Wednesday, December 28, 2011

Horrible Ball of Fire

I've been playing EVE for over four months and really enjoying it. Although I only have a couple hours a night to play, I don't think I could handle more time with it. PvP and piracy can be intense, and living in low-security keeps me on edge constantly. It's emotionally draining to just travel around. The environment provides the exact grand emotions I originally sought, yet I admit I occasionally wish for more meditative gameplay (e.g. mindlessly farming mobs).

I've created a more informal journal for my EVE experiences and thoughts: Horrible Ball of Fire. The higher level design articles related to EVE or MMORPGs I will continue to post here on TATI, but any play session that I feel is story-worthy, no matter how inconsequential, I will record on Horrible Ball of Fire. I often video record fights so that I can review them later and identify mistakes, but I also post them on youtube to share.

My favorite article thus far is about my attempt to destroy a battleship with my tiny frigate: So a Wolf and Armageddon walk into an asteroid belt. My heart was racing and my stomach was full of butterflies from the moment I spotted the ship on scanner until the fight was over. It was the most emotionally intense experience I've ever had an in video game.

So if you are interested in reading more frequent and informal stories and analysis, then be sure to check out Horrible Ball of Fire. I try to keep the jargon down, but some times I forget.

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?

Saturday, November 5, 2011

There's Something in the Water

We don’t want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn’t much better than what the level-85 players have.
--Ghostcrawler

What a truly baffling sentence. Ghostcrawler is reflecting on the exponential attribute power progression in WoW, and I think this sentence says, "We don't want level 85s doing what is designed for level 90 characters." He never goes into the reason this is a design mantra for WoW, but I can't help but think of the movie Idiocracy:


Unquestioning and steadfast in their decisions, the WoW designers make seemingly contradictory choices. Why doesn't GC want level 85's to do higher level content? I could only assume it's so players do the leveling "content" first. Yet they constantly assault the leveling game, "The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%." That's a patch note from the recent PTR, and those keeping score will know that they've already reduced that experience curve before.

It's almost as if Ghostcrawler trusts no design of WoW-past, not even his own. Only the current design and content is relevant to Mr. Street.

The article goes on, discussing various methods which could bandage WoW's broken attribute system, and then he unloads this gem: "If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise." Silly plebes with your naive remedies; I have data to dismiss your predictable suggestions!

Ignoring the arrogance, what metrics could they possibly have to discredit this simple solution? They can't use data from PTR, because that has bitten them in the ass before (There are huge discrepancies in motivation between PTR and live realms. Honor item costs had to be adjusted after players were getting them in a few hours on live realms.). They can't compare vanilla raiding to BC raiding because there are way too many variables. The only timeframe that I think they could refer to would be the beginning of the Burning Crusade, when after much bitching by players, they increased the attributes on T5 gear to make them more "worthwhile" than T4. (Aside: People don't know what they want, often desiring the opposite of what they say.)

But even this event isn't in a vacuum. Let's assume that after T5 attributes were increased, Blizzard saw a huge swell of players entering T5 raids. Ghostcrawler would like to say this was caused by an increase in reward value. What if players simply finished the T4 content and moved on the T5? What if players had every intention of doing T5 for the marginal rewards, obliged to work their way there slowly by using T4 as a stepping stone? With the margins highly increased, raid leaders rightly assumed T4 was useless and skipped it. Blizzard is in the business of making content obsolete as quickly as possible.

Tuesday, October 25, 2011

Get your Story out of my MMO

With all the WoW and SWTOR news, something just hit me. I knew this was true, but it didn't really set in until now. It's been seven years since WoW released, and SWTOR is about to launch as the same exact game!

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.

And then, as if lack of innovation isn't enough, Bioware is going to completely eradicate players stories. The "fourth pillar" already existed in MMORPGs: there wouldn't be countless blogs devoted to retelling events that players experienced if "story" didn't exist (and unsurprisingly, Eve has the most numerous and varied story blogs I've ever read).

Let's assume Bioware is the leader in crafting video game stories. They create the most compelling canned stories anyone has ever written for a video game. They are still Bioware's stories! They are not player stories. Stories are born from extraordinary events. What would a SWTOR story blog look like? "Last night I had this really humorous and emotional dialog scene with these NPCs. I chose this light side option that resulted in an awesome cutscene!" The comments will read: "me too". What is worth telling if everyone experiences the same thing?

By the way, developer story has been done numerous times before; Bioware isn't doing anything new. Speaking from experience, FFXI had fun in-game cutscenes with your character in them and told some really amazing stories. But contrary to SWTOR, FFXI also put players in challenging situations and let extraordinary events transpire that morphed into player tales.

Developer stories, like graphics, are a selling point, but not important once the playbrain takes over. Games are systems. Choices are identified, outcomes are weighed, predictions are made, and then the brain gets a little shot of endorphins if it guessed correctly. MMORPGs are immensely layered and complex systems with an added layer of socialization. The interaction with other, irrational human beings spices the systems to the point of addiction. Humans crave knowledge and social interaction. Developer stories are an initial motivator, a driving force, an excuse to start down the path of playing a game, but they are not an ends of a game.

That's a lot of tall talk, but look at the numbers: "Only 10% of avid gamers completed the final mission, according to Raptr, which tracks more than 23 million gaming sessions." As expected, once the game system is mastered, the vast majority of players don't care about the "story" and see little reason to continue playing.

If SWTOR has the same systems we've all mastered seven years ago, and everyone is trapped in instances not experiencing extraordinary events around which to socialize, what is the point of playing? This seems like a way to charge $15 per month for KOTOR 3.