Tuesday, September 8, 2009

MMOs Evolve in an Elaborative Way

MMO evolution is in a stage of elaboration. The game mechanics in RPGs have reached a stage of development where we generally know what works, though the specific applications of single-player and tabletop RPG mechancs to the MMO vein are still a work in progress. Elaboration shows in the fact that each successful game offers players more to do than the last. The standard activities in MMOs are each being built with increasing intricacy. This intricacy is aimed at producing the highest probability of the players having fun and getting what they want. Camping mobs was supplanted by quests, static quests were gradually replaced by instances and, perhaps, will later be replaced by Guild Wars 2’s “Events” system.

Elaboration is a process that relies on familiarity, because without a simpler form from which to build,  creation results. A raw creation is an unproven attempt which has a significant chance of outright failure because the outcomes of implementing a creation are significantly less predictable than the outcomes of implementing an idea that has been tested and elaborated upon for several generations of games.

Think of the evolution of certain apes several millions of years ago. Did the evolutionary process yield survivable, successful creatures by flailing about and coming up with radical new ways to solve problems that were already somewhat solved? You can clearly see the similarities between chimpanzees and gorillas, the differences between the species aren’t vast swaths of new features on a similar basic vertebrate structure, the differences are elaborative changes that built on past partial successes and honed the features of the individual apes for survival in specific environments.

There are two ways to utilize familiarity to effectively elaborate game mechanics:

  1. Use unfamiliar methods to achieve familiar goals.
  2. Achieve unfamiliar goals by using familiar methods.

There are two other permutations of goal and method familiarity that I did not list above. Neither of them afford a designer noticeable advantages in a scenario where elaboration is the guiding evolutionary pattern. Using familiar methods to achieve familiar goals is better described as “cloning” a preceding game. Using unfamiliar methods to achieve unfamiliar goals is almost assuredly creation and not elaboration.

The goals in MMOs are quite standardized. The metaphor is of living in another world as a being with extraordinary abilities. This means that the goals players will have, in their most abstract forms, will be very similar between games. The game designer exercises their abilities in designing the necessary sub-goals that can lead to the achievement of abstract, standard goals.

The methods of achieving goals in MMORPGs are the game mechanics that the designers implement to mediate the interaction of the player characters with the game world. The tools designers to interact with the game world are very limited in the popular style of MMORPG, so elaboration can easily lead to gameplay that is significantly more fun. We’ve seen MMOs get more fun over the past ten years, and that trend should continue. Designers need to mind the gap between cloning and elaboration.

After getting through all this abstract talk of elaboration, the question becomes what exactly is familiar to players.

What cases can you think of where good familiarity factors have aided elaboration to create great mechanics? World of Warcraft is the first to pop to my mind—that explains its wild success. What about the rest of the market, though: which games do you think elaborate and which simply clone?

I’d love to hear cases where unfamiliar goals combined with unfamiliar methods have led to success, as well.

Sunday, September 6, 2009

Social Competition

How highly do we value uniqueness in our RPG characters? I think we all want to be heard.

I was playing a female Draenei hunter with Evizaer even though I already have one. Same model, same professions. A few days ago, I was planning on transferring the older, level 43 hunter to our current server. I wanted to do this because she has a Nightsaber mount, the Furbolg wand, and pretty high Mining/Engineering (it's hard to keep up professions with RAF). But the rational part of my brain kicked in, and since I suspect we will only hit 48 by the time we head off to GDC Austin and then Aion, I decided against the transfer.

That Nightsaber mount is special. I remember going to the newbie Night Elf area and doing every Darnassus quest I could find. I did the same thing for a little Gnome mage I have because I don't like the appearance of the elephant nor Mechostrider mounts. But at the same time those accomplishments uniquely identify those two characters.

Achievement is also expressed though generational items, often earned during time-limited events. Wearing a Pumpkin Head in FFXI said "I was there". FFXI is without a doubt a much more social game than WoW. Players had casual clothing that they would wear in town. I had a very clownish costume of a Pumpkin Head, a blue kimono, and white slacks which I would often substitute with a Rusty Subligar. Here is an example of how ridiculous I often made myself look with the subligar.

It was a statement. Among all the Hume Dark Knights with face/hair model #3, I was the guy who wouldn't wear pants. I was also a walking trophy shelf. I never did any end game raiding in FFXI; event gear was all that I could show off.

In WoW 1.x, standing around in IF with all my fancy raid gear was enough to set me apart. Even if I did manage to obtain clown gear, I dare not remove the trophies of my accomplishments. During guild raids, I wasn't that unique snowflake anymore; everyone had uber gear. Thus I frequently brought "toys" from all the holiday events: snowballs, moon beams, pets, a reindeer, etc.. I often had at least one application of Noggenfogger on me at all times. It still is my favorite item in WoW. I made Evizaer come with me to Tanaris just to do that one quest.

The synthesis of social and competitive aspects cannot be decoupled. Your accomplishments mean nothing unless compared to others. Has a friend ever been really excited to tell you some feat he completed in a game you've never played? Sure you feel happy for his success, but you don't know how grand the accomplishment really is. We even juxtapose our solo trials. I can win Civilization 4 on the hardest difficulty (yea right!), but unless I've failed on Deity before, I have no sense of victory. It's all relative, just like any metric. I see players walking around in WoW with epic gear. It could be from some 5-man heroic or from Yogg+0 or whatever the kids are killing these days--I have no idea; the trophies are wasted on me.

If we use evolution to explain human behavior, the competitive backbone of society isn't that far fetched. Time and time again economists, anthropologists, and psychologists have tested the premise that humans should rationally choose the objectively better option when dealing with choices. But time and time again, humans show they would rather be better off relative to their neighbors. Keeping up with the Joneses. Or Ensidia.

Social players and achievement players are two sides of the same coin.

Friday, September 4, 2009

MMOs for Gamers: My Approach

Designers face a unique design hurdle in mass market MMOs: they have to make a game that isn’t relying on gamers for its chief source of subscribers and sales. I know many people who play MMOs but do not play games in general. They are drawn to the genre because it offers a social playground. The game mechanics are interchangeable and unimportant to them because they are just a side show to a game of social maneuvering, friend making, and accomplishing arbitrary goals cooperatively. If the game is popular enough to draw their friends in, the non-gamer will jump in and mass-market games are forced to make the landing comfortable. MMOs provide a microcosm of a meaningful life: you learn the game in your youth, you build trust and form relationships with others, you exploit those relationships and the dynamics of life in the world to do what you want to do and enjoy yourself.

It appears to me that most MMOs are produced with the goal of appealing to both the non-gamers and gamers equally (or appealing to primarily non-gamers in truth but appealing to gamers with marketing speak). I don’t think this is a productive approach. Non-gamers will not be interested in a game that forces them to play frequently and assumes they have some kind of skill and care about the outcomes of gameplay. They want a platform for social interaction. Gamers want the game to bind the players together into a de facto community—gamers do not want the community to draw the players. This naturally creates a situation that Gevlon likes to draw in stark relief: non-gamers who don’t really play the game intermingling with gamers who are primarily in the game to play it. To judge one group by the other’s standards, as Gevlon does to much controversy and dramatic effect, is foolish—it’s a variety of ethnocentrism akin in kind, but by no means in significance, to the ethnocentrism that mars many pieces of historical work regarding Asian and Middle Eastern cultures written by Western authors of the past thousand years. It’s easy to believe something is better just because it is your belief—it is not easy to come to grips with the complex reality of a multi-dimensional and multi-faceting picture of goals and motivations.

I approach MMO design as a gamer. I’ve played many games in nearly every genre. I don’t rely on the mainstream to supply games—I play and love games like Armageddon Empires, Romance of the Three Kingdoms (X and XI, primarily), Front Office Football, AI War, Dwarf Fortress, Europa Universalis 3, and ADOM. I seek to find the games that I will have fun playing, and play them until I no longer find them fun. I’m accustomed to learning difficult and opaque games; they often give me the greatest amount of concentrated fun. Blundering through difficult games for hours in order to learn even the simplest uses of their mechanics doesn’t faze me. In this, I’m a rare type of gamer and I’m indelibly a gamer.

I am the diametric opposite of a non-gamer, and understanding that will allow you to see where I come from with my design ideas and my exhortations towards a revolution in MMOs. Any MMO can rise and fall on the waves of social fancy among their players, but the ones that stay big seem to have good games locked within them. I want to design and play MMOs that are sound games around which strong communities can flourish. That is the most sensible and least trend-dependent (and therefore more stable) way of achieving success.

Thursday, September 3, 2009

Currently Playing (September Edition for Evizaer)

Here’s a content-free post about what I’m playing these days. I tend to play games that are a bit off the beaten path and every good word you can put in for them is going to make a difference for the developers, so I think a shout out is appropriate. It’s also nice to see what kind of games an eternal critic like me actually satisfies himself by playing. I don’t think I’ll be posting reviews or critiques of these games individually, but I may break down individual mechanics that I find illuminating.

Here’s what I’m playing:

I've been playing League of Legends, though I may give up on it until it is released to the public due to there being not enough low ranked players for learning the game to be anything but a ridiculously frustrating and painful exercise.

I'm playing World of Warcraft a couple of hours a night with Mot. Using the Refer-A-Friend system makes the game just barely tolerable enough to keep playing. Got a Warrior up to 51 before getting bored. Switched to a priest who is now 32. I'm having fun. I would not play without 3x XP from RAF, though.

I'm playing AI War, an indie cooperative-only RTS that is ridiculously massive. Large unit counts in multi battle-field campaigns throughout a galaxy of 10-100 (maybe more?) planets. This game is worth a look because it experiments with asymmetric AI—the AI isn’t just a dumb attempt at simulating what a player will do, the developer of AI War has designed the AI only with fun play in mind, so the mechanics the AI follows are different from the player’s mechanics in some important areas such as unit creation, tech advancement, and unit movement between battlefields and throughout the galaxy.

I just got over a fit of Armageddon Empires. It's an awesome turn-based strategy game that uses card-game elements to spice things up. If the interface weren't awful, it'd be a very good game.

I'd like to get back into Europa Universalis 3, but I don't have the time to dedicate to relearning the game. It's a difficult game to wrap your head around. And once you wrap your head around it, it's a difficult game to play well.

I bought Hearts of Iron 3 upon release to support the developers, but I knew the game would be not worth playing for months. Paradox Interactive, the makers of HoI3, have a tendency to release really complex games that have gaping flaws, then patch them into being great games over the course of 1-3 years.

I will be playing Aion later this month with Mot. Hopefully its novelty will allow it to remain engaging for a month or two. I do not have high hopes, but I am looking forward to trying a game with a heavily eastern-influenced design. I tried Ragnarok Online (on a hacked server, which I guess means I didn’t get the full experience) and some other blah eastern-style MMOs and they yielded little fun.

Tuesday, September 1, 2009

LoL Info NDA Lifted

Beta Testers,

We are loosening the NDA to allow discussion of all elements of League of Legends.

As of now, you are now allowed to talk or write about the game with no restrictions.

You are still not allowed to post pictures or videos.

With this announcement, we encourage you to start writing blogs, posting comments on articles, recording podcasts and discussing League of Legends on your favorite external forums.

We also encourage everyone to correct any misinformation you see in discussions going forward.

Thanks for playing, and see you online!

- Pendragon

http://beta.leagueoflegends.com/board/showthread.php?t=8097

Monday, August 31, 2009

Information Availability: An Underused Asset

MMOs are confronting a unique challenge in the gaming world: detailed information is available about any MMO—and is expected to be available—that can potentially compromise the fun of the game.

This problem is critical in MMOs but inconsequential in single-player games. It’s easy to control information flow in single-player games. You reveal information to the player as you see fit. You do not need to design with the expectation that your players will enter the game world knowing how the game works and exactly what they’re going to do to get as powerful as possible. Players can gain more information than they should simply by playing the game multiple times (or by going online and reading FAQs and guides)—this is an unavoidable situation but it’s not usually a problem. In a single-player game, there can be some illusion of fairness: some illusion that a player will not try to completely compromise the game by finding game-breaking exploits and repeatedly performing them. Such an illusion is reasonable because if the player exploits a game to death, the only person they’re harming by performing the exploit is themself. They’re robbing themself of the full experience of playing through the game as it was intended to be played.

But in multiplayer games, it’s expected that the players know the game systems well—if a player doesn’t start without enough skill, he is stigmatized. When failures affect other people, failing has a multiplicative effect and can cascade, causing disproportionately large penalties. When a game is conceived without a single-player mode, the learning ground must be built into the multiplayer experience. RPGs are naturally attuned to this learning stage because character growth is usually slower than player skill acquisition (provided that the player actually tries and isn’t babied through the content). MOBAs, as I discussed in an earlier post, do a poor job of this.

Information availability is a double-edged sword.

The first edge helps players: new players can more easily master the core concepts and mechanics of the game using the information available to them as an aid. This can cut down the trial-and-error needed to succeed in-game significantly. The community is doing the interface designers’ and documentation writers’ jobs by documenting the mechanics of the game: pointing out pertinent, critical information about the mechanics and how to use them in a reasonable way.

The second edge hurts game designers: no longer can static information be used as a critical point of gameplay—this means that typical means of storytelling in single-player games will not work as intended because they’ll be spoiler instantly and disregarded. When more than fifty thousand (or another arbitrarily large number) human beings are going to experience your content and solve the exact same problems, there is a sufficient market for the solution of those problems that the information will be made readily available. Gamefaqs and thottbot are the two websites that embody this principle, though one generally covers single-player games and the other only one massive multiplayer game. Players are incentivized to find thottbot when they play WoW. They’re incentivized to use addons like QuestHelper to help them streamline their play sessions—this is not because they want to compromise the content (as they regularly will do and blithely remove the fun from the game, then complain about it) but because they have no reason to avoid the good information that makes playing the game easier and significantly lubricates the otherwise daunting expanses of character advancement. As a designer, you must assume that story and fun will always be compromised by success in a social setting.

There are two take-aways I want to emphasize from this analysis:

  1. Designers in the MMO space do not need to be afraid of creating deep, complex, and difficult games composed of mechanics that take time to learn and master. As long as character advancement reveals abilities and mechanics at a sufficiently slow pace without boring seasoned gamers, complexity and depth can be assets without presenting players with a wall of unmitigated and impassible difficulty. Information availability should be emphasized in-game to allow players to learn faster and become versed in the fundamental mechanics as soon as possible.

  2. Storytelling needs to be rethought. Static stories will no longer be effective for a large enough percentage of the playerbase (and for the louder part of the playerbase). Even more flexible conversational systems (like Star Wars: The Old Republic’s system) are fodder for expanding informational awareness. New ways of storytelling need to be invented that allow for dynamic worlds that aren’t as dull as procedurally generated content tends to be.

Sunday, August 30, 2009

Remnants of an Age Past

What shall be named The Mistake, I started playing It again. I was trying to save myself like a Kama Sutra monk, waiting for the Aion release (double entendre definitely intended). The last flirtation involved gallivanting through Northrend, an unexpectedly fun experience (pre-Tournament Icecrown is my favorite zone in all of WoW).

But this time I am trekking through Azeroth, all the old content, and I have come to a realization. I must call it a revelation, lest I get so frustrated at the bait 'n switch that I end my adventure here and now. I have finally understood that "killing with purpose" motto pronounced several times by the WoW designers. It's like the missing link between EverQuest and Aion. Newer quests are not as crude as 1.x WoW quests as to reveal this dark secret. I feel like I've discovered Ida.

Prior to WoW, mobs were simply grinded for experience points. You or your party found a camp somewhere and just killed mobs for hours. WoW quests are a layer of story on top of this grinding. The quest gives you a "purpose" to go an kill 100 boars, but you are still camping somewhere and killing mobs for hours. This is prevalent throughout much of 1.x WoW:
  • Recipe quests which ask you for several animal parts which would require you slaughter an entire field many times over.
  • Enemy stronghold quests which make you kill an entire cave of humanoids only to get a follow up quest to go back into the same cave and kill the leader (after all the mobs have respawned).
The idea of grinding mobs doesn't really go away; now there is bonus experience for doing the "purpose" layer.

I'm putting purpose in quotes because Blizzard seems to think that players just killed willy-nilly without rhyme nor reason prior to the Deliverance. Those xp camps had purpose: get experience points. And as I've said before, I enter some twisted, meditative state when I'm just farming mobs for an extending period of time. I also like xp parties, something I'm looking forward to in Aion.

Since the Enlightenment, Blizzard has seemed to have forgotten how things were and are addressing the outcry of monotony originating from the mistake of calling these story purposes "quests". We have bombing runs, vehicle combat, and other mini-games focusing not on "killing with a purpose" but on "fun".

Maybe we can change how bonus experience is distributed.

In FFXI, when you killed mobs within a time window of each other, you received bonus experience. It wasn't something to sneeze at; you could get upwards of 50% extra experience. What if we changed the quest experience system to something resembling the bonus experience system? Instead of stocking up on "Kill 20 Monkeys" quests, let's reserve the title of Quest for actual quests. When players start killing mobs in a certain area, give them a heads up as to how to acquire the bonus experience. Ask them to kill 10 mobs in 5 minutes; or 50 Rats total. Once they complete the objective, give them the bonus experience.

Of course this is assuming we have the standard, target-hotbar MMORPG combat system. A few months ago, I had envisioned a high-intensity combat system--somewhat of a throwback to Action RPGs. Characters have large amounts of AOE attacks, designed to cut through hordes of enemies quickly. Think of Diablo II. But instead of giving experience points just for killing mobs, we make the players run Gauntlets. Think of Gauntlets like instanced dungeons, with start and end locations and checkpoints along the way. Players receive bonus experience when they reach checkpoints and ultimately the end.

Simple. Fun. Flashy. Not monotonous like "Kill 30 Vultures". There is even the potential to record times of parties as they race to the end: have a leader board for the Achievers.

This originally was part of a grand territory control system, but as a middle layer game, what do you think?