explaining that "When the project was first conceived, the team started out by analyzing the current sci-fi MMOs and discovering why they weren't truly successful in the market. They discovered that these games were nothing more than fantasy mechanics dressed in a sci-fi wrapper. Having a set of skills that you level up through grinding is basically a fantasy mechanic. So from here they identified what game mechanics make a good sci-fi game, and they've developed most of these as completely unique features that have never been seen in any MMO before. Of course any real details on that are yet to be announced" (source).
So, tell me more about this 4X thing
MechScape could easily be defined by what it isn't: Not RuneScape in space, no grinding, no XP and levels, not as hardcore as Eve online, no incentive to RWT, etc. However, it is just as fascinating to define it by what it is: the first MMORPG based on the game mechanics of the classic sci-fi 4X strategy games. In 4X games the player typically starts with nothing more than a small village or single planetary colony but through application of the four principles this seed grows into a vast empire. A player begins by eXploring the territory surrounding their start point, before eXpanding into the uncovered areas and either eXploiting the natural resources therein (Lava Harvesters anyone?) or eXterminating the occupying forces.
You may wonder how this distinguishes 4X games from normal RTS games like Age of Empires or Red Alert, and admittedly the line is somewhat blurred as they are all part of the strategy genre. The key difference is the level of depth in the economy, research and diplomacy in comparison to importance of combat and warfare. As an example, this image shows an example tech tree for a 4X game called Civilization, one of the most popular 4X games that is widely credited with popularising the genre. No standard RTS game has the historical scope to go from the start of civilisation to the space age, let alone including "the wheel" as a researchable subject! Of course, some 4X games (and MechScape) are set in the future and so don't include such fundamental discoveries, but it's an example of just how deep and complex the technological system usually is in a 4X game.
The other defining feature of a 4X game is that it isn't totally focussed on combat and warfare. In RTS games, there are technologies and buildings but they lead to faster tanks or a new barracks building and the economic aspects of the game are present solely to sustain the expansion of armies and defences. Victory conditions are simplistic in RTSes - destroy all opponents or build an impenetrable wall of defences and then construct a wonder, a building that ends the game while giving you a lot of points.
So how could a 4X game translate to the MMORPG arena? Traditionally game developers have made 4X based MMOs like RTSes, MechScape is likely to be an MMORPG as it has been referred to as such in numerous news articles, Jagex job vacancies and in the CV's of Jagex employees (source). In terms of role playing they definitely seem to be trying to create a rich and vibrant world, with MechScape Associate Producer Alex Janaway commenting that "we have created a game universe that has a history of its own and a future that is...to be discovered! You know there are different species involved and for us it means we have to be mindful of how we develop each species. As their own story arcs develop, the challenge for me and the rest of the team is being able to manage those to ensure they interweave seamlessly. So having this multidimensional approach to storytelling is definitely a new experience for me" (source). They also keen on customisation, commenting that "we will offer gamers a very wide variety of customisation for their characters which we will continue to focus on in all our future products" (source).
It seems as if one of the crucial elements in this game is the four factions. The relationship between the player and the four factions and the four factions within themselves will be where we will probably see a lot of the 4X heritage shining through in the form of diplomacy and spacial expansion, and possibly in the story - "Throughout the game, players can choose their alliances, which shape the path of their adventure" (source). It is also possible that these choices will affect the wider game universe, as MechScape is described as being for "Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS. It's very different from that perspective" (source).
The game's intriguing grind-less progression method may well be tied in with the common 4X mechanic of tech trees, as after all "it's not about grinding; it's about research" (source). However, how Jagex could implement a tech tree system yet still prevent older players getting too powerful in comparison to newer players remains to be seen. It's a problem in EVE online, where skills are trained along a tech tree in real time, sometimes running up to weeks for one level of research - newbies can never recover the time loss from starting later. Considering how much they emphasize how they are going down a different route to all other MMOs out there, from mechanics to player interaction (Source), it seems plausible that they've already come up with a novel solution to this problem if they decide to use tech trees.
Final thoughts
Moving away from the traditional Ultima paradigm of levelling and grinding to a 4X-inspired game is certainly a bold move, and it is sure to alienate some while bringing in others. It could be said to be a risky move, but on the other hand creating just another sci-fi MMORPG is surely no way to success. In the words of Jagex CEO Mark Gerhard "We're conscious of what's out there, and of things that haven't worked. But, I think we feel that ours is uniquely different. Alternatively, it may not work for those very factors". However, if Jagex's mission for MechScape was to make a game that was "not RuneScape in space" (source) then it seems like they'll pass the mission with flying colours.
So, how do you think elements of the 4X genre can be transferred to an MMORPG setting, and what do you think are the biggest pitfalls and opportunities for innovation?
Thanks for reading,
-Xela and Ren
MechScape and Community News
Interview with Andrew Gower by Bruce on Games:
Jagex Founder and Lead Developer Andrew Gower briefly discussed MechScape as part of a wider interview with Bruce on Games (Read more)
Jagex's MechScape Q&A
Update: The scheduled MechScape Q&A has now been cancelled as being premature. (Read more)
Paul speaks of MechScape
Jagex's Paul Gower said of MechScape that it is "a game that's not out for a while yet". (Read more)
Previous Issues:
MechScape Post #24: MechScape and its future competition
MechScape Post #23: Jagex's use of Social Networking Sites
MechScape Post #22: Basics of the Four Playable Species
MechScape Post #21: The Mecherican Dream
MechScape Post #20: Desert City Art Review and New Beginnings Review
MechScape Post #19: Cultural Differences: How they might affect MechScape
MechScape Post #18: The Economy of an MMORPG
MechScape Post #17: Influences on MechScape
MechScape Post #16: MechScape Moderation
MechScape Post #15: The MechScape Environment II
MechScape Post #14: The Community of MechScape
Footnotes
Contributors: Brenden, Ren (Content Research Team); Xela (Writing & Editing Team).
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.

