Showing posts with label mmorpgs. Show all posts
Showing posts with label mmorpgs. Show all posts

Saturday, July 28, 2012

Stagnant MMOs

This is a response for a discussion in the comments on Spinks' post Bring on the clones.

I find that both the ways in which players interact and the game systems (not necessarily just Combat) of the MMO space have been mostly stagnant for the last 8 years. There have been minor attempts to mix it up (e.g. AoC's melee combat, Aion's jet packs, Public Quests, Dungeon Finder), but the developers still copy "the same black and white, two-faction faux war with safe and 'contested' zones; the same action combat with the same pace, hotbars, and skills; the same solo quest grind with the occasional dungeon run; the same poo-pooed crafting system that has little consequence to players; the same 'hyrbid' classes which really aren't hybrids at all, but rather 3 min-maxed role specializations that are the Holy Trinity through and through" (link).

I play very few games. I find one that has enough complexity and depth (often requires multiplayer in order to uncover that depth) such that I stick with it for years until I've exhausted its playability. I love First-Person Shooters, but I only really love 3 of them: Goldeneye/Perfect Dark, Counter-Strike, and Team Fortress 2. These are all vastly different games. They all play differently; they have distinct strategies, resources, tactical considerations, objectives, moods, etc. To highlight a variation, Counter-Strike is about concealment and weapon accuracy/bullet spread; TF2 is about evasion, keeping or closing distance, and reloading. Never mind that a shotgun in both games is the same; the situations and tactics for using it are very different (and must be learned).

I've played very few MMOs as well: FFXI, WoW, and now Eve. I have purchased or trialed many others (EQ2, LotRO, WAR, Guild Wars, AoC, Chronicles of Spellborn, Tabula Rasa, Global Agenda, Champions Online, Ryzom, Aion, Rift, Vanguard, Dawntide, Darkfall, FF14, and The Secret World). FFXI, WoW, and Eve have drastically dissimilar game systems.
  • FFXI is about cooperation: working with players to level up, complete challenging quests, or make money. Crafting was a motivator for me to expand my character's available classes and gain more levels. It has an extremely friendly community and many group activities: slower-paced, group-oriented combat, XP groups, epically long quests, arena-style fights to earn money, raids, PvP, and group crafting.
  • Eve is deceit and information warfare. It is a struggle between knowing that you need friends to move up in the world and not knowing whom to trust. Its community has an outward appearance of borderline psychotic, but within Corporations, players are friendly to each other and willing to do activities together. Eve is a sandbox and has the most content of any MMORPG ever, and thus newer players have a monstrous time just getting their barrings. Nothing in Eve is simple, and there are many ways to enjoy the game.
  • WoW offers convenience and satisfying gameplay. It has extremely snappy and fast-paced combat, and very little in terms of a virtual world. It is about using people as briefly as possible to acquire the next achievement. WoW is two distinct games: the leveling game, and the game at level cap. Hop in for a few minutes, do a quest or two by yourself, and log out without interacting with anyone. Or if you're at level cap, you do chores by yourself, queue up for a dungeon without speaking, or maybe you have a scheduled raid where you recite a dance that has no transferable knowledge or skills (to another raid).

Most of the games I listed in parentheses above are very similar to WoW. While the classes might look different, or the spells be named something unfamiliar, or the setting be changed, they all follow the same template.
  1. A solo leveling game with a dungeon/raid-heavy "end" game produces the same community as I experienced in WoW. 
  2. Since everyone must be capable of soloing mobs, the combat abilities can't vary too wildly between classes. 
  3. If combat is fast-paced, players have enough time to launch two, maybe three attacks before moving on to the next mob; this necessitates that combat be wholly uninteresting since you only need to use 3 abilities. 
  4. Typically the mobs are not varied enough to require players to consider a different set of 3 skills, because that would be too disruptive and slow down the pace of leveling.

When developers describe a system akin to Public Quests, they are talking about an exception. I can read between the lines: combat is normally performed by yourself, but then the game has these exceptions scattered about where you work with other players. The sad part is that very little coordination is required during the PQ, and people rarely converse. Playing alone together at its finest.

If I can look at a list of game features, and envision my entire career with the game (solo quest grind, occasional dungeon, switch class, solo to max, chase after gear and reputation), then I've already played it in another form, and thus I'm not interested in playing it again.

Monday, December 26, 2011

World PvP: A Common Model

World PvP comes in many forms, yet there is a simple environment model that gets used over and over again. It can be seen in World of Warcraft, EVE, Darkfall, Dark Age of Camelot, and many other past and future games.
  1. Rewards for engaging in PvP.
  2. Risk associated with entering "PvP" areas.
  3. Non-PvP content/rewards in those areas.
This simple list describes Isle of Quel'Danas, Tol Barad, and world bosses in WoW; low-security space in EVE; dungeons in Darkfall; Passage of Conflict in DAoC; and any resource node or choke point in any MMORPG with PvP capabilities ever.

Rewards include crafting materials, mob access, safe passage, money, abstract currency (Honor), and loot. Note that territory control is not a reward in itself--owning land for the sake of owning land is meaningless and players will not value that "resource" unless it gives them an advantage or creates wealth/value, including vanity (player houses). Territory control is often an objective in competitive multiplayer games, but at the very least players win the game by claiming control--most MMORPGs are not "won". Compare the difference in activity between the Zangarmarsh control points in BC WoW (gaining a +5% experience boost in the zone), to the Spirit Towers around Auchindoun (allowing bosses to drop Spirit Shard currency). [TC rant over...]

Risk is "exposing (someone or something valued) to danger, harm, or loss". Something must be risked to have infectious PvP. It could be as minute as lost time on a corpse run, or as harsh as the entire net progress of your character (permadeath). The severity of the potential loss directly correlates to the emotions conjured during those risky situations. The more the player risks, and thus the greater the consequences, then the more intense the emotions associated with PvP events (fear, thrill, fiero, agony, anger). Adrenaline can be addictive and binds players to the game (or makes them run in terror). "What a rush!"

People are risk adverse and are afraid of losing value. But the beauty of MMORPGs is that none of it matters! It's all make-believe.

Make-believe squid-monster riding giant eagle-horse.

The Non-PvP content in the zone attracts "grazers": players that are not looking for a fight, and will be tackled by a tiger if they don't pay attention. These players serve as content for the hunters (and the hunters provide thrilling experiences for the grazers--hooray symbiosis!). If this hunter/hunted paradigm is used, it is a good idea to include tools that allow players to evade or to truly hunt other players (foot tracks, dead mobs, chat, scanners, etc.).

Do not think that grazers are innocent victims. Players will alternate between hunters and grazers rapidly depending on what their immediate goals are. Also, longer term grazers ("carebears") who engage in risky behavior to amass rewards at an accelerated rate are the ones trying to cut corners. ;)

Assuming players are frequenting zones that follow this model, it is likely that World PvP will foster. The combat itself has to be vaguely interesting in order to motivate players to use it, so dull combat can thwart any attempts to create this environment. World PvP is an emergent dynamic and a powerful aesthetic of combat, aggression rules, and scarce resources. The fundamental mechanics need to be solid first.

Friday, December 23, 2011

World PvP Case Study: EVE Online

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

I expounded on this concept with a look at WoW's history to help illustrate that world PvP is much more of an emergent behavior, sitting on the Dynamics layer. WoW uses rewards in particular to guide players, perhaps accidentally, in one direction or another.

A very different game with very different architects is EVE Online. World PvP in EVE is so encompassing, so defining, that it is difficult to dissect. Put simply: there are safer locations, but nowhere is "safe"; and your ship is forfeit as soon as you undock. The most popular mantra (warning?) of EVE is, "Don't fly what you can't afford to lose."

(It is important to change the way one thinks of "possessions" in MMORPGs when playing EVE: ships, modules, buildings, and commodities are all tools for content. If one becomes attached to these virtual items, it is emotionally difficult to risk and lose them.)

EVE has significant information warfare. Knowing where, what, and how your opponent is flying is paramount to success. Players must capitalize on this knowledge while not showing their own hand. It is a game of buffing, baiting, taunting, misdirection, and downright dirty tactics where players let the enemy think they have the advantage, only to seize it away.

Baiting is the act of letting the enemy think there are fewer ships in the engagement. When the bait is taken, players are prevented from docking or changing solar systems for 60 seconds. In that window, friendly ships undock, enter the system, or warp into the fight.

Solo vessels can also employ bait tactics: if a ship has some form of health repair, they could artificially sit at low health trying to provoke a target into attacking a damaged hull. Once engaged, the ships are prevented from docking/jumping, thus the ship repairs his health and kills the target that preyed on the weak.

Hiding half a fleet, using cloak, and "hot dropping" capital ships are all within the realm of possibilities. Undocking in "High Security" space with an expensive ship or cargo could get you suicide ganked.

A less "honorable" form of PvP is "gate camping", where unsuspecting ships warp to a gate, only to be surrounded by hostile players with fast-locking ships or warp disruption fields. In these situations, as soon as the player made the decision to use the gate, they lost the fight. EVE provides maps and intelligence tools (solar system statistics, directional scanner, and proactive bookmarking). Failure or unwillingness to use these resources is as fatal a mistake as not turning on weapons.

It could even be said that the economy and marketplace of EVE is a form of PvP. Arbitrage, undercutting, speculation, and many inventive scams exemplify a player vs player system where knowledge brings riches and haste is punished.

World PvP in EVE involves significant preparation; many fights are not won on the battlefield. EVE also comes with the expectation of PvP everywhere: assume a fight is around the corner. Pick any Sun Tzu quote, and it applies to EVE.
All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.

Monday, November 21, 2011

World PvP Case Study: WoW

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

While WoW's PvP isn't the cream of the crop, it makes for an interesting case study since the capacity to engage in "world pvp" hasn't changed, yet the popularity of it has. WoW helps illustrate why World PvP is a presumption outside of the game mechanics.

Some of the best moments of leveling a WoW toon involve situations where players fight other players for access to resources. These resources are almost always quest mobs. A high level character "ganking" lowbies for the perverse thrill of exercising power is not world PvP, and actually leaves a bad taste in the mouth of the inexperienced. But that is a problem with game rules, not world PvP.

A brief history of PvP in WoW:
No honor system. Many people questing. Many people, including lowbies, engaging in open world town raids for the novelty of it. No lasting consequences.

Spontaneous Horde raid on Menethil Harbor.

World bosses introduced. Large scale fights to obtain boss loot. Scouting of enemy faction becomes paramount to knowing when to engage boss.

Old Honor system, but no Battlegrounds. Many fights between Southshore and Tarren Mill. Fighting to mutually gain Honor.

Battlegrounds. Much World PvP stomped out since Honor is easier to get in BGs. Without huge gear discrepancies yet, small pockets of world PvP still seen in Plaguelands. Blackrock Mountain has much PvP fighting over dungeon and raid access.

Blizzard creates "outdoor PvP objectives" in Eastern Plaguelands and Silithus, and iterates on them in Burning Crusade. These largely flop. Massive gear discrepancies and prevalence of BGs shatter world PvP expectation. Minor fighting around raid portals.

End of Vanilla saw bored raiders running 5-man PvP excursions while waiting for Arenas and BC. Ad hoc and arranged group fights while roaming.

Arenas are introduced in Burning Crusade to the lauding of "fair and balanced" PvP folks. Resilience is added as a gear attribute. "PvP" is now an official route of character progression, and thus everyone sits in instances to optimize their gear acquisition. World PvP is a dirty word equated to ganking.

Isle of Quel'Danas is added at the end of Burning Crusade to house Sunwell and a fresh batch of chores. This popularizes World PvP in WoW again. Players form parties for protection and fighting; they expect combat while questing. Isle of Quel'Danas implements a common model for World PvP that I will discuss later.

Achievement system is added; reward to kill world leaders is introduced. Cities are in faction-owned zones, and thus combat is opt-in. These raids are not very disruptive to the empty towns.

Wintergrasp experimentation with zone PvP with raid access reward. Like AV, Wintergrasp is just a larger Battleground. Vault of Archavon predictably and regularly changes hands between Alliance and Horde. World PvP is dead throughout Wrath, but accessibility is through the roof.

Blizzard repeats success of Isle of Quel'Danas with Tol Barad at beginning of Cataclysm. World PvP makes a slight comeback. But people quickly get their reputation rewards and leave.

It is fascinating to see interest in world PvP ebb and flow as Blizzard tweaks PvP progression rewards. WoW is very elder game heavy, and thus all the resource warfare is at max level: quest access, raid access, & tradeskill material access. Cataclysm seems to have eliminated many contested quests for Horde and Alliance, so any PvP experienced while leveling is ganking or in a Battleground instance.

I definitely believe there are players in WoW who enjoy world PvP very much, and they would engage in that type of play more often if the rewards were not stacked against them. In the current game, once players gain all the reputation or gear they need from Tol Barad, there is little reason to go back. No other location in WoW comes with the expectation of PvP, and thus there is no world PvP outside of TB.

Some of the comments on my Definition post called into question "influencing the world". While not necessary for world PvP (illustrated with WoW's world PvP: no one would say they hold influence over that world), it is a strong motivator and part of Risk & Consequences that change the emotions conjured by the game, but not the game itself. I hope to expound this soon.

Friday, November 18, 2011

Defining World PvP

I am a huge fan competition in video games, both direct player vs player and cooperative competition. Competition creates efficiency; it catalyzes and motivates the exploration of a game system. It is through contention that games become e-sports, that dungeon crawls turn into speed runs, and players employ clever uses of game mechanics.

Player vs player conflict can also conjure immense emotions such as fiero and agony, which make lasting impressions in memory.

I consider Go, TF2, and Aion to all contain direct, explicit player competition. PvP is a broad category. However, there is clearly a distinction between Battlefield 3 matches and PvP in EVE. It boils down to fairness. Games of StarCraft begin and end; each player starts at a strategically balanced state; and it is through the game rules that deviations occur in power until one player succumbs and is defeated.

PvP in an MMO, specifically "world PvP", is inherently unfair. One or more players have an objective, quantifiable advantage over others. One side will have higher levels, better gear, or more participants. Any game with persistent character progression will have this imbalance manifest. A fair fight can occur coincidentally, but it is certainly not something to be expected.

MMO PvP happens within a larger context, thus world PvP transforms into more than a simple combat affair between two parties. PvP starts as soon as the player logs in. Events preceding the actual engagement ripple through the world and can affect fights. Actions that happen before, after, and during combat make world PvP an unbounded arena spatially and temporally. Without borders, players scout, hunt, run, hide, and most importantly are vulnerable before and after the actual combat.

A simple analogy: Fair PvP is a cock fight, and world PvP is the African Savannah.


World PvP requires players to be mindful of the environment. Not just navigable terrain, safe spots, and avenues of retreat, but also the entire possibility space of events. Does the enemy have backup? How many? How long until they arrive? What are my chances?

This is clearly an all-encompassing mindset of playing. It is more than action-oriented twitch combat, and more than efficient resource management; it is expecting the unexpected through planning and preparation. World PvP is an expectation in the minds of players.

Different mechanics can be layered on top of that expectation to change the level of risk and consequences, and thus the intensity of emotion the game provides. There are also many forms and implementations of world PvP.

I did a very brief and informal survey--"What is world pvp?". These were some of the answers:
unrestricted warfare
being able to pvp throughout the entire "game world"
you walking around and someone ganks you
using environment to your advantage
cooperation
unknown, different factors you control, rather than just being fair
no rules
not worth my time
waiting until situation is in your advantage

What is world PvP to you?

Wednesday, June 29, 2011

Investment Hurdle

I stopped playing Vanguard the day I wrote my previous blog post. I chose to partake in some other activities, and by the time my friends and I had an evening together to play, none of us cared anymore. Not even off newbie island, I didn't feel like investing more time into the game.

I always seem to reflect back and compare MMORPGs to FFXI. That game requires even more investment than Vanguard, and I've always warned people that the first 10 levels are the worst, since they are soloed. (With the addition of solo kill quests, I'm sure the first 20 levels are now awfully boring.) I played with friends, and the majority quit before level 5. Why did I put up FFXI? Was I naive? Did I illogically try to recuperate the sunk cost of the retail box?

Even World of Warcraft sucked me in, but later instantiations of it (AoC, LotRO, WAR, Aion) had no draw, no power over me. I paid for boxes for some of those games, yet didn't want to invest in them any further.

Do MMORPGs need to be shockingly different for me to want to play them? If that were the case, I would have fallen in love with EVE or Darkfall.

Maybe I need long-term goals. I remember wanting to be a Summoner/Dragoon in FFXI (which is completely ridiculous, but drove me to get over the investment hurdle). I was in love with Infernals ever since WarCraft 3--I played Undead for that very reason--and I played a Warlock in WoW just to have that ability.

I am curious if you remember your first long-term goal in your MMORPGs of choice. Was it a story arc, an ability, a feature? Do you find yourself running into brick walls after a few hours with a new MMORPG? Would seeing a cool looking sword or amazing spell effect persuade you to continue?

Friday, June 10, 2011

Vanguard: Wait What?

Even though Evizaer is a fuddy-duddy, and even I took a long break from MMORPGs, I am back at it! And of all things, I am playing Vanguard: Saga of Heroes. I'll tell you why:

  • Classes and the adventure game at large are designed around groups. While it is possible to solo your way to level cap (some classes are more proficient at this than others), large parts of the game will be skipped.
  • There are no instances. (Ok, SOE added a raid instance, but that's the only one.) Dungeons you happen across will be filled with terrible things you cannot possibly solo and other players! I might actually have to talk to someone and group up with them to explore something!
  • Crafting-centric economy with complexity akin to Star Wars Galaxies. You can build a house. In the non-instanced world. And let everyone (or some or none) inside.
  • There is a unique "sphere" of gameplay called Diplomacy. It's not the most deep nor complex turn-based strategy game, but I enjoy playing it. I also love it as a vehicle for story/dialogue as I find myself actually reading the NPC text (which is wholly irrelevant to the strategy game itself).
  • Adventuring is dangerous. If the inference wasn't clear from the dungeon/group points above, mobs will kill you. People die at level 4 and 5. You don't start losing XP until level 10.
  • I am missing quests because I am not talking to NPCs. WoW and her children have trained me to just look for Quest indicators on tops of NPC heads (which do exist in Vanguard). But some quests only become available after you talk to NPCs.
  • The factions are not Us vs Them. At level 3 Diplomacy, I've already experienced a more nuanced and grey story than anything I've ever seen in a Blizzard product.
  • It is very difficult if not impossible to min/max your character. Attributes are too complex. Here is a quote from a TenTonHammer guide:
The attributes in Vanguard are also complicated, making pretty hard to limit yourself to 3. Try being a tank who chooses to min INT. You'll have a hard time telling who has aggro from that add. For once, it looks like we have a game that tries to discourage the min/max build approach.

As a reference, this is all of what Intellect does:
Spell Damage: Intelligence adds to the damage of all spells. The number revealed by the tool tip for INT is a percentage relative to 100% (the normal power of your spell), and casters will almost certainly want to take advantage of this statistic

Identify/Recognize: INT increases your chance to identify what spell a mob is casting and to recognize the tactics applicable to the battle. The tool tip does not provide a numerical value for this effect. The sooner a player can identify that a spell is being cast, the sooner she can attempt to counter it. This will help casters and healers. Recognizing tactics permits a player to take advantage of a mob's weaknesses. This helps all classes.

Detect/Perceive: INT raises your chance to detect opponents under stealth or invisibility and to perceive what opponents are doing during combat. This will be tied to skills measured on maximum potential versus a mob of an even level. Detecting stealthed or invisible mobs is critical for everyone. Perception reveals who has aggro, a crucial effect for tanks and healers.

Counter: INT heps your chances to counter a spell. This will be tied to your counter skill measured on maximum potential versus a mob of an even level. Casters and Blood Mages can counter spells.

Resist Counter: INT ensures that a player's spells will more difficult to counter by mobs. This is essential for casters.
  • Even though the newbie island is very much On-Rails, I am told that the world really opens up after you leave (at level 10).
  • The world is huge, but there are waypoint/teleporters to help people get around. Different grades of ground mounts. Flying mounts can be rented. Players claim that the game has years of content.

Just to air the laundry, I will paraphrase the development history of Vanguard. Developed by original Everquest devs under the guise of Sigil Games, Microsoft poured a lot of money into the company, and eventually Sigil brought SoE on board as co-publisher. VG launched in 2007 right as the Burning Crusade did. The game was massively hyped with features that just were not complete at release, and there were stability issues. SoE bought all the rights to the game after the failed launched, patched up the bugs, added some newbie/accessibility features, and then shelved the game. There hasn't been a content update nor patch to the game in over a year. Vanguard directly competes with EQ2, so it makes sense for SoE to let it rot.

I've been playing this past week with two (soon to be three) friends. We are still on the trial/newbie island. I am playing a Cleric (with plate, Ferrel :P). I definitely think there is cool stuff in store, and I can't wait to journal it here.

Monday, August 23, 2010

Does Anyone Actually Play an MMORPG

Chris at Game by Night brought to my attention the current WoW raiding scene. I am wondering if this is a winning scenario for Blizzard.

Back before Burning Crusade, before badge gear, raid progression was set in stone. Players went Molten Core, Blackwing Lair, Ahn'Qiraj 40, Naxxramas. Zul'Gurub and AQ20 were mixed in occasionally to get a few odds and ends. If a guild was fresh to the raid scene, they went to ZG and MC.

In Wrath, this insertion point progresses with the aid of badge loot. Naxxramas and Ulduar are obsolete, and subsequently see little action. It seems like the vast majority of fresh raid teams try their hand at ToC (after acquiring their mound of badges).

This is what players wanted. Raiders in 1.x cried foul when Naxxramas was released, claiming that they would never see that content (never mind that they still had parts of BWL and AQ to see). Now the newest raid is but one stepping stone away, but this stepping stone can be pretty mighty for unseasoned raiders (as Chris points out).

I would be very curious to see some numbers comparing these two systems. This is completely speculative, but let's say that the percent of players who "consumed" part or all of raids was something like: 40% MC, 35% BWL, 20% AQ40, 12% Naxx; while with in Wrath: 35% Naxx, 30% Ulduar, 30% ToC, 25% ICC. In terms of content consumed, I think the Wrath system is better. Sure there are some players who are late to the game and won't see Naxx and Ulduar (because they jump right to ToC), but those same players wouldn't see AQ and Naxx in 1.x. At least now they could potentially go back to the obsolete raids to see the pretty lights.

In terms of gameplay though, I think the former system is superior. I don't think either is particular good, but as a friend of mine points out, "[Guilds] could still go in [to AQ] and feel like they accomplished something. Now you are just silly if you go to Naxx to get gear."

Observing these two systems, I can't help but wonder if playing an MMORPG is really "play". CrazyKinux linked a very good article about a psychologist's definition of play, and this stuck out to me:

To the degree that we engage in an activity purely to achieve some end, or goal, which is separate from the activity itself, that activity is not play. What we value most, when we are not playing, are the results of our actions. The actions are merely means to the ends.

In play, however, all this is reversed. Play is activity conducted primarily for its own sake. The playful student enjoys studying the subject and cares less about the test. In play, attention is focused on the means, not the ends, and players do not necessarily look for the easiest routes to achieving the ends.

This is in relation to play in general and not just games (play with goals), but it seriously threatens the notion of playing an MMORPG. Don't think about "fun"; fun is an illusion, a bag of tricks to keep you entertained: random item drops akin to slot machines, leaderboards, etc.. When was the last time you actually played an MMORPG? Used your character to perform some action for sake of that action itself? Visited a dungeon you liked not for an Achievement and not for a piece of loot? Or even just fought a monster to play around instead of consuming it like a resource?

When there isn't actually any play involved, raid content dies. Naxx and Ulduar will be forever empty like ZG, BWL, and AQ with its enormously entertaining C'Thun fight. The "carrot on a stick" design mantra of WoW is great for entertaining users, but later on players will painfully grind reputation and badges.

Don't think I'm picking on WoW; the entire genre is like this. And it is very unfortunate.

Wednesday, August 11, 2010

No Bore Core

I have a very bottom-up approach to game design. I like to think in terms of fundamental, atomic, core mechanics, and build them up in layers to produce a cohesive system.

After making those minigames for my cancelled Facebook MMORPG, I am fairly confident that there are 2 types of "core" mechanics: mathematical and pattern matching. My evidence is purely anecdotal, but after observing players for several months, I believe that pattern matching is a superior mechanic for video gaming. I attribute this to the amazing subconscious pattern matching and recognition facilities in the human brain.

Pattern matching as a mechanic is usually coupled with input device mastery. Two prevalent forms of PM are shooters (click the button when a target lines up with the reticule) and rhythm games (click the buttons in sync with an auditory cue). Both these games involve some sort of prediction, e.g. leading targets, interpolating target location, and maintaining musical beat/rhythm.

To help understand the difference between pattern matching and straight up input device mastery, think of any implementation of Whack-a-mole (any WoW addon for a support role will work). The mole surfaces at random locations (debuffs are placed on random raid members), and the player hits the mole (clicks the grid to decurse the target). There is no prediction, pattern, rhyme or reason to where the moles will appear. The player simply invokes muscle memory to move the mallet to a location and swings her finger.

If we examine the shooter mechanic stack a bit more, the very next layer on top of pattern matching in most shooters is resource management (which is a mathematical mechanic). Ammo, weapon clips, reload time, and health--these are all resources that are managed by the player.

I thought this would be an interesting template for RPG combat, and thus I arrived at "ability clips". The entire system would be mirrored from the standard shooter weapon system: the player primes spells in much the same way that weapons are reloaded; when the player depletes a clip, they must reload using a reservoir of mana; each ability has its own reload time, clip size, mana cost, etc.. Players can only have 1 active ability in the very same way that players only have 1 active weapon. The game becomes a third-person shooter with guns that shoot health buffs and movement snares.

There are already a few games that play with functional abilities on weapons. Global Agenda was one. Many of the devices in GA were some sort of non-damaging spell, e.g. speed boost, restore health, stun buildings, and forcefields. Its combat was great; it could have been an amazing example of what I advocated above if Hi-Rez decided to pursue the shooter side rather than muddy the gameplay with hollow additions like persistence, progression, and gearing.

Team Fortress 2 is also an unlikely example of an ability shooter. The interface for swapping weapons isn't as robust and clean as GA's, but many of the newer items added to the game perform a non-damaging ability. The Demoman has a shield which reduces explosive damage and gives them a Charge ability. The Sniper can equip "jar based karate" (it is a jar of pee), and toss it on enemy players to increase their incoming damage by 35%. It also reveals cloaked Spies and puts out fires. Spies have several items which change their cloaking behavior. Heavies can restore health with Sandvich.

Of course these are PvP games. Could an ability shooter work against dumb computers? Players in GA ran PvE missions for the phat lewtz, so I am not entirely sure that those missions without progression rewards are fun. All the mobs did was shoot (from what I remember). If they had a wider range of abilities, maybe it would be a bit more interesting.

Combat as an ability rotation is dull and a precursor to grindful play. The design goal should be to provide the player with interesting decisions, and those require interesting situations. The game must constantly test the player's knowledge and demand that they react, not simply act.

So what other sorts of pattern matching cores could be used to build a combat system? It does not necessarily have to be real-time, but it should have the potential to place players in interesting situations against AI. Some other constraints to think about involve porting the system to an MMORPG, namely how much volition does the player have if set in an open world (player state can't be reset easily; what happens if the player engages more than 1 target).

And if you are interested in passing some time, you can take a look those prototypes. A game of particular relevance is StrongMan. It does have a superficial score attribute tacked on to give feedback to the player, so it is not a pure example of a pattern matching game, but it is pretty close.

Tuesday, June 8, 2010

The Facebook MMORPG That Once Was

A couple of months ago, while I was finishing up my degree, a few friends and I decided to turn our Distributed Systems project into an MMORPG. With all the buzz surrounding Facebook and Social gaming (GDC, the ire towards Zynga, and all Facebook's privacy faux pas hadn't occurred yet), we decided we were going to make a Flash-based MMORPG on Facebook. Lured by short development times and the potential revenue, we hoped to roll out a game in a couple months and use the income to fund a real MMORPG.

That is why I haven't posted much lately.

At month 7 of the project, we felt that the game was simply taking too long for our initial goals and realized that we would be supporting a game that none of us were passionate about for at least another year. The company had 3 co-founders, and we all decided that it was time to pull the plug. We learned about tons of technical problems (and some solutions) for large player zones and how to stream assets so that browser gamers weren't waiting around for 20 minutes to play the game. Some days were really exciting and some were immensely frustrating.

I want to talk about some of the high level design here. I won't be posting detailed item or skill data, which are the parts that actualize the design.

We knew that we wanted an open-world design, where scores of players would be able to interact with each other synchronously. This was a very different approach than most other social games which are said to be asynchronously multiplayer. We hoped players would be enamored by this "living world" sensation.

We went through 3 completely different game ideas and finally reached the conclusion that we were not going to have a combat system. The typical Facebook gamer is a woman in her 30s or 40s. They are not the hardcore 18-25 male demographic. Some potential players told us to "make sure it isn't violent". So, as I said, we decided to leave off a combat system.

The problem with no combat is that conflict is harder to come by. There is no explicit way to represent conflict, risk, or danger nor a way to explicitly resolve problems. Without combat, we decided to have a very heavy crafting game, but we had no way to make exploration of the world dangerous or risky. Players would be able to walk to any place they wanted to without any trepidation--this might have been very boring.

EVE's skill system was perfect for us: it allowed only 5 to 10 minute play sessions where the player only queues new skills, and enticed the player to come back to the game every couple of hours to enqueue some more. The modifications we made included making things more streamlined, i.e. 30 levels in a Skill rather than several books of 5 levels, and requiring players to purchase each skill individually.

This put tremendous pressure on itemization though since players were not crafting silly items every few levels just for skill ups. Every item had to have a purpose, and without combat we had to get really creative to make some functional items.

We had to make a secondary stat on crafting and gathering skills called Proficiency. Training increased your Proficiency in Crafting skills but not in Gathering skills. Players had 2 functional item slots which they used to equip "gear" that increased their Proficiency. For Gatherers, this was their only source of Proficiency; for Crafters, this augmented their Proficiency slightly. Recipes and resource nodes had a Proficiency requirement on them; this ensured that players were buying goods and using functional items.

The Marketplace was a global Auction House were Buy and Sell orders could be placed. In addition to functional items, we had quite a few vanity items: clothing, furniture, & pets. Each player was to get an instanced house and be able to invite their friends. Eventually we hoped to allow players to throw parties or own larger plots of land for special crafting machinery.

To make the crafting and gathering games have a bit more flare, we put in minigames. The problem I and some other gamers have with minigames is that they are very hokey and break "immersion". I designed and prototyped quite a few minigames which included everything from a Sudoku-like Exact Cover problem and a simple timing/reaction game. If you are clever enough, you can find them online :P

There are 6 Crafting professions (Tailoring, Smithing, Woodworking, Leatherworking, Alchemy, and Cooking), 4 Gathering professions (Mining, Logging, Harvesting, and Trapping), and 4 Refining professions (Smelting, Lumbering, Weaving, and Skinning). Each profession would take a bit more than 15 days of constant training to skill cap. We hoped players would focus on 2 or 3 professions, giving them 30 to 45 days of related training. Then they could always train the rest of the professions if they wanted to.


The only profession that didn't fit the mold was Trapping. We decided to merge FarmVille with FFXI's fishing system to make something really exciting. Players would acquire traps and bait, set them up in the world, and come back after a few hours to collect the animal. Which animal was in the trap was a function of the trap used (e.g. steel, wooden, large, small), the bait used (different meats, nuts), the time of day the trap was placed (night, day), and the location of the trap (forest, plains, near water). The animals would be used as pets, leather, fur, cooking ingredients, and bait.

The main focus of the MMORPG was crafting and vanity gear--making your character and your house your own. It was supposed to be a low-intensity distraction where players would be a part of a virtual world. We planned to monetize with an item shop which included training rate bonuses and seasonal vanity items.

Without combat, the game just felt very bland to us--the hardcore gamers making it. Our hearts were not in it, and more than once we had to convince ourselves that it was worth it to continue.

I will say one more technical lesson: I will never use Flash for a large-scale game like this again. It simply isn't made for these sort of projects, and I've uncovered everything from drawing bugs to problems with Flash's event system.

Monday, March 8, 2010

Defining Massivity

I am so sick of people calling various online games "virtual worlds", or worse yet, "massively multiplayer online (games)". I hope to make a few distinctions, namely the difference between a virtual world and a virtual environment, and when a multiplayer online game actually qualifies as massive.

Damion Schubert noted the selling point of MMOGs compared to regular online games. That difference is "massivity", the potential for hundreds of users to interact in a virtual environment. Since Schubert's comment was in passing during his presentation, he doesn't seem to provide a formal definition of massivity, and I don't know him personally, so I cannot ask him for one.

Ultimately what an MMOG design hopes to achieve is a feeling of massivity. This is an aesthetic experience which cannot be easily quantified nor defined, but I will attempt to do so. Massivity is the feeling that the user is part of a large world which changes without her being there. It is the potential for hundreds of players to interact in some virtual space, all perhaps with different goals.

We can have games without massivity. But we cannot have massivity without a virtual environment, specifically a virtual world.

I like to use a layered definition when talking about MMOGs: virtual world + game = MMOG. Most people can identify a game or at least hazily understand that there are game systems at work when they experience them. But everyone from bloggers to journalists to game designers seem to forget what a virtual world is.

I define a virtual world to be a globally-accessible simulated, persistent environment in which users interact through an avatar proxy. A virtual world is a virtual environment with the following constraints:
  • The environment must contain the concept of location. It must be able to relate entities in the environment to the user with positional information. A chat room is not a virtual world.
  • The environment must persist between play sessions. It must convey the notion of a "living world" which advances while the user is not engaged with it. Any instanced encounter with an end is not a virtual world.
  • The environment must be globally-accessible and consistent, meaning all agents in the environment could potentially congregate at a location. This is technically impossible, but the impossibility must be hidden to the user. Any user understands that as long as he is a part of the virtual world, he can meet (intentionally or by happenstance) any other user in the world.
Channeling is a solution to a technical problem which diminishes the feeling of massivity because the game replicates the same environment, breaking the consistency of the world, and no longer are the technical limitations of the environment concealed from the user. I am not saying that channeled zones are not virtual worlds; they simply break "immersion". As an aside, has anyone ever experienced a channeling system which wasn't annoying or confusing?

Studios are releasing many online games which are breaking molds. They call it a "hybridization"; I call it exploitation of the buzz surrounding MMORPGs. Facebook labels games like Farmville and Restaurant City as virtual worlds. Debates ensue on whether or not anything with character persistence (e.g. TF2) is enough to qualify the game as an MMOG. I find this talk very dangerous because it dilutes the definition of virtual worlds and MMORPGs.

Is Diablo 2 an MMORPG? By Farmville or Global Agenda standards, it would appear to qualify. It has privately instanced virtual environments, character persistence, and public chat rooms serving as lobbies. But there is no global environment where any one user could accidentally interact with someone else. The world does not evolve and move without the user present. Sure items are traded and bands of players do quests together, but is there really a persistent world anywhere?

Any of the recent shooters with character and item persistence, whether or not trading is implemented, still reside in game spaces, not virtual worlds. Games are played on maps which have a beginning and end. They are highly structured games with limited participants. There is no central gathering place where players can interact and put their mark on the world by simply standing around. Character persistence is not world persistence.

MAG or even a hypothetical game with more than 128 v 128 battles are no more an MMOFPS than TF2, i.e. they are not MMOFPSs. If a player logs off in the middle of a battle, his team may lose the match. But the buck stops there. There are no repercussions in the larger game world, because there is no larger game world! His guild doesn't lose land nor is his skeleton a terrain decal for the next week; the players lick their wounds or bask in victory, and they start a new game. Once again, character persistence is not world persistence.

Using today's weak definition, we could classify any online multiplayer game as an MMOG. That would defeat the point of creating genres at all, and we would be back where we started: what is the difference between Everquest and Dungeon Siege? Massivity.

Wednesday, January 27, 2010

The iPad is a Game-Changer

Today, Apple announced their newest product: the iPad. It’s a 9.7” diagonal touch screen computer. The iPad is what netbooks should have been. It’s a sexy piece of technology. And it maxes out at just above $800, with the base model costing $499.

apple-creation-0097-rm-engiPad MMOs could revolutionize the genre. The graphical capabilities will not be up to par with even a low-end gaming PC, of course, but the ability to play on the go with a touch-screen interface—that is, literally, game-changing. The iPod Touch was a step forward—the iPad’s screen size make more serious gaming inevitable, and games designed with the touch interface in mind will change the way we play in a fundamental way. Think of commanding a starship with your hands, with a user interface ala Minority Report. Imagine drawing on your screen the path your character’s sword will travel. Multi-touch opens up so many fine-grained interactivity options for combat, crafting, maneuvering, and just about anything you do in a virtual world.

Think that typing on a software keyboard (one that appears on the screen and provides no tactile feedback) will wear thin? Apple has an accessory that allows you to plug the iPad into a keyboard dock and type more comfortably as the machine charges. Combining keyboard input and touch screen input will lead to some exciting changes in how we implement game interfaces.

Micro-transactions will be easily implemented through in-app purchases. We might not even need separate billing sites—just use the iTunes store and in-app purchasing mechanisms.

I’m really excited about this. This device is something special.

Thursday, December 10, 2009

Serious Games Live in the Metagame

(A brief disclaimer regarding terminology: I do not use the words "metagame" and "serious game" in the ways that they are always used. "Metagame" apparently has a multitude of different meanings in different parlances. Please use the definition I've provided for discussion of this post. "Serious games" has a different accepted meaning than that to which I refer--I knew it when I wrote the article, but "serious" was the most appropriate word I could muster. So please use my definitions for these words in this article until I come up with better words for this stuff. Thanks. (And thanks to Psychochild for pointing it out.))

meta

The metagame is the evolution of gameplay strategies outside of the game itself, including  the gathering of game knowledge from external sources and players studying others’ strategies.The progress of the metagame represents the players exploring the multitude of strategic opportunities a deep game (“hardcore” deep, not “casual” deep) presents. Only deep games have rewarding metagames.

The metagame strips away all but the ludic elements of the game. All fluff, be it story or even the transitions between levels in platformers, is skipped over because it does not contribute to the strategy-space of the game. As soon as a part of the game’s story is tied to a game mechanic, awareness of the metagame will erode the narrative elements until the player is left with only a conception of the mechanic as a piece of the game rules.

Company of Heroes (prior to the release of the first expansion, Opposing Fronts) was a great “RTS” game. It had a relatively rich metagame that shifted over time based on swapping replays of interesting matches and talking on forums about strategy. Many different strategies had their time in the spotlight. For a while the game was a contest of who could get to the end-game heavy tanks, the Pershing for Allies and the King Tiger for the Germans,  and harness their power the fastest. Some serious patching completely changed the fabric of the game, leading to infantry-heavy strats dominating. The brief era of pioneer-spam saw many frustrated players until it was patched. The strategy-space was fairly well-explored by the time Opposing Fronts released, but people were still playing the game plenty and finding new and creative ways to win—even after many months no one had reduced the game to a simple spam strat for any meaningful amount of time. The metagame was vibrant and, though not as deep as a elder statesman like Starcraft, provided me with many hours of entertainment in itself.[In retrospect, this is not a good example because I make it seem as if the metagame should rely on changes to the game rules--a game with a deep metagame does not need such changes to remain interesting. In a way, patching changes the game enough to force the player to recalculate their view of the metagame. This doesn't really correlate to adding depth, just moves the players to a different part of the proverbial strategy pool. -Ev]

There is Fun in Games Sans Metagames

But not every game has a healthy metagame—or any metagame at all. For some games, metagaming ruins the gameplay. A player may enjoy playing through a game in a natural, unaided fashion for onedownsized_0616091452 and only one time. Brenda Braithwaite’s Train is an example of this: once the player understand the game, the meaning of the game is significantly altered and the game is compromised as a game, though perhaps not as a piece of art. Entering such a game with a very attainable degree of metagame knowledge renders the game uninteresting. Learning about the game outside of the game itself breaks the natural process of exploration that some games rely upon. These games cannot be good games of strategy. Strategic thinking is not a primary goal of such a game, or, if the game does aim to have serious depth, the game mechanics are not well-designed. [Knowledge of the "twist" in Train does change the gameplay--I was way too aggressive by stating that the game is compromised by multiple playthroughs. The real point here is that some games don't focus on strategy and don't need depth to be fun or affecting. -Ev]

I am not decrying games that do not have meaningful metagames. Such games have other roles to play in the pantheon of entertainment. They are entertaining in a decidedly limited (though that limit may not necessarily be low) fashion, like a good action movie might be. This doesn’t mean that they are inferior or to be frowned upon. They can lead to as much, if not more, entertainment than a serious game in the hands of certain players. They’re games that most players can sit down and enjoy, they simply are not games to be taken seriously by the player as a game. They played “casually”. Players do not study such games and they are given no real reason to study. A player will proceed through the game in 10, 20, maybe as many as 40 hours—perhaps even playing through a few times—and then disregard the game because the game is “finished”. Most games are like this, and the vast majority of people who play games spend the vast majority of their time playing such “casual” games.

(I put “casual” in quotes for a good reason. I do not mean to relabel or reinterpret the idea of casual gaming, but in comparison with the kind of gaming that goes on in metagame-intensive games, players approach less deep games in a decidedly casual way.)

“Hardcore” is not Serious

touhou10fs4Themepark MMOs almost universally are not serious games. A game is not a serious game simply because it requires a significant time investment to reach some goal. Themepark MMOs are very long multiplayer games—they are “casual” games that have more content than most others and an environment of social competition that urges players to continue playing through grinds and boredom.

“Hardcore” games are not necessarily serious games. Games that punish excessively and reward sparingly—games that make mundane goals ridiculously difficult to achieve (I’m thinking primarily of bullet-hell games and games like Flail), are not necessarily serious games, either. Difficulty does not dictate if a game is serious.

A game’s strategic depth—having more to learn about strategy within the game—as signaled through its metagame indicates if it is a serious game.

Serious MMOs

MMOs bother me because they delay a player’s participation in any kind of meaningful metagame for a month or two while their character levels. I don’t want to arbitrarily wait a month before being able to experience the fullness of the game. Even when I do get there, the metagame is often a flat expanse of memorizing raid strats and FOTM builds. PvP is the only facet of MMOs that usually offers much strategy worth considering, but this strategy is often overwhelmed by gear differentials, and gear differential breaks down into time spent, not techniques learned and mastered. MMOs are a composition of many different games—but most of these games are “casual” or casual.

I’m primarily interested in bringing a serious game mentality to MMO design. In this way MMOs can become almost endless in playability as a game as well as a social experience. Not only would a serious MMO offer plenty of content to players at different skill levels, it would offer years of material to learn and recontextualize content.

Around serious games societies bloom.  A substantial game provides a common ground for diverse players with unique goals to come together for a common cause. This will build communities that are tighter and stronger than themepark MMO communities. A serious MMO does not need to have 100,000 subscribers to stay around, because a group of 10,000 dedicated players could sustain the game. There would not be much tourism and turn-over from such a game, because it presents a deep and unique opportunity that is differentiated from other games in the genre. Serious games cannot be a rehashed with success, because the mechanics must be well thought-out and maintained to promote a strong metagame.

It’s not easy to design serious games, but I think that serious MMOs can make money. They will definitely be better for players—more fun for longer—than the current trend.

Tuesday, December 8, 2009

Depth Perception: Casual and Hardcore Views of Depth

A game’s depth can be defined as the amount of “stuff” that the player can learn about the game.

A shallow game has few things to learn. Think of when you first learned algebra. Because you didn’t understand the concepts of algebra, you would engage in a guessing game to find the value of x in simple expressions like “x - 10 = 3.5”. Not long thereafter, your teacher taught you that there was a method you could employ that could obviate the guessing: simply “undo” the operation on the left side and carry its effect over to the right side (“x – 10 + 10 = 3.5 + 10”). Now the guessing game isn’t a game anymore, it’s a rote task. If someone gave you 50 problems of similar complexity to solve, you would previously have had an interesting (debatably) task of excitedly guessing what x might be. Now that you know how to do it, you just mechanically run through the problems subtracting or adding numbers to both sides and receiving an result. There’s nothing left to learn there. So clearly simple algebra isn’t a deep game.

The scary part comes when you realize that you can think of World of Warcraft as algebra. You’ve got a few abilities that you can use and you’ve got enemies to kill. The first few times you fight, you’ll try different methods—essentially trying to guess the answer to “how can I make my relative DPS greater than theirs?” But once you’ve figured out a reasonably effective method, you no longer have to think. You only have to press 1-3-4-2-4-… until the enemy is dead or you are dead. The monotony is only broken when you move to a radically different kind of enemy (usually it’s a difference in magnitude of enemy DPS, so your remaining health will be the only thing to change between the old “easy” enemies and the new “harder” enemies) or when you level up and gain new abilities which may or may not actually impact this process.

Playing WoW through the course of one level doesn’t have much depth. The little bump in depth you get out of advancing doesn’t help for long, either. It’s just like learning that you can undo division with multiplication on the next homework after you mastered undoing addition with subtraction. Regardless of that bump in complexity, you still must solve those same problems (kill those same enemies) 50 times before the teacher will give you a passing grade and let you move on to the next-most-difficult homework (move on to the next level).

There’s a crucial distinction here: Depth is not the number of problems you could conceivably solve, it’s the number of conceivable techniques you could viably use to solve problems.

Players perceive these two different phenomena in MMOs and attribute both of them to the concept of depth.

In easy games like WoW, depth is artificially created through making enemies always too easy. Players are never forced to explore much of the game’s strategy space—even in the kiddie pool there can be a “deep end.”

This definition of depth only serves the “serious fun” or competitive style of gamer. To a casual player, such depth is just annoying. A casual player can’t spend the time to explore the strategy-space—he just wants to move inexorably forward and be tickled by something interesting occsionally as he receives a stream of ego-boosting rewards at a regular clip.

To the casual player, depth becomes the sheer amount of content. The casual player does not care about the advancement and evolution of strategies. They don’t want to have to think that much; games are distractions and ways to pleasantly pass time. Casual players only care that there is more to do—that the pleasant rollercoaster ride continues until he wants it to stop.

So we’re left with two definitions of depth that are useful when designing games for different kinds of players:

  • Having more to do.
    • Character advancement.
    • Game as meditation.
    • Relaxed play.
    • “I must lay 300 more bricks to finish this wall.”
  • Having more to learn.
    • Personal advancement.
    • Game as intellectual exercise.
    • Serious play.
    • “I must learn how to effectively approach enemy positions in Go to improve my early-game.”

Visualizing the Interactions of Depth

I see these two kinds of depth as two faces of a shape that represents the amount of fun that can be had in a game. Casual players look down one face of the shape, their depth is the shapes’ width, while hardcore players look down another face, their depth is the shapes’ height. The two are manifestations of different ways people enjoy games.

This means that games can be seen as two-dimensional objects in “depth-space”. The x-axis represents the amount of content completed, and on the y-axis is strategic understanding. Each shape represents the depth profile of the game—the width of the shape at a certain value of y indicates the amount of content that can be completed with that level of understanding; the height of the shape at a certain value of x represents the amount of knowledge that the player can gain having completed a certain amount of content in the game.

A game like WoW stretches a long way on the x-axis, but only gets high on the y-axis later. Chess, on the other hand, has a significantly taller shape, but there is not much width at any one point along the y-axis. This is because you have to engage with more of the strategy-space (learn more about the game) in order to unlock more content in chess. WoW is wider at all points on the y-axis because there is a lot you can accomplish with even a severely limited amount of strategic knowledge.

This visualization technique is not perfect. Aside from the general abstractness of it (a lack of metrics), it’s definitely not true that the two kinds of depth are orthogonal. Playing through more content usually increases your understanding of the strategy-space, which will gradually advance you along the y-axis naturally until you reach a saturation point that’s probably dictated by your intelligence.

These Depths Converge in the Long-Run

These two conceptions merge as the casual player plays the game more and must confront either the fact that the game is no longer stimulating or the fact that they cannot achieve their goals without digging deeper into the strategy-space. So games aimed at casuals do need to have some degree of traditional depth to sustain them long-term—though casual games are usually aimed at children and non-gamers—people who are not going to spend enough time in the game to hit the “no learning left” issue.

Friday, December 4, 2009

Suddenly, Bioware is Incompetent.

This is one of the few times I’ll jump on an issue that is a hot topic on MMO blogs. I’m doing it now because certain prominent bloggers’ opinions on this topic have been too ridiculous for me to bear. Perhaps Keen’s numbers haven’t been good recently and he wants to start a huge debate to draw links and views?

Bioware has released information on companion characters. For some unknown reason, this fact has led people to believe that Bioware cannot tie their design shoes anymore.

With very little actual information available, people are assuming that Bioware are going to mangle the design of companions and ruin their game by removing one or more “M”s from “MMORPG.”

Arguments against companions:

  1. It throws off rewards because you will get loot as if you were two players.
  2. Who would choose to bring someone along if they’ve already got an AI companion?
  3. Everyone will always have their companion out, so the game will be balance for that, rendering non-companion strategies non-viable.
  4. The game won’t be balanced for rampant companion use, so the game will fall apart as everything becomes extraordinarily easy due to companion use. This makes non-companion strategies non-viable.

All of these complaints are ways of saying that Bioware suddenly is incapable of good design. With even a modicum of thought I can come up with ways to counter every one of those arguments with game mechanics that are easy to implement. This isn’t difficult work or hard thought—this is basic stuff that any self-respecting game designer (or MMO pundit) should be able to figure out.

  1. Parties get loot based on the number of PCs in the group, as done in DDO.
  2. AI companions will always be inferior to players because AIs just aren’t that good at positioning and tactics. As long as NPC companions occupy group slots that players would otherwise occupy, PCs will be preferable over NPCs.
  3. Pet classes already exist in MMOs. Even if the design isn’t great, you could just treat every class in SW:TOR as a pet class. This isn’t great design—but it’s the worst case scenario.

DDO has already implemented a feasible and functioning companion system and the world hasn’t exploded. Why can’t Bioware do the same?

This is yet another instance of people throwing a tantrum because they are incapable of seeing past the tip of their noses. Here, on bold display, is the common approach that everything with which I am not familiar is poison and evil. This kind of punditry is damaging to the discussion and progress of MMOs.

(You should also read Andrew’s great concise post at Of Teeth and Claws. There's also a strong post over at Player vs Developer that further shows good signs for companion systems.)

Thursday, December 3, 2009

Concrete and Abstract Games

I also arrive at a design philosophy of moderate simulationism in MMOs through an analysis of features that define MMOs as concrete games.

Games can be classified along a continuum from abstract to concrete. The most abstract games, you might call them “pure”, are abstract strategy games. The most concrete game would be life itself. The gamism-simulationism dichotomy that I engage with frequently in my abstract design discussions is parallel to the abstract-concrete continuum. Gamism tends toward abstraction—rules for the game’s sake—and simulationism tends toward the concrete—rules for the metaphor’s sake. MMO design is locked in a struggle between the game and the metaphor; the debate is the center of many design discussions and also the source of many ill-conceived arguments.

Abstract Games

“Abstract” as used in “abstract games” means a lack of reference or relation to the real world—Abstract games’ mechanics do not model or have a significant intended relationship with the real world. Think of an abstract game as conceived and played for its own sake. Any similarities we see between it and the real world are not the sources of design decisions, but simply exist because people relate their world to everything they see (a classic reformulation of “if your only tool is a hammer, everything looks like a nail”).

779px-Go-Equipment-Narrow-BlackA good example of this is the abstract strategy game of Go (also known as Weiqi or  Baduk). Legend states that Go was invented some 4000 years ago by an counselor to the then emperor of China. The emperor had a son who was a bit dull. He commissioned the counselor to invent a game that his son could play so that he might pick up some degree of mental acuity. How would you design a game if put in the counselor’s situation? It makes the most sense to try to invent a game with simple rules that requires deep thought to play well. To design the game, we’re starting from the very abstract and working our way to mechanics that can be implemented using a few stones and a board with a grid scratched into it. This is demonstrative of how abstract games are conceived.

Abstract games are games designed for the sake of gaming. They do not seek meaning through association with the real world. They give meaning to themselves and their peers. In this way board games can seem utterly trivial to a mature human being unless they genuinely enjoy games (disregarding the social aspect for the sake of discussion).

The “purest” and most extreme abstract games are abstract strategy games. These games have three crucial features:

  • Perfect information is available when the state of the game is fully known by both players. (Note that the state of the metagame does not matter here.)
  • No element of chance can be present in the game mechanics. This means that only the strategizing of the players affects the outcomes of individual in-game actions.
  • Only two players must play the game together. If more players are added, the game becomes political and no longer is purely strategic based on the game mechanics.

We can discern the abstractness of a game by judging how far away from these three features the game strays.

Concrete Games

civ4screen Concrete games are metaphors for parts of real life. Concrete games create the illusion that the laws of the real world exist in the game. Extremely concrete games are in-depth simulations that allow the player to interfere on behalf of some element in the simulation. These games cannot be played on boards or with pieces of wood or stone, they need the computational power of computers to allow them to provide a model of some part of the real world that can allow players to suspend disbelief.

Concrete games have many players, very limited information flow, and are perpetuated by chance.

If you took all chance away from a concrete game, it would most likely fall apart as a game and become quite boring.  Each player would be able to precisely forecast the result of each of their actions, so all of the complex mechanics would boil down the number of viable strategies to a mere pittance. All of the highly situation decisions made in real life that necessitate the use of rare capacities and patterns of thought would be removed from the game, because chance models the interactions of the myriad minute details that a game cannot hope to simulate effectively. Quantum physics has shown us that even the most basic fabric of reality is subject to the whims of fortune. So to simulate (and therefore to be concrete) requires chance.

In real life, information flow is choked by the limits of our perception. A game that hopes to simulate real life in any way must model this stunted flow of information that may be incomplete or outright incorrect.

The vibrancy and ever-newness of our world is due to the fact that billions of people inhabit it. We are able to communicate with millions of people every day using technologies that were invented only decades ago. The effects of millions of individual interactions between diverse peoples leads to en endless stream of situations that would be fun to model and toy with in a game. Concrete games take advantage of this reality.

MMOs are Concrete Games

MMOs are virtual worlds—in no way are they abstract games. Every individual indicator in MMOs is in favor of their classification as concrete games. As such, they benefit from designs that allow simulation to happen. In this way a game can harness the natural processes of the real world that lead to endless fun and interesting situations. To choke an MMO with abstractness is to take away the very best and most natural fun that can be had in worlds full of thousands of people, saddled by necessity with limited information, and brimming with opportunities for serendipity and chance to reap havoc.

Friday, November 27, 2009

Goal Generation in MMOs: The Problem

treadmillGoal generation is fundamentally a social endeavor. In real life, a person’s goals are largely  dictated by the people with which that person socializes. Your friends relate their goals to you and you, to stay friends with them, align your goals; or, if you don’t particularly favor the friendship, you can find other friends onto whom you can project your own goals. Similarly, successful products in market economies manipulate how consumers generate goals so that the goals of the consumer appear to align with (and cooperate with) the goals of the producer. Goal generation is central to the way we live our lives; many philosophers have dedicated themselves to defining the process of goal generation and validating the processes we use and should use to prioritize goals.

Goal generation is as crucial to games as it is to real life. Understanding how games generate goals for players can help us to see better ways to make goal generation a natural and self-perpetuating process that can lead to games with significant staying-power.

MMOs fail at goal generation, a failure that leads to a soul-sucking emptiness that has driven me from almost every MMO I have played.

The player’s obvious long-term goal in an MMO: to reach the end of whatever content is provided. Here we see the root of the theme-park model. The player is conditioned to get from the start to the end by society and prior games. Limited linear static goal design is a carry-over from single-player games—it follows directly from single-player game design where game designers and game writers create goals for the player based on the motivations that the player’s character should have. The story (and, perhaps, game mechanics) supply these motivations to the player’s character and these motivations are portrayed to the player through cutscenes, dialog, and character behavior. In great single-player games, the motivations of the player’s character are so well-portrayed that the player’s own motivations in the game align with the character’s. This is rarely the case in MMOs.

Character motivation in MMOs is a thin veneer at best—it’s usually completely absent. Because of the broken symbiosis of character advancement and storytelling, character motivation is relegated to a minor role if any. The PC is not considered a unique element of the world that pushes the story forward. MMO design treats each PC the same as every other PC (although sometimes only so far as the PC is a certain race or class). Content is static, simple, and manually designed. Any motivation that the player concocts in an attempt to roleplay is a handicap against character advancement because the only power the player has over his character’s motivation is manifested in avoiding certain pieces of content. The choice isn’t between ways to effect the world—the choice is deciding whether to participate. This choice can be valid, but it represents very few of the choices a hero would feasibly make.

In a single-player game, static linear content makes sense. The player can assume the role of a character who changes the world, and those changes can be relayed back to the player through story events. Limiting the goals of the player’s character works within the framework of the character’s motivations.

In an MMO, using static linear content does not make sense. Designs can use this approach and most theme-park games do, but these designs need to work around the fundamental disconnect between static content and a world that should be changing as players grow their characters. The player’s character moves through physical locations as she advances, progressing towards the eng-game, but those locations are not actually changed. Physical space in MMOs is used to act like the progression of time and events in a single-player game.

Goal generation in theme-park MMOs places the player on a treadmill. This must happen in order to have a world that does not change due to characters’ actions. Goal generation in theme-park MMOs will always be reduced to a grind because it does not demonstrate actual progress. The player maneuvers his character through content to reach whatever advancement goals she might have, but she will ultimately be inhabiting the exact same immutable and unchanging world at every second. When the scenery moves but you’re actually still in the exact same place, the feeling of progress changes to disillusionment. The facade is clear; only our innocence protected us from this understanding when we first entered, wide-eyed, into MMORPG worlds. We can never get our innocence back, regardless of how a game like Aion makes it tantalizing. No matter how fancy a treadmill may be, running on it will never get you to a new destination.

What is the solution? Clearly we must explore dynamic world design. My articles on accountability and simulationism provide clues at where I’d like to go here. I will explore my ideas for dynamic, self-renewing goal generation systems in a future post.

Tuesday, November 17, 2009

Accountability System for Dynamic World MMOGs

Let’s think about how society holds people accountable for their actions and why. We’re not going to be able to directly model this in a game, but understanding how morality and social structures maintain themselves in real life can provide us with a basis for the mechanical social structure in a game world.

What (most likely) separates human beings from other animals is that we can calculate consciously the affects our actions will have on others. We can conceive of systems to judge actions on a scale beyond our own self-interest. These conceptions are institutionalized through religion and law. Societies dynamically generate and modify moral codes that their members tacitly understand. When there are enough people in the society, institutions arise to enforce moral codes and perpetuate, beyond the scope of the family, certain moral standards.

Accountability and moral agency are tightly bound. If we can be held accountable for our actions, we have the capacity to make moral decisions and be held to moral standards. We want the morality of actions to make a difference in what a player chooses to do when he interacts with others.

Societies in online games take on much of the morality of the real-world society in which the game is played. The effect of morality is deadened significantly in online games, though, leading to plenty of negative, uncooperative behavior that leads to undue pain and suffering.

Active morality promotes social order and cooperation, which, in general, leads to a much better social experience and a more enjoyable gameplay experience. In order for morality to matter in the game world, though, there needs to be accountability. Actions taken against (or with) other players need to have consequences, positive or negative, in order for the morality of those actions to matter to the player. Consequences cannot be enforced by players without knowledge of the precedent action.

Accountability in MMO dynamic worlds is deadened by several factors. Dynamic world games have to mitigate these factors significantly to make accountability work.

  1. There’s no way to teach the morals of the game’s society to newbies without them experiencing it. Newbies are given a character that should have a solid understanding of the moral framework, but it’s impossible for the newbie to have that level of understanding.
  2. There’s no ultimate punishment in the game world because death has little meaning. This has far-reaching consequences and cannot be overlooked.
  3. The cost of abandoning a character and creating a new one isn’t prohibitive. Griefers only lose time when they are forced to make a new character, and those griefers usually have more free time than those who are being griefed.
  4. Players don’t play every waking hour, so decisions that may need to be made have to work around when a player is online. The player’s perceptions and actions are limited by how long they spend online—there’s no analog for this in real life.
  5. Survival is not a motivator for belonging to social groups. I-game groups are much more ephemeral and the bonds between players are much looser because there aren’t many pressing needs, and no need is as pressing as survival.
  6. Membership churns in social organizations. As a result of weaker bonds between players in social groups, a player can jump from group to group at little penalty.

An accountability framework for a dynamic world needs to have several parts:

  1. Event capturing and fact collection. The game engine can provide plenty of information about what characters have done. This information can be factually perfect—which is actually better than the general imperfection of information in real life. Collecting data can be difficult in games that have a lot of ambiguous actions available to players, but if players’ actions are relatively well defined, event capturing can lead to a significant increase in accountability.
  2. Player aggregation and contextualization of information. Trusted players should be able to take the bare-bones fact sheets generated by the game engine and write histories around them that can be read by other players within the game.
  3. Limited information availability. People don’t immediately know all of one anothers’ deeds and misdeeds. A game shouldn’t model this directly, but some gradual information spread depending on player contact and faction contact is necessary.
  4. Account-wide activity memory. Because we cannot assume any degree of roleplaying, the moral actor should not be considered the character, but the player. All characters played on the same account should be connected. Activity histories should appear the same for all characters on one account (though there should be some reorganization of the view to allow the activity of the current character to be at the top or highlighted).
  5. Give in-game social groups facilities for communicating at all times within the game. This means much more than guild chat. Social groups should have message boards accessible from within the game. There should be something like a wiki that the group can put up to hold important data about itself that its members need to know for the social order to be maintained. Organizational tools are crucial for the promotion of moral and cooperative behavior.
  6. Allow social group membership to have a dramatic effect on how a player plays the game. More than simply giving the player a tag beneath their name and a chat channel, guilds should open up a whole new world of coordinated and uncoordinated group activity. When a player joins a new group, she should notice a difference in the way she plays the game every single time she logs on. In this way, group membership can have significance and membership churn can be reduced. Survival can be replaced with raw utility as a motivator for social behavior.

MMOs should make playing with others as smooth and rewarding as possible. In a game world where players can have significant effects on each others’ gameplay, it’s critical that social groups have the tools to invent and maintain morality frameworks to ease cooperation and promote social stability. Without tools to aid tracking and managing accountability, dynamic worlds will continue to breed a disproportionate number of psychopathic characters—such games will always be alluring but, ultimately, socially unstable, exploitable, and brutish.

Wednesday, November 11, 2009

The Character-Player Gap

Image (c) Mystic RealmsIn tabletop games, it’s important to maintain the gap between the player and the player’s character. These games hinge on the players roleplaying—the conflict resolution mechanisms are a big aid in the process. The quality of a game of D&D often depends largely on if the players can maintain a separation between themselves and their characters. When the players roleplay their characters effectively and don’t metagame too heavily, suspension of disbelief can take hold and lead to intense immersion. If the gap closes between the player and character, the game becomes a poor simulation with little soul.

MMO design, though it finds its roots in tabletop RPGs, cannot work off the assumption that there is a gap between the player and character. Social competition and cooperation force the gap shut.

How the Gap Closed

In order to compete most effectively against other players (i.e. take the path of least resistance at every possible point and maximize gain) the character is discarded. Roleplaying is significantly less efficient than playing as yourself, so a player motivated by competition will not bother doing it.

To cooperate most effectively in games, players use tools like voice chat that will erode the sense of talking to the character. The player’s interaction with the game world is no longer tightly bottlnecked through the game, it spreads out onto forums, vent channels, IRC, and IM clients. It becomes significantly more difficult to maintain a character-player gap under this diversity of contact—and most of this contact is necessary to cooperate most effectively.

If there is a not a social contract based around roleplaying, people will not roleplay. One or two people failing to roleplaying consistently leads to exponential numbers of players thinking it’s OK not to roleplay. So games cannot expect roleplay where there are a significant number of new players who are not familiar with the concept.

What Does It Mean?

Design games that don’t rely on their being any separation between player and character. Don’t limit the player’s ability to talk to other players because they are not on a certain character. At its most superficial level, persist guilds and friends lists across an entire account (perhaps on a server-per-server basis).

We can only safely assume that a player is roleplaying when he’s interacting with NPCs. MMOs should have a wider variety of NPC interaction choices. NPCs need to have lives that mean something to players—this alone will lead to a significant change in the meaningfulness of an MMO’s world.

The closing of the character-player gap doesn’t necessitate gutting systems of all immersion and stripping them down to their most addictive mechanics. The player character primarily needs more means of effecting the world that are affected by the character and not the player. We simply cannot rely on the player to roleplay in any form. We must fashion gameplay around this fact, not, as WoW and its descendants have done, in spite of it.

(When I present the design for the MMO I’d like to make, you’ll see more clearly how I intend to do what I say here.)