Showing posts with label chance. Show all posts
Showing posts with label chance. Show all posts

Friday, July 20, 2012

Uncapped PvE Content and Prestige

Spinks pointed out the irony of WoW's 10-man raids: namely that the raids are too small to sustain a guild around a 10-man raid team. Raids were reduced in player count because of logistics and accessibility concerns. Now they are so small that they cause logistics and accessibility issues. /ironic

This reminded me about uncapped PvE content. WoW used to have uncapped encounters in the form of world bosses, and it will be getting some new ones in Mists. Rifts are uncapped, as well as other forms of Public Quests. PvE content in Eve has no player count limit. Many of the original raids in EQ and FFXI were also uncapped.

It's important to note that there are no "balance scaling" mechanics in these systems. Mobs don't receive extra HP with every player at the fight. Nor does more money or gear drop depending on the raid size.

There are some advantages to unrestricted PvE encounters:
  • Bring as many friends as you want. No one has to be second string or on the bench.
  • Bring as few friends as online. You don't need to cancel the raid if one player doesn't show up, because the encounter is not necessarily attuned for X number of players.
  • Risk and Reward are inherently balanced. Larger the party, the less risk involved, but fewer payouts per person.
  • Challenge is self-ordained. Make the fight as easy or hard as you want.
  • Pick-up-groups could do any content. ++Accessibility
I see four reasons that players raid:
  1. Story/Content
  2. Power (e.g. character progression, money, gear)
  3. Challenge
  4. Prestige
Players interested in fulfilling the needs of Story, Power, and Challenge will have their needs met by the uncapped system. Players can easily experience any content they wish; they simply need to bring enough bodies. They can toy with risk and reward to modify the power payouts. And they can adjust the difficulty by inviting a different number of raiders.

Those seeking Prestige, however, will not be happy with an uncapped raid. If the encounter were a signal of prestige, and because of its challenge or accessibility, predicates that the access or completion of the content is rare, then Prestige players would want as few people in that elite club as possible. The scarcer the resource, then the more valuable it is deemed. The rarer the achievement, then the more distinction it bears. 

Some times there is confusion regarding the difference between Prestige and Challenge. Prestige certainly can and often does derive from Challenge. If a task is difficult, then fewer people are capable of completing it, thus making the success rarer. But Prestige can come from a time commitment: e.g. level 99 in Diablo 2. If everyone were dedicated enough to reach level 99, it would not be prestigious (like level 85 in WoW).

The Achievements you unlock, the gear you wear, and the stories you tell are trophies that signal your prestige. The more people with those trophies, then the less special they are. But the players seeking content, money, and challenge will all be having fun.

From a development and design perspective, less time needs to be allocated to meticulously balance and rebalance fights. Obviously the encounter payouts need to be in line with other content so that players have an actual choice. But there is no need for a scheduled nerfing or complex algorithms that adjust the difficulty based on the number of players. Let us decide our level of risk, reward, and challenge.

Monday, July 27, 2009

Cutting Down the Role of Chance: Loot

There are two key factors in making looting fun—we shouldn’t trample these in our attempt to remove randomness:

The first is Variability. In the case of very low variability, loot becomes routine and uninteresting. The potential for rare or unique items is limited by either the number of rare or unique NPCs in the game world or the number of high-skill crafters. High variability can lead to overpowered or useless loot being the majority of what is dropped; this can spell havoc for power growth schemes and leads to looting becoming a very cheap, high pay-off slot machine.

The second is Appropriateness, which can be split into two factors: appropriateness for the player doing the looting and appropriateness for NPC being looted. Players get excited when they find loot that is appropriate for their character—here we encounter the first kind of appropriateness. Loot that offers an upgrade from the character’s current equipment (without breaking power growth balance) or that offers a different kind of ability to the character is viewed as appropriate. Loot should also be appropriate to the NPC carrying it—a bear should drop a bear pelt, not a sword.

So how do we remove the role of chance from loot and what does that do for us?

An easy and very intuitive way to handle NPC equipment and possessions: give each item a 1 in X chance of being on a given NPC or NPC type, then specify an offset value for each (this value can be anything as long as the offsets are different). Start a spawn counter for each NPC type and give the NPC each item when spawn_counter + offset is divisible by the X above. X can be modified depending on the kind of players that have been hunting the NPCs (if the NPCs are intelligent enough to make such a modification)—perhaps a camp of human bandits will start spawning with more fire-resistant gear if a player has been ravaging them with fireballs for the past half-hour.

At first, this approach seems sufficient, but we’ve made assumptions that aren’t necessarily true in an MMO. Looting isn’t an entirely blind process. The player might know loot rates and so kill off a lot of creatures that drop certain items, greatly unbalancing the totals of important items available for future players to loot off of mobs. Also, there may be some mechanic that allows the player to see what kind of loot the NPC is holding (for instance, if the NPC has a giant glowing sword, a player would be more likely to go after the NPC because of the higher reward). The counter-based solution is good for generating your starting NPC population’s loot, but the system has no awareness of what’s already in the world. If players only kill off the NPCs they know have certain items, the drop rate will stray because the existing population has drop rates that are effectively significantly lower. To counteract this, the system needs to keep track of the loot currently on NPCs in the world and spawn NPCs with or without the loot in order to keep the distribution on or near target. This certain doesn’t need to manifest itself in unique mobs respawning instantly after they’re killed, though; I mainly imagine this solution applied to make keep quests doable without excess grinding.

We can also use the way combat resolves to modify the loot enemies will drop. When different kinds of attacks land on the opponent, they can lead to different effects on the opponent’s equipment. A fireball would burn away cloth armor or melt metal armor, for instance, leaving nothing worth taking in the former case or only some metal scraps in the latter case. The more times the opponent is hit by standard weapons, the poorer condition his armor is going to be in. You can imagine a myriad of attack-item reactions that can lead to loot being lost or transformed. Suddenly, spells that debilitate the opponent without affecting their belongings will be a crucial tool in a mage’s arsenal and allow them to be more than just glass cannon DPS.

If we implement these two policies, we not only increase the role of player decision-making in what loot is dropped (and also encourage a diversity of effect types in order to preserve or destroy certain items), we also prevent the ever-annoying problem where the random number generator gives you a fifty percent chance of getting that quest item, but the coin keeps landing on tails instead of the needed heads. We certainly don’t have to compromise any variability or appropriateness in the process.

Tuesday, July 7, 2009

The Role of Chance

“Cutting down the role of chance” is one of the more overlooked of my 10 Points for the MMORPG Revolution, so I will tackle it first.

The first step towards cutting down the role of chance is to understand the role of chance. Randomness is a root preconception that players have in MMORPGs, and, to seasoned RPG players, it seems absolutely necessary. In actuality, this assumption need not hold. In this post, I will review the roles of chance and why we want to reduce its role in upcoming MMORPGs. In a later post I will offer suggestions as to how to cut down the role of chance in specific instances of each of these roles.

(As a thought experiment, I encourage you to think about how you’d design an MMORPG that does not use a random number generator. We’ll see if our ideas match up when I get to the second part of this discussion later on.)

Here are the three roles chance plays in MMORPGs. (If you can think of more, please comment! I want to make this article as complete as possible without getting overly concrete and nitpicky.)

Random Numbers Simulate Character Ability

In role playing games of all kinds, random numbers are used to determine the outcome of events because they can resolve actions independently of player skill. If a character needs to roll a 15 or more on a 20-sided die to successfully perform an action, that character has less skill than the character who can roll a 10 or more and succeed. No level of player planning can overcome his characters limitations without some luck—this is appropriate, because ability gating and character growth are important, fundamental parts of RPGs.

Random Numbers Model Unforeseen Factors

Random numbers model the effects of actions that are outside of our scope of observation. In real life, we notice events that seem to occur randomly, but this is just a symptom of our subjective viewpoint. Because we don’t see the causes of certain events, we assume that they’re random. Under further analysis, we find that human-level events have complex cause-and-effect relationships that, if followed prior to the “random” event, make the event an obvious effect. As individuals, we can perceive so few of these strands of cause-and-effect that it is impossible to get our heads around most of the complex activities that we are subject to in a given day. Hence, the idea of "randomness" or "chance" in human-level interactions and one of the roles that chance plays in RPG systems.

Random Numbers Provide Variety


Random Numbers are used in generating loot and monster spawns and can be used for determining the behavior of enemies (if there are multiple equally viable AI strategies). This randomness provides variety in the game world and is partially responsible for how addictive loot-heavy games are, Diablo II especially.

Entire dungeons can be generated on the fly using random numbers. Diablo II did this, but there are more interesting procedurally generated maps in roguelike games. Much replayability in roguelikes is due to the ever-different dungeons and maps that present the play with a seemingly endless number of interesting tactical situations and fiendishly difficult dungeon levels.

There’s a lot of work done in procedurally generated content, as well. Most of this stuff is rather technical, but goes to show that there are a lot of people working on effective ways to use random numbers to generate content in games.

Motivation For Reducing the Role of Chance

Why do we want to get rid of as many random number-determined actions as possible? With few exceptions this mechanic has been the core of RPGs for as long as RPGs have existed.

If we want to give the player the ability to change the world and affect other characters in meaningful ways, we need to make decision-making the central process. We need to allow decision-making to determine the outcome of events, not chance. If we provide the player with appropriate information about the decision they are going to make, there’s no reason to build into the game a chance of that decision failing outright due to a bad die roll (something that’s completely out of any player’s hands). I’m not suggesting that we remove failure from MMOs, but instead that we remove unavoidable failure from individual player’s actions.

In a system that allows player success to the best decision-makers, players can easily see what they have done wrong and accept their losses as lessons for the future. If the dice screw you, you’re going to be upset at the game—nothing is learned. If you plan poorly or make a bad decision, you can identify that without the obscuring power of dice rolls and make intelligent decisions using that input in the future, leading to player skill and player learning being the most important facets of the game, not time invested and luck.