Showing posts with label camping. Show all posts
Showing posts with label camping. Show all posts

Sunday, August 30, 2009

Remnants of an Age Past

What shall be named The Mistake, I started playing It again. I was trying to save myself like a Kama Sutra monk, waiting for the Aion release (double entendre definitely intended). The last flirtation involved gallivanting through Northrend, an unexpectedly fun experience (pre-Tournament Icecrown is my favorite zone in all of WoW).

But this time I am trekking through Azeroth, all the old content, and I have come to a realization. I must call it a revelation, lest I get so frustrated at the bait 'n switch that I end my adventure here and now. I have finally understood that "killing with purpose" motto pronounced several times by the WoW designers. It's like the missing link between EverQuest and Aion. Newer quests are not as crude as 1.x WoW quests as to reveal this dark secret. I feel like I've discovered Ida.

Prior to WoW, mobs were simply grinded for experience points. You or your party found a camp somewhere and just killed mobs for hours. WoW quests are a layer of story on top of this grinding. The quest gives you a "purpose" to go an kill 100 boars, but you are still camping somewhere and killing mobs for hours. This is prevalent throughout much of 1.x WoW:
  • Recipe quests which ask you for several animal parts which would require you slaughter an entire field many times over.
  • Enemy stronghold quests which make you kill an entire cave of humanoids only to get a follow up quest to go back into the same cave and kill the leader (after all the mobs have respawned).
The idea of grinding mobs doesn't really go away; now there is bonus experience for doing the "purpose" layer.

I'm putting purpose in quotes because Blizzard seems to think that players just killed willy-nilly without rhyme nor reason prior to the Deliverance. Those xp camps had purpose: get experience points. And as I've said before, I enter some twisted, meditative state when I'm just farming mobs for an extending period of time. I also like xp parties, something I'm looking forward to in Aion.

Since the Enlightenment, Blizzard has seemed to have forgotten how things were and are addressing the outcry of monotony originating from the mistake of calling these story purposes "quests". We have bombing runs, vehicle combat, and other mini-games focusing not on "killing with a purpose" but on "fun".

Maybe we can change how bonus experience is distributed.

In FFXI, when you killed mobs within a time window of each other, you received bonus experience. It wasn't something to sneeze at; you could get upwards of 50% extra experience. What if we changed the quest experience system to something resembling the bonus experience system? Instead of stocking up on "Kill 20 Monkeys" quests, let's reserve the title of Quest for actual quests. When players start killing mobs in a certain area, give them a heads up as to how to acquire the bonus experience. Ask them to kill 10 mobs in 5 minutes; or 50 Rats total. Once they complete the objective, give them the bonus experience.

Of course this is assuming we have the standard, target-hotbar MMORPG combat system. A few months ago, I had envisioned a high-intensity combat system--somewhat of a throwback to Action RPGs. Characters have large amounts of AOE attacks, designed to cut through hordes of enemies quickly. Think of Diablo II. But instead of giving experience points just for killing mobs, we make the players run Gauntlets. Think of Gauntlets like instanced dungeons, with start and end locations and checkpoints along the way. Players receive bonus experience when they reach checkpoints and ultimately the end.

Simple. Fun. Flashy. Not monotonous like "Kill 30 Vultures". There is even the potential to record times of parties as they race to the end: have a leader board for the Achievers.

This originally was part of a grand territory control system, but as a middle layer game, what do you think?

Tuesday, June 16, 2009

From Camps to Quests and Back: Building Better Treadmills

A common reaction to an exploitable or boring system is to complicate it by elaborating on its rules or adding new rules. In this post I'll discuss the evolution of the advancement treadmill or grind in MMORPGs and how I believe the machanics have gotten better, though they are still massively flawed.

Back in the iron age of MMORPGs, a common way to level in Everquest was to camp the spawn points of mobs you wanted to kill. This behavior was not seen as fun by the playerbase after a while, and future games tried different ways to discourage camping. The primordial disincentive for camping came in Dark Age of Camelot, a game on the coattails of Everquest that combated camping by implementing a system where players received bonus XP for killing mobs who had not been killed recently.

Is this a good mechanic?

Bonus XP is certainly simple and requires little work from the developers but it is very artificial. The player cannot intuit that this mechanic would exist without experience in the game or in the genre in general. This mechanic isn’t a metaphor for a real life phenomenon, so it breaks immersion and is naturally more difficult to pick up on. The XP bonus forces players to go a little bit out of their way to kill mobs in some sort of rotation to ensure everyone gets the largest bonus, but sometimes that’s not possible because a zone is crowded and there are only so many mob spawns. In the end, we have a mechanic that’s hard to intuit, and either easy to work around or completely impossible. The only positives note is the simplicity of the system and negligible developer time.

Such a hasty patch mechanic is seldom going to survive through successive generations of games. And it would soon see its death at the hands of World of Warcraft. Quest-based play was the next (and is the current) fad after the camping style.

Questing is a much more robust mechanic to prevent camping. The metaphor is solid; Players are familiar with the idea of being given jobs to do and then accomplishing them. As long as the rewards are reasonable, camping can be severely curbed by quest-based play. No real reason to kill the same monsters in the same place repeatedly if you’re not getting more out of it than you’d receive from running to town and doing a few quests.

Quests give an entire new layer of incentivized activity that makes playing an MMORPG significantly more pleasant, but this style of play has been reduced to a similar grind because of how familiar it has gotten to experienced MMORPG players. Quests also suffer from a relatively serious immersion problem: if everyone’s doing the same quests at similar points in their characters’ lives, doing the quests is just a meaningless way of advancing characters. The pretense of the story that underlies quests rapidly evaporates when you realize that everyone else is doing the same thing in the same world—the fourth-wall is paper-thin if not entirely transparent at points. This leakage of metaphor perhaps has reduced the quest to a slightly more meta version of the mob spawn/camp.

Quests also suffer from being a burden on content developers and being decidedly finite (barring some exceptions like daily quests, which are more like “camped quests”, in my opinion.)

So we’re left in the same situation we were in when camping fell out of favor. The trend became to instance more and more of MMORPGs, but that is just a thin patch of a mechanic that doesn’t actually address the problem: the quest is going the way of the camp and we need to move on to something new in order to keep people playing and playing for longer.