
Tuesday, June 8, 2010
The Facebook MMORPG That Once Was

Monday, June 7, 2010
Analysis of FFXI Combat



Sunday, June 6, 2010
The Dark Side of Global Agenda 1.3
There are three major issues with 1.3:
- Massive offensive ability power creep with no equivalent defensive bonus power creep.
- The strategy of building a character has been significantly reduced. Many decision points in the old system were replaced by gear progression.
- The gap between new players and well-equipped players is wider than ever with the new patch, even though HiRez supposedly made these changes to close that gap.
Power Creep
All devices are now at the same “rank”, which is basically equivalent to rank 4 of the old system. Each device can have modifiers and modifications put on it to give it the equivalent boost to a full set of epics, but localized to that one device.
This is huge power creep. Everyone now does more damage and does not have to specialize their device point build (because device points no longer exist) and upgrades. You can do everything better without good equipment, but with good equipment you can do everything 21% better on top of that.
You used to have to pick two things to get a 21% bonus in across your whole character, but now you can pick one thing per piece of gear.
Character Building No Longer as Strategic
You used to have to pick one stat for armors and one for weapons if you wanted to get a full 21% boost in those stats(armors and weapon upgrades boosted exclusive sets of stats; you couldn’t have +damage armor, for instance). Now, you can individually boost one stat on each device you have. No longer do you have to make particularly difficult decisions about what you want to boost or switch out your upgrades because you are using a different build. Now it’s simply a matter of getting the perfect item—and it’ll take a damn long time to get the perfect item considering they cannot be purchased and must be randomly dropped.
Time is now more important relative to build decisions than it used to be.
THe device system’s removal also eliminates lots of difficult, interesting decisions and small trade-offs that could make a big difference in competitive play (or even PuG PvP sometimes).
The Gap Between Rich and Poor; Much Higher Time-focus
The old method for obtaining epics was to play the game a bit, get some credits, then buy the epics off the auction house for a total of roughly 1 million credits. That does take a month or two of gameplay, but even then it’s not a big deal because you can buy rare upgrades that give you a 14% cumulative bonus for significantly less. You can also buy the upgrades piecemeal throughout your career and see steady growth in your characters capability.
The new system requires you to find epic loot, which does not have a particularly high drop rate from anything, then make modifications (or buy them for roughly the price of what an epic upgrade used to be) to bring them up to a full complement of bonuses. You can buy an epic that is one modifier short of perfect for 200 mercenary tokens. You can earn twenty such tokens per day as a non-sub. So that means you have to be blessed by the RNG, or wait 10 days per piece of equipment to have something that’s roughly competitive. There are 14 such pieces of equipment.
It will take you at least 3 months in 1.3 to have one character outfitted in epics that aren’t even optimal. And the difference between a character outfitted in epics and a character in greys is much wider due to the specialization of modifiers on individual devices replacing the blanket bonus system. And this calculation assumes that you are being a good puppy and playing every single day and seeing success—it may take you as much as 5 or 6 months to have a single character in sub-optimal epics otherwise!
Perhaps if the drop rates were convenient, this process’ time-consumption would be mitigated, but that’s not the case. Drops are quite random and the place where you used to be able to do fast runs for loot—high-end PvE—is now much more difficult. All equipment isn’t useful for each spec, either. My minigun-wielding mobile assault has gotten an epic headhunter rocket launcher as his only epic drop so far. This is entirely useless to me—and its mods are garbage, on top of that. So you have to basically win the lottery to get a good epic item out of the RNG: you have to get an item you will actually use, and then it has to have feasible mods on it. It takes at least 10 minutes to earn one such random drop. Even with some luck, you’re still going to have trouble getting useful epics in any reasonable span of time.
New players have a hard 3-month path ahead of them before they can compete with the play-everday bunch. It was frustrating in the old system to play against opponents wearing epic upgrades when you were just trying to level an alt who barely had uncommons, now a new player or an alt has to look forward to a few months of being beaten senseless by players who have done nothing but invested more time.
It was arguable before that GA’s equipment system could be overcome without much tribulation by sheer skill—HiRez has made it much more difficult for this claim to hold up.
Sunday, May 30, 2010
What do you want to see?
I also lost a bunch of half-written posts when my harddrive suffered catastrophic corruption issues on Friday morning.
Since I'm not playing games I think are worth comment, I turn to you anyone who still reads this blog. Do you want me to write about anything in particular? Even if it's broad or vague--just a little push towards writing about some topic would be helpful.
Thursday, May 20, 2010
Return to Vana'diel
Saturday, May 8, 2010
Why Open-world PvP-focused MMORPGs are Dead
Players will approach the PvP game within an MMORPG as a game of strategy. All the tools are there for it to be a strategic affair: no real aiming is required, twitch skills play little role, the players has hundreds of potential actions he can take, and coordinating actions with other players is important to success. PvP is naturally approached as a strategy game, but this game is in the context of the MMORPG that hosts it. All the baggage of the MMO carries over—time-spent indicates power in an MMO, so the strategic nature of PvP is compromised by a context that slants the playing field strongly in the favor of the more prepared player, where preparation is a factor primarily of time, not skill. What you’d naturally play as a skill-based mode is actually constructed on the shifting foundations of a timesink. This indicates that PvP may be inherently broken in MMORPGs unless players do not play it like a game of strategy, but instead treat it was a comparison of time spent and resources brought to bear.
MMORPGs are games of time, not skill. An MMO can never be good enough as a game to sustain the kind of beating players will give a system that grants them great responsibility and power. The game will be exploited and those exploits will be shared among the playerbase until the game becomes a collection of exploits. The more players involved, the shorter the space in time is between a content or balance patch’s introduction and its dismantling and exploitation. This effect is multiplied by the potential power that can be gained by exploiting. Complex systems make it harder for players and devs to figure out what is actually an exploit instead of just being a clever strategy.
Players are a PvP MMORPGs’ biggest opponents. The devs have to fight the players for every single minute of fair gameplay. The players expect to succeed in a world that is built to see them fail until they’ve spent as much time as the guy they’re fighting against, but the devs need these punished players to stay playing for long enough for their paychecks to be signed. It’s no wonder open-world PvP MMORPGs have trouble sustaining subscriber numbers over 50k—even EVE, the sweetheart of the PvP community, sees not much more than 10% of its 330k players participating in nullsec activities.
Sunday, May 2, 2010
On RTSes: Micromanagement
The player can only view and manipulate one part of the map at a time in an RTS. This means that the more micro you require for a player’s units to behave effectively, the less can happen on the battlefield at once. This tends to reduce mental APM in favor of increasing physical APM. Better interfaces can reduce the physical APM necessary to sustain good micro, but an interface innovation can’t change the fact that it’s only physically possible to focus on one limited area of the battlefield at once.
Micromanagement requirements are a cheap way for RTSes to build more “skill” into their gameplay. If the sufficient amount of micro to make all the units on the field effective cannot be achieved ever, the game will seem to scale with skill gain indefinitely. As the player improves his micro and learns to multitask better, she’ll play better. This can continue for a long time in a game with a significant micro requirement like Men of War.
Micromanagement requirements can be measured in the average opportunity cost of having your view centered over a certain unit at a certain time as you effectively micromanage that unit. If you lose the game because one squad of infantry stands still while being slaughtered by easily avoided machine gun fire, the opportunity cost of microing your tank well at that moment is enormous. The more often this kind of disastrous misallocation of micro can occur, the more micromanagement-intensive the game is.
Micromanagement can be minimized systematically in two ways: changing the scope of the game and implementing AI that does micro-level tasks better than the player. These tend to be implemented in the same game most often, as can be seen in RUSE. In RUSE, tanks will kite infantry automatically, infantry will ambush nearby vehicles, hideable units will hide and unhide as necessary in forests, planes will circle and engage targets on their own, vehicle crews automatically repair their vehicles when out of combat, infantry gets in trucks for long journeys and gets out at the end without player intervention. The scope of the game allows this to make sense—the game plays out on a large scale, that of Supreme Commander. The AI fills in where micro would otherwise be required; it allows the player to focus on strategy instead of the player needing to focus on individual unit tactics because he fears his units will get killed through their own stupidity.
Some games, like Men of War and Company of Heroes, can’t avoid micro because their scope is so small. WIthout micro, these games would lose much of their appeal. An AI strong enough to allow the player to focus on higher-level concerns would tend to intervene in areas where the player would expect to have to take action, leading to an annoying struggle between player and machine over fine-grained orders.
Micromanagement should be minimized as much as is reasonable, though, because coming up with a great strategy should be more important than putting your limited viewing window over the right part of the battlefield at the right time. If a game requires twitch skill in issuing orders rapidly, the purpose of the game—strategic problem solving—can all too easily be subverted.