Showing posts with label solo play. Show all posts
Showing posts with label solo play. 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.

Thursday, June 24, 2010

Mastering the Environment

Traveling and exploring in FFXI can be dangerous. A death can end an adventure prematurely or leave you with a mouthful of dirt, desperately asking any passers-by for a Raise. One tip I told my friends who recently took the plunge into Vana'diel is that mobs in FFXI wander much further than in WoW. You could be solo'ing peacefully, and then out of nowhere a Goblin catches sight of you and sticks his gobbie dagger right in your backside.

Notice that I said "sight". One interesting system in FFXI is how mobs actually aggro players. There isn't a single "aggro radius", an invisible border to recklessly run through dodge. Aggro triggers include Sight, Sound, Low Health, casting magic, and Weapon Skill usage. Each type of mob might have none or some of these triggers, and the game doesn't tell players with GUI features how mobs detect. In WoW, aggressive mobs have red name plates; in FFXI, all mobs have yellow name plates and players have to learn the rules. E.g. most Beastmen (humanoids) detect on sight, and it is possible to run right up to their backs safely (just hope that they don't turn around). Undead detect on sound, but will come after low HP players from a much greater distance.

Avoiding low health and magic seems simple enough--don't cast anything. Players also get an arsenal of spells, abilities, and items which silence their sounds and hide from enemies. Any Sneak effect will cancel sound detection, and any Invisible effect will cancel sight detection. Keep those 2 effects active (they last random durations ranging from 15 seconds to 5 minutes), stay out of earshot and sight when re-applying, and players can travel and explore to their hearts' content.

But just like something out of Donkey Kong Country 2, FFXI takes advantage of players' expectations of the rules. Some mobs have True Sight or True Hearing, meaning that Sneak and Invisible are useless. Last night I decided to do the quest to unlock the Puppetmaster job. I must pass though some dangerous areas with True Sight imps and pick up a Key Item from a quest location.

FFXI uses a ??? target (yes, 3 question marks) to trigger events, cut scenes, boss fights, and pretty much anything else that is remotely related to a quest. Players need to be on the appropriate quest and not invisible in order to activate the ???.

Well I died 3 times on my way there. Luckily I was able to grab a Raise from a nearby Red Mage the first time, and then was able to self-raise the other 2 times (using a proactive buff called Reraise).

Normally I have no problem avoiding sight lines, but in this particular zone, there is heavy vegetation which obstructed my view. I run down an alley which I perceive as clear, and then get hit for a fourth of my health. "Crap."

Mobs will pursue targets until the player is quite some distance away--well outside any aggro radius. Originally, they would never stop, and players would have to change zones in order to shake enemies. Yes, FFXI had "trains to zone".

Getting around isn't just a simple time sink. FFXI has vast lands, but they are filled with interesting obstacles that reward players who take the time to discover their traits. There are passages and shortcuts not shown on maps; mobs have different aggro triggers which can be exploited to turn a seemingly impossible journey into a cake walk.

A simple delivery quest can morph into an epic adventure. It's not a flight on a gryphon, and it's not a mounted autorun across the zone. It is a quest to return the ring to Mount Doom, avoiding enemies along the way. It is an opportunity to explore desolate and dangerous places. It is a chance to test your knowledge of the world and master the environment.

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.)

Tuesday, June 23, 2009

Group vs. Solo

With the FFXIV news at E3 and the 9th annual FFXI census, talk about forced group play is stirring once again.

I'm going to be pretty blunt: group play makes games much richer, more social, and much more enjoyable than any solo play. Solo play makes players more reclusive, less interactive, less trustworthy of their fellow players, and downright terrible at the game. I'll cite WoW and all her offspring as examples.

FFXI was a hard game which wasn't very forgiving. However, by the time you were level 30, you knew how to play your class, as did everyone else. Once the party of 6 was assembled, you decided on a place to camp, and off you went. Getting there took some time, but once you were settled, the game play was slow-paced, but not easy. You had to make sure you were paying attention, but not so thought-intrusive as to stop the wonderful social experiences. You got to know a lot of people in your level range; you grouped with them frequently. If you were a jackass to people, you didn't get an invite back into xp parties. FFXI is often sited as having one of the most friendly communities in any online game.

Sure, after playing FFXI for 3 years and tired of waiting around in Jeuno for hours looking for a party, the prospect of soloing was a highly welcomed change. But I've seen what it does to communities, players, and the game itself. Players are not very friendly in WoW. They want to get in, get their shinies, and get out. If you are new to the encounter, you are going to flamed to high hell. Once at level cap, the game changes. Players have no idea how to play in group content because they've been soloing the past 2 months. This creates bad experiences for both the newbie and the veterans.

Imagine getting a pick-up heroic instance group together in WoW and not having to worry about how good the other players are. That is how FFXI is.

There is a sense of urgency in WoW that I think is very insightful: if you can't get a group together in 10 minutes, everyone leaves the party. It doesn't matter if they are multi-tasking by questing or farming, they will still leave.

Maybe the lesson to be learned from this recent generation of MMOs is not that soloability is desired, but rather instant-action. Bring back heavy group content, but make sure someone with only 50 minutes of playtime can get something done. It shouldn't have to take 3 hours to find a group, but I shouldn't be playing an MMO by myself either.