Wednesday, July 22, 2009

Outrageous Tasks Revisited

Building on some of the "outrageous tasks" (long travel times, forced grouping, harsh death penalties, grinding mobs for money) I mentioned in my previous post, I'd like to talk about what they accomplished in terms of dynamics, and thus what MMORPGs have lost over the years. I would be an interesting exercise to then reinstitute these mechanics and discuss methods to improve them rather than cut them.

Long Travel Times

The first journey into unknown lands is thrilling, but that excitement suffers extreme diminishing returns. The 80th time you fly from Ironforge to Stormwind, that mock Drawf battle isn't cool anymore. So to pass the time to chat with your guild or party. This is downtime for the player: a time to stop and smell the roses. Problem is that not everyone has the time to have downtime. Casual gaming is coming to the forefront and players want to get in, play the game, and get out.

Exploration should be a part of character progression, not a hurdle. Make the player undergo memorable sojourns to a new town, but then accelerate his trip thereafter. I think WoW's travel system is near perfect. A change I'd make would be to require players to have been at a teleport destination (much like the taxi system) before they are able to teleport there. I think the Summon spell needs to be tossed out the window also.

Forced Grouping

I've already commented on forced grouping and how to lubricate party creation.

Harsh Death Penalties

Games need to have a losing condition and some risk and reward. MMORPGs have gotten soft though. There is no more loss of experience or that terrible experience debt system (seriously, how did this even get past the alcohol-saturated napkin is was written upon?). Players praise Blizzard for removing these Draconian practices yet curse the newbs in their end game content. Guess how these baddies got to the level cap? Insufficient death penalty which failed to properly teach the players.

In Mario Bros. or Portal if you can't learn how to use the tool, you don't progress. If you don't understand that you must run full speed nonstop in order to cross the series of tiny pits, you have to restart the level. If you don't get the hint to "fl...ing you...your...elf", you don't get to hear GlaDOS' next snide comment. In WoW, if you don't understand how the threat system works, don't worry about it, you'll be level cap in no time.

(My first level 60 was a Tauren Warrior. I had come from FFXI in which tanking was done primarily by spamming an ability called "Provoke" every 30 seconds. Think of Provoke as Taunt. So when I was tanking Scholo for the first time, I would spam Taunt and watch my party die mercilessly. It was then that a kind soul informed me to use Sunder Armor because it generated Threat. Sunder Armor wasn't even on my hotbars. I had gotten to level cap and tanked various dungeons along the way without even a basic understanding of a very important mechanic. That is design failure.)

A resolution would be to change the attitude toward leveling systems. If players are in a Diku-style MMORPG, the mobs need to get more challenging. As players get new abilities, AI designers must present situations in which those abilities must be used in order to advance. The fun comes from learning how to use these tools. Leveling in an MMORPG becomes monotonous if players can succeed using a only tools from the beginning of the game and they aren't tested with the possibility of failure.

Grinding Mobs for Money

This actually hasn't gone away. WoW's daily quest system has reduced its importance slightly, but grinding is still grinding, whether you are just killing mobs or "killing with a purpose". I find there is a meditative quality to grinding mobs for money, but perhaps I'm just insane.

I don't know how to reconcile this. There has to be a mechanic to inject money into the MMO economy, and you can't just toss out the MMO economy; that's a major feature in MMOGs! Perhaps economic advancement can be the main attraction, and players play together for resource gain rather than Experience. Now we have issues with illegal gold farming and selling.

Maybe this is just one of those "real life" lessons where you hate your well-paying job but do it to pay the bills... Yea, I didn't think you'd buy it.

Tuesday, July 21, 2009

My Innocence

I recently got accepted into the League of Legends closed beta. It has a pretty strict NDA, and I may only disclose "that the beta exists and that I am participating in it". Let me tell you--I am having a blast. Guinsoo (and all the excellent people at Riot Games) has done it again. DotA++

I'm not really playing any MMOs at the moment, and I'm having tons of fun with Team Fortress and LoL so I'm not thinking about MMOs either. I also don't want to just rehash other bloggers' topics--a phenomenon evizaer likes to call blog inbreeding. But Keen and Graev have had a series of posts which made me a little nostalgic.

Which reminds me of comment I made to evizaer in an IM the other day, "I really want my MMO innocence back." My MMO history is fairly young; my first MMO was FFXI. It also isn't that extensive. I typically play a single game (any multiplayer game) for months or years at a time, get completely infatuated with it, and learn its deepest and darkest secrets before moving on. But there is something about that first MMORPG which completely overwhelms you, and you find yourself willing to do the most outrageous tasks for the game (long travel times, forced grouping, harsh death penalties, grinding mobs for money).

Some players will argue that these chores "build character", help stratify the players, or are actually fun (see Keen). The first time. My first run* to Jeuno in FFXI took probably close to 45 minutes. I did it with personal friend. We had a map, but it wasn't terribly useful at describing where the zone exits were nor where they led. I remember describing land features to my guildmates, hoping that they'd know where we were and could guide us. It was a fearful journey; I leveled down in one of the zones, and we had to duo some tough mobs to get me back to level 20. But I think the most remarkable feature of the whole trip was that I remembered it all. It was a lot of fun, akin to all my ventures into the exotic lands of Vana'diel. You just don't see this anymore.

* I originally had a typo here which said "my first fun". The human brain is fascinating.

Is that sense of adventure during travel gone because new MMORPGs make travel less of an issue or because that first time was really exceptional and we've lost our innocence? I'd like to think the former, lest I end up a fiend injecting raw source code into my veins to get my fix.

Games like Guild Wars and Global Agenda (which I am excited to try) are removing that large world feel. Instanced, instant action. It's what the masses want. And I would be lying if I said these games don't make huge improvements to the MMO genre at large.

After experiencing a long line of tired or mediocre gameplay (WoW, EQ2, AoC, GW, Darkfall) I'm wishing that I wasn't an experienced MMORPG player, that I could pick up any one of those games and be enamored by the wonder that makes MMOs what they are instead of nitpicking every single feature. I wish I could see past all the faulty mechanics and immerse myself again in the world and the community. I wish they were new.

Friday, July 17, 2009

Floodplains of Ambiguity

There was a discussion on Twitter yesterday about narrative as story versus gameplay. in_orbit compiled the tweets into a thread-like style; you can read it here.

Additionally, I'm sure you've heard of Train by Brenda Brathwaite. There is an article written by Ian Bogost on Gamasutra which had some interesting input, namely how the ambiguity or open-endedness in the rules resulted in the players becoming more immersed. The player has to figure out how to jam the people into the trains. The player is confronted with the desire to neatly order the tokens in lines.

This ambiguity in rules reminded me of yet another major event in recent MMO news: the Dr. David "Twixt" Myers experiment in City of Heroes. A philosophical debate on social rules and games was waged on World of Discourse (check out the comments).

The gist is that Myers was playing by the rules of the game but disliked the social consequences of violating the social rules; he was griefing other players and was taken aback when they verbally threatened him--the player not the character. In the little pocket community of CoH, social norms of acceptable play grew out of a lack of game rules or rather a manipulation of those rules.

It is here, in the No man's land of ambiguous game rules, where the true power of emotional games arise. In Train, players made a choice of how to pack passengers in the cars, and that article by Bogost notes, "players seem to alter their gestures of passenger loading and unloading as they better understand their implications." I'm sure players in CoH got upset when they lost a "legit" PvP encounter, but did they send death threats to the victor as they did to Myers?

Designers like Brathwaite seem to be focused on creating drama. Instead of discomfort, sorrow, or rage is it possible to leverage ambiguous rules and create joy and pleasure? And can we do it in an MMO? Perhaps we are already doing this. Emergent gameplay and solutions allow the player to discover dynamics with the game rules, and this often feels rewarding. Is it euphoric though?

Wednesday, July 15, 2009

In-game Historians

We’ve spent several posts discussing the way that MMORPGs miserably fail to tell meaningful stories. Theme-park MMOs have story and gameplay as separate and unrelated endeavors. Story may motivate the fluff around gameplay, but games seldom require an understanding of the story. The story amounts to text that players are encouraged to skip.

How do we make story a meaningful part of MMORPGs? A dynamic world is a necessity, of course, but with a dynamic world it’s easy for the state of the world to become difficult to figure out for even veteran players. There needs to be a way for players to easily grok the state of the game world in order to allow players to make intelligent decisions that will have meaningful effects on the world. We can do this by creating a robust system for aggregating in-game history. Let’s see what we need to make this happen.

1. We need people who are willing to perform the roles of historians and journalists.

As EVE Online has shown us, players are willing to write about their endeavors in the game world—some players are willing to spend hours writing about what other players have done. These players are the historians and journalists of the game world, taking accounts of the history of the world as it unfolds through player action.

Games that have static stories and recycled NPC bosses have players willing to perform the role of historian as well, but these players are relegated to becoming meta-game historians. They don’t keep track of events as they happen in relation to the game world, instead they keep track of the happenings of guilds and other player organizations as they accomplish feats that have no effect on the game world, but are notable nonetheless.

We’ve already fulfilled this requirement.

2. We need dynamic game worlds where important events occur often enough to keep historians and journalists interested and engaged. We need a supply of things for journalists to report and historians to write about.

Theme-park MMOs need not apply. Sure, the meta-game will entertain some players enough, but there’s not much effect of what is notable and there’s not much that is notable.

We need a world where it is important that players know the political situation. In a world where player-run factions have very limited power and are basically interchangeable, an effective news gathering force is not particularly important. Player-run factions need to be able to effect the shape of the game world in some radical ways.

EVE basically accomplishes this goal.

3. We need the game to track the facts of historical events in a useful fashion that can be publicly viewed (or viewed only by the privileged historian group).

Player accountability is the fundamental principle here. There should be some degree of a factual, unfalsifiable record of what characters have done in the game world. It doesn’t have to be in gory detail—it can be as simple as “A defeats B” or “Faction A completes constructions of X in city Y, these players were involved” with a timestamp. The game could even generate a barebones wiki to allow this information to be easily viewed. Historians can then put details of the event and the significance of the event on the pre-generated wiki pages. Each player can have their own wiki page with their accomplishments, as well—everyone loves a good way to brag and a relatively permanent place to keep track of their achievements in the game.

Managing who can edit what pages in the wiki is a little bit of a challenge, but should not be difficult considering you can easily hold players accountable for edits (because they’ve got their edits associated with their account information). It’s not difficult to track how different players participate and ban griefers while promoting the good writers and experts to moderator or moderator-like status (they would be the historians of the game world).

Meaningful in-game history engages many different kinds of players and is a natural extension of a dynamic game world. I would love to see a game where I can click on a “more info” link next to a city in the game and see a history of the people who have controlled it, what they have done, and what’s going on now. Did someone just gank me? I can look him up and see where he hangs out, who he hangs out with, and what he does. Such transparency emphasizes player accountability and has the opportunity to give significant added meaning to the elements of the game world.

Sunday, July 12, 2009

Design Concept: Playful Gods

Mot made a big post about horizontal progression. He considers horizontal progression to be characters gaining ability in many roles simultaneously. Certainly such progression would solve group composition problems, but it doesn’t jive with the metaphor of “the character.” If we want to let any character do anything at any time, then we’re basically destroying the abstraction of the character. The metaphor doesn’t work if any individual character can do anything, because real people (real “characters”) experience vertical progression much more often than horizontal progression. We need to create a new metaphor so that this alternative model makes sense when implemented.

Melf over at Word of Shadow came up with something similar to what I’m going to outline below. You may want to read over his post as well as this one to see two different takes on this approach. The both revolve around the same concept of disassociating the player from specific player-owned individual characters.

Instead of having the player create and maintain characters with static abilities and have those characters tied to the player, let players choose the abilities they want to have for a play session, then let them inhabit a hero who has those abilities. Players can save profiles of sets of abilities they like to use, or maybe they can buy unfettered access to certain characters they like by expending some kind of meta-resource.

This character rental system seems odd and awkward at first, but it’s not difficult to see how it could be fun. Players could assume the role of minor gods, meddling in the lives of the mortals in the game world (who are only occasionally controlled by players). Players curry favor with the mortals by manipulating the environment in minor ways, expending some kind of resource similar to mana in the process. These actions have realistic effects on the game world that penalize overuse of similar strategies repeatedly. If you make it rain more so that crops will grow, you will drown them if you’re not careful. If you manipulate the winds, you may slow down trade by creating doldrums where the trade winds once were. Such large effects on the game world cannot be done very often, though, to prevent the world from falling into chaos as whimsical players negligently exploit their powers.

At the beginning of a player’s career, he only has any control over one character: a prophet who has witnessed the player’s power first hand and wishes to draw others to the cause. This prophet, if manipulated properly, brings more like-minded followers to the player’s cause. Although providing divine inspiration by taking control of the prophet is cheap and can be done often, the prophet is weak and will not live long into the game. Players can inspire higher XP-value characters as they gain more followers. Based on the maximum amount of XP-value a player can control and the number of followers the player has, the player can configure characters with the abilities and traits that the player wishes to use in the game.

Conflict between players naturally occurs as gods with different goals, and gods of different things, use different means to curry favor. There are also a limited number of mortals in the world to work their magic on, which leads to competition to better please potential followers.

Group play can involve both inspired characters and allied player gods. The gods can use their abilities to modify the terrain and create effects that will aid the inspired character in accomplishing its goals.

Players would only be able to inspire character when they are to do important things (a similar concept to questing), and if the character does not accomplish its task or, even worse, backstabs allies or causes other problems, this will lead to the player’s followers losing faith and turning to an opposing god for favor.

What do you think about this idea? I’m aware of several flaws in it and I have my own doubts about its feasibility; I want to see if you have similar concerns and can offer suggestions to make this idea more robust.

Saturday, July 11, 2009

The Name Game

Here’s a quick post about a pet peeve of mine: poorly-named mechanics, abilities, stats, and anything else you can name.

If you’re going to name a mechanic that already has been implemented, stick to a name that we understand and know. If you are going to change the metaphor, make sure it makes sense all the way through and isn’t just a meaningless reskinning. Players don’t like having to mentally remap terms in a new game to the ones they know already from an old one. It’s also pretentious to insist on your own names for things that have well-established names already.

And if, for a different mechanic, you are using the same name as something that is popular in other games in your genre, be sure to make it clear to players that you are using it in a different sense or for a different purpose! Don’t let players get frustrated because they didn’t know that you meant something different than “how fast my character moves around the game world” when you say “speed”.

It annoys me when games insist on using odd names for skill groups. These names should tell me what the theme of the group is. “High Magic” doesn’t tell me much—that could be anything above a cantrip. “Master of Elemental Magic” makes more sense. Sometimes it’s understandable that a greek game company isn’t particularly skilled with English, so they can’t tie their mechanics’ names to the appropriate pre-existing ones, but if you have enough money to internationally release a full-features MMO, you should have the localization personnel on staff to translate names well.

You don’t need to reinvent the wheel when naming game bits. Flavorful naming is OK when used in moderation, but there’s no need to annoy your players by changing what everything is called. It’s an annoying attempt to pass off the same old stuff as something new. Even worse, it can lead to confusion among players and a steeper learning curve.

Friday, July 10, 2009

Vertical Progression: the Proliferation of Big Numbers

One thing is guaranteed when you play MMOs: You’ll start by seeing small numbers and end by seeing big ones. This is “growth” and “progress” for your character. We can grasp progress easily when it’s presented in the vocabulary of gradually increasing numbers. Ten damage is worse than 10,000. No one can contest that.

What is important to the game, though, is not that the numbers grow, but that there is a seeming disparity in power levels between characters (hence the term “level”). This disparity has to be significant between characters of different explicit levels to encourage people to continue playing so that they too can become so powerful.

How easily we forget that power is relative in MMORPGs. It’s not how many levels you have under your belt, but how well you can take advantage of those levels to make your character more powerful than the other ones of your level. You care about this because you are best rewarded for fighting battles where you are of lower or equal level with your opponent. This is especially the case in the ever-rapidly-approaching endgames of theme-park MMOs where level becomes irrelevant when you reach the meat of the game, the endgame.

My enjoyment is not sourced at seeing a character level up. I’ve seen that happen thousands of times in my life. I’ve built Dungeons and Dragons characters from scratch and planned their progression before. I’ve played characters that have gone from tavern brawler to god. The little carrot presented by leveling has lost its meaning. Now all I see are the mechanics before me: what abilities I need to unlock and what gear I’ll need to obtain so that I can execute whatever plan I have for my character.

In a game where there is no real story to go along with the long vertical climb of character progression, I lose interest as soon as the mechanics relevant to my class wear thin. There’s little to substantiate the long grinds I’ll have to endure in order to hit max level. The treadmill-like nature of this action becomes starkly apparent when I notice that the relative challenge of the game never really increases. The stakes never get higher. The rewards don’t get more meaningful. I’m running in place. That discourages me and gets me into a funk that leads to hitting the cancel button.

Players don’t need to waste their time running in place for 50 levels before hitting the real meat of the game. The players that MMOs make the most money off of spend much more time at max level than they do leveling. In World of Warcraft, leveling to max level doesn’t take more than a couple of months (or less) of serious play. I’ve known people who have played the game for five years. They’ve spent maybe three months leveling and at least twelve-fold more time in the endgame with their main.

After all this vitriol, you may be surprised that I do not wish to turn character advancement from a pyramid into a broad, flat plane lying orthogonal to the axis of power. There needs to be some vertical difference between characters with different specializations in order to allow players to mix and match abilities. If we have an on-off switch for each kind of ability in the game that indicates if the player is able to do that kind of ability, but there is only one “level” of each ability, there is no middle-ground where characters can have back-up abilities that they use if their mainstays aren’t useful. It doesn’t make sense to have abilities be “best” or “non-existent”. There needs to be some vertical, though it should not dwarf the horizontal.

I suggest between three and five tiers of power for important abilities. This limits vertical advancement enough that it is not a terrible grind, while allowing some differentiation between characters that want to do similar things but specialize in different places. To make this vertical advancement less grindy, I suggest severely reducing the maximum level attainable or removing levels from the game and allowing players to allocate XP to buy individual skills they want their character to have. Skills would naturally be in some kind of tree structure, but ability gain would only be gated by experience gained, not by level and some other limited resource (like talent points in WoW).

Naturally, in a less vertical system you will need to have caps on total experience points allowed for a character to have spent at one time. There are ways to make experience points above this cap meaningful. For example, once a character achieves max XP and spent it all on abilities, further XP could unlock below-cap XP to be respecced at will (preferably only out of combat). Let’s say the cap is 10,000 XP. Once a character reaches 10,000 XP, he starts gaining XP in a “respec pool”. The player can deallocate XP from abilities up to his respec pool amount and reassign them as he likes. As the character continues to accrue XP, each point of XP may no longer increase the respec pool by one point. Diminishing returns or a cap on respec pool gain can stop players from constantly shifting their characters to different FOTM builds. Or, if you want, you can allow all characters who have advanced this far to respec whenever they want. This would certainly make Mot happy.