Tuesday, June 8, 2010

The Facebook MMORPG That Once Was

A couple of months ago, while I was finishing up my degree, a few friends and I decided to turn our Distributed Systems project into an MMORPG. With all the buzz surrounding Facebook and Social gaming (GDC, the ire towards Zynga, and all Facebook's privacy faux pas hadn't occurred yet), we decided we were going to make a Flash-based MMORPG on Facebook. Lured by short development times and the potential revenue, we hoped to roll out a game in a couple months and use the income to fund a real MMORPG.

That is why I haven't posted much lately.

At month 7 of the project, we felt that the game was simply taking too long for our initial goals and realized that we would be supporting a game that none of us were passionate about for at least another year. The company had 3 co-founders, and we all decided that it was time to pull the plug. We learned about tons of technical problems (and some solutions) for large player zones and how to stream assets so that browser gamers weren't waiting around for 20 minutes to play the game. Some days were really exciting and some were immensely frustrating.

I want to talk about some of the high level design here. I won't be posting detailed item or skill data, which are the parts that actualize the design.

We knew that we wanted an open-world design, where scores of players would be able to interact with each other synchronously. This was a very different approach than most other social games which are said to be asynchronously multiplayer. We hoped players would be enamored by this "living world" sensation.

We went through 3 completely different game ideas and finally reached the conclusion that we were not going to have a combat system. The typical Facebook gamer is a woman in her 30s or 40s. They are not the hardcore 18-25 male demographic. Some potential players told us to "make sure it isn't violent". So, as I said, we decided to leave off a combat system.

The problem with no combat is that conflict is harder to come by. There is no explicit way to represent conflict, risk, or danger nor a way to explicitly resolve problems. Without combat, we decided to have a very heavy crafting game, but we had no way to make exploration of the world dangerous or risky. Players would be able to walk to any place they wanted to without any trepidation--this might have been very boring.

EVE's skill system was perfect for us: it allowed only 5 to 10 minute play sessions where the player only queues new skills, and enticed the player to come back to the game every couple of hours to enqueue some more. The modifications we made included making things more streamlined, i.e. 30 levels in a Skill rather than several books of 5 levels, and requiring players to purchase each skill individually.

This put tremendous pressure on itemization though since players were not crafting silly items every few levels just for skill ups. Every item had to have a purpose, and without combat we had to get really creative to make some functional items.

We had to make a secondary stat on crafting and gathering skills called Proficiency. Training increased your Proficiency in Crafting skills but not in Gathering skills. Players had 2 functional item slots which they used to equip "gear" that increased their Proficiency. For Gatherers, this was their only source of Proficiency; for Crafters, this augmented their Proficiency slightly. Recipes and resource nodes had a Proficiency requirement on them; this ensured that players were buying goods and using functional items.

The Marketplace was a global Auction House were Buy and Sell orders could be placed. In addition to functional items, we had quite a few vanity items: clothing, furniture, & pets. Each player was to get an instanced house and be able to invite their friends. Eventually we hoped to allow players to throw parties or own larger plots of land for special crafting machinery.

To make the crafting and gathering games have a bit more flare, we put in minigames. The problem I and some other gamers have with minigames is that they are very hokey and break "immersion". I designed and prototyped quite a few minigames which included everything from a Sudoku-like Exact Cover problem and a simple timing/reaction game. If you are clever enough, you can find them online :P

There are 6 Crafting professions (Tailoring, Smithing, Woodworking, Leatherworking, Alchemy, and Cooking), 4 Gathering professions (Mining, Logging, Harvesting, and Trapping), and 4 Refining professions (Smelting, Lumbering, Weaving, and Skinning). Each profession would take a bit more than 15 days of constant training to skill cap. We hoped players would focus on 2 or 3 professions, giving them 30 to 45 days of related training. Then they could always train the rest of the professions if they wanted to.


The only profession that didn't fit the mold was Trapping. We decided to merge FarmVille with FFXI's fishing system to make something really exciting. Players would acquire traps and bait, set them up in the world, and come back after a few hours to collect the animal. Which animal was in the trap was a function of the trap used (e.g. steel, wooden, large, small), the bait used (different meats, nuts), the time of day the trap was placed (night, day), and the location of the trap (forest, plains, near water). The animals would be used as pets, leather, fur, cooking ingredients, and bait.

The main focus of the MMORPG was crafting and vanity gear--making your character and your house your own. It was supposed to be a low-intensity distraction where players would be a part of a virtual world. We planned to monetize with an item shop which included training rate bonuses and seasonal vanity items.

Without combat, the game just felt very bland to us--the hardcore gamers making it. Our hearts were not in it, and more than once we had to convince ourselves that it was worth it to continue.

I will say one more technical lesson: I will never use Flash for a large-scale game like this again. It simply isn't made for these sort of projects, and I've uncovered everything from drawing bugs to problems with Flash's event system.

Monday, June 7, 2010

Analysis of FFXI Combat


Several people have asked me what makes Final Fantasy XI's combat "difficult". Thinking about it for awhile I've uncovered that choices have such an impact in the course of battle that the player has little room for error. This doesn't really tell you too much about the game though, so I am going to describe a few characteristics of FFXI's combat as well as some points of reference. This article will primarily focus on combat from a caster's point of view, but melee and ranged classes are also faced with difficult decisions. Abilities which temporarily boost damage output can kill an overzealous player if he/she pull aggro. There are jobs with positional abilities and combos. LotRO fans will recognize FFXI's Skillchain system as Conjunctions/Fellowship Maneuvers.

FFXI is slow. The whole game is. It is from a generation when MMORPGs were still worlds. Pretend that you are waiting 10 minutes for the boat to arrive in Mhaura while you read this (and then take a 12 min ride to your destination). Cast times, cooldown, and weapon swing delays are all several seconds long. All the spells in the Cure line (the quintessential healing spell) have 2 second cast times and 5 second cooldowns. Weapon delays are measured in frames, and the server runs at 60 frames per second. So a 600 delay Scythe has a 10 second swing time. And it will miss.

There is no natural HP or MP regen in FFXI. Resting regains these resources, but only after 20 seconds do they begin to tic upward. Resting is cumulative, so the longer a player remains resting, the more MP and HP is restored on each successive tic (with 10 seconds between each tic). Kneeling to rest and standing back up have animations which lock the character in place. Each animation is approximately 2 seconds long, and a player cannot move nor preform any action until they are completely standing. It is not possible to pop up instantaneously and toss a PWS on a critically wounded party member. Players must play with several seconds of foresight and judge when to stand and when to rest.

A Team Fortress 2 friend of mine (Hi Polonius) says that he enjoyed healing in FFXI the most out of every MMORPG he has played because of its difficulty in judging when to rest and when to actually cast those Cures.

The game is filled with tiny nuances in play like the resting animations. The player is technically still resting during the standing animation, and it is possible to get a final tic while straightening up--a skill that requires impeccable timing. Even to chain cast spells one after the other, the player must learn cooldowns and casting animations. Using animation hints like these makes the game feel like a Fighter at times. There are many more places of mastery than just animation hinting.

Buffs and debuffs are immensely powerful; so much so that there is one class dedicated to them: Bard. Debuffs on mobs increase the effective HP of the tank and the DPS of the damage dealers. They can make a party extremely efficient, killing for 3 hours without stopping. The Red Mage's repertoire of white and black magic (particularly buffs and debuffs) as well as some Red Mage onry buffs make it perhaps the most powerful solo class in the game (as 75 RDM/Ninja).

Red Mages also get FFXI's only set of pimp gear.

Some may point to WoW's buffs/debuffs. I will agree that WoW's debuffs are very important to the group or raid, but how many players bother to stack Expose Armor, cast Curse of Elements, or even Judgement on trash mobs? Parties burn through them so quickly, it isn't worth it. Even while leveling or farming, unless the player is fighting a mob of +3 levels or an Elite, she would be more efficient to just do damage. Most of the experience parties in FFXI take 1 or 2 minutes to kill a mob. That is plenty of time to reap the benefits of status effects. Debuffing also generates tons of threat even if the spell is resisted. So if a player casts 3 debuffs and then immediately starts a nuking rotation, they should prepare to pull aggro.

Perhaps the consequences for failure in FFXI artificially make the choices seem more important. This may just be another lesson in risk aversion, but the other side of the spectrum seems to be Achievement frenzies, and personally I'd rather have risk-reward cycles. If I die in FFXI, I lose experience--the question is how much. Becoming "incapacitate" removes ~10% of the experience required to level from your current total. E.g. I have 802/10400 EXP. Dying would remove 880 EXP, dropping me to -78, at which point I would delevel and be at 9122/9200 EXP. I can lie on the ground for 60 minutes until I automatically return to my homepoint. If someone casts Raise on me, I will get 50% of the lost EXP returned (440), and be restored my level (leaving me at 362/10400 EXP). Raise 2 will give 75%, and Raise 3 will return 99% (but is a level 70 White Mage spell). As anyone with any insight into death penalties will say, this is simply a loss of time. But it stings. And letting party members die might label you as a lousy player. The reputation hit in a group-focused MMORPG is more severe than a few hundred EXP.

Bunch of us eating dirt.

By now I hope I've illustrated how little room for error there is and the punishment for failure. An unfortunate characteristic of RPG combat is the reliance on gear. I've heard players say that FFXI is 10% gear and 90% skill, but I find that breakdown to be very off. Melee damage dealers without Accuracy gear will miss. No amount of skill will make that Random Number Generator be nice. The same is true for debuffers who will want to stack Mind, Intellect, or Charisma respective of the spells they cast. Most of the time, players can get by with the cheap versions of this important gear, and perhaps that is what the 90/10 comment was referring to, but there is a noticeable difference between someone with cheap gear and someone wearing a few million gil.

One more thing I will mention is that Square-Enix is very secretive about mechanics in FFXI. I call it a Hidden Information policy. Nine years since FFXI came out, the developers have never actually told the players what stats do. Players have experimented and inferred what purpose Strength has, for example, but I doubt we will ever know the full extend of STR's influence (certain weapon skills receive bonuses from different stats).

Even though FFXI's combat is slower paced than most moderns MMORPGs does not mean it is boring or uneventful. On the contrary, players have time to think and make important choices. Because players are not simply reacting to stimuli on the screen as they would in a faster-paced environment, the developers have created little room for error. Fewer actions are executed in FFXI than in WoW, but each one of those actions (or inactions) carry immense weight and could mean the difference between 10k EXP per hour or losing 45 minutes of your time.

And those of you who like WoW Talent theorycrafting, look up a subjob discussion. There are 362 job permutations in FFXI, and players can change gear while in combat.

Here are some videos of experience parties:

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've been quite happily not playing a single MMORPG recently. Global Agenda is the only game I play regularly, and there's not much market for commentary on that game--I also don't want to write about it because all I'd do is whine about the idiocy of proposed changes that the devs will compromise on after a 14-page thread (this happened for both item conversion and AvA changes) on the forums.

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

"Rose-tinted glasses," I told myself and my friends. "The game is so slow and punishing. It takes forever to do anything or get anywhere. Monumental advances have been made to the genre since its release. You will unsubscribe the minute you log on."

And yet, about a week ago, I resubscribed to Final Fantasy XI: Online. There was a very illuminating post over at MMORPG.com: Why people thinking about coming back to this game definitely should.

FFXI is from a generation of MMORPGs where grouping to gain experience was highly advised. The game only had 1 real "solo" job when I played, and that was Beastmaster. But SE has taken a look at the market and implemented a few nice systems to help the solo player.

The first are these really nice experience boosting rings. You equip and use the item to gain a +X% Experience Boost for up to Y XP or Z hours, whichever comes first. There is the annual Adventurer Appreciation event going on right now, and you can acquire an Anniversary ring which gives a whopping 30,000 bonus xp over its lifetime. (Some points of reference: you need 2000 xp from level 7 to 8, and 5700 xp from level 29 to 30.)

When you kill mobs, there is now a chance that they will drop Treasure Chests. Inside, there are temporary items which you can use until you zone or log off. These items are usually Potions or Ethers, status curing consumables, or some HP/MP regeneration food. This significantly reduces down time (there is no natural HP/MP regeneration in FFXI).

Another really great system is called Fields of Valor. In a nutshell they are just kill quests which reward experience and money. There are Field Manuals scattered about the zone, and you may elect to do 1 "training page" per game day (56 minutes). They are typically in the form: kill X of this, and Y of that. One nice part is that you don't need to turn them in. As soon as you kill the last mob, you are instantly rewarded with the experience and gil. Upon completing pages, you also get "tabs", which is a currency used to purchase buffs at the Field Manuals. HP and MP regen is available, as well as a Reraise (self-rez) buff.

It is completely possible to solo to 20 without a problem.

The second problem that the MMORPG.com post addresses is the length of time waiting around for a party. Personally, I have spent upwards of 3 hours looking for a party when I used to play back in 2005. But Square-Enix has implemented a Level Sync system. The party leader may synchronize the level of everyone in the party to the level of another member. As long as you are at least the level of the sync, you are reduced to that level and all your gear automatically scales.

The problem underlying mismatched party levels may not be apparent to you. The experience gained per kill is based on the level of the highest party member. Typically, parties opt to fight "Incredibly Tough" mobs, which are 6+ levels above the party. IT mobs give ~200 xp. If someone were to level and make those mobs "Very Tough" (5 levels above), the experience drops to about 120. That is a 40% reduction in experience.

Level Sync means those problems are no more! Parties can be composed of a level 46 White Mage, a level 58 Ninja, and a bunch of other players in the 20s. Everyone will gain the same amount of XP, and veterans can help out their friends and newbies. I honestly wonder why SE took 7 years to make this system.

Unfortunately, SE did not make it easy to install this game. I originally installed off my CDs, only later to purchase the Ultimate Collection off of Steam ($15 for a couple of expansions I was missing), and I had to do a complete reinstall. PlayOnline is perhaps the worst Launcher in existence. And since this game is also playable on PS2 and XBox360 (all on the same servers), there is no need for a mouse. Movement and targeting is all on the keypad (you can change it to WASD if you want).

If you are interested in trying this out, I can help you through the inevitable installation issues. I am on the Fenrir realm and having a pretty good time leveling one of the new jobs in the latest expansion. FFXI may be the last of its breed--I don't even think FF14 will be as difficult a PvE MMORPG as 11. I'll make a more personal post later, but I'll leave you with this screenshot gallery.

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.