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?

Thursday, August 27, 2009

MOBAs: Newb-Unfriendliness Typified

I can’t talk specifically about what MOBA I’ve been playing, but I have been playing one that Mot really likes and I like a bit as well. The gameplay is engaging and requires constant attention. There are several layers of strategy involved, and inadequacy at one level can cause a loss when playing competently. From what I’ve read and seen, this game is representative of MOBAs in general, so I will comment on the genre instead of the game specifically.

My initial impression of MOBAs was largely skewed because the game forces newbies to play against people with vastly superior skill at random. The matchmaking engine for the MOBA we played, in particular, used an ELO rating system that matches up teams with similar aggregate ELO ratings (exactly how the aggregation happens is unknown to me). Mot is a good player and I’m a brand new newbie, so naturally we are pitted against good players when we choose to play together. This leads to my prompt destruction and eventual frustration as players who know the game inside and out pick me apart for mistakes I didn’t even know I could make.

And when I made mistakes, it cost my whole team the advantage. I basically was forced to throw games in our opponents favor just because I was new, and this was frustrating my unwitting teammates. I expected some backlash, but people were either understanding or silent in most games. There was a minor taunting episode once that didn’t affect me much. Being a burden on others and not having much fun in the process left me unwilling to play the game again.

Why should I play a game where I will cause other people to not have much fun for half-hour increments? A newbie playing a MOBA is a lose-lose deal. The newb gets a dose of harassment and taunting from angry teammates, and those teammates are forced to deal with an ineffective team member and come near wasting a half-hour of their life.

I played a few more games before I wrote this post and they solidified my observations. I played well in two games and enjoyed myself, scoring two wins and contributing to the victories as much as I could. The third game, though, left me wanting to never load the client again. The other team was well-coordinated and played very well throughout the contest. I could hold my own in a lane for the first stage of the game, but the other team got together early and destroyed us repeatedly in small engagements and sometimes in a large blob. I don’t know enough about the game to combat a fluid blobbing strategy, and my teammates were reviling me. I asked them to actually help me instead of making fun of me, and they proceeded to be negative and make the whole experience a miserable one for everyone.

Afterwards, I went to the forums and did some more reading about the game to try to better my play. I’m confronted with advice to learn what every hero can do. There are 28 heroes, five of which you’ll play against in a given game. That means in six matches, ideally, you’d encounter every hero in the game at least once. Some champions are far more popular than others, though, and you only tend to learn an opponent well if you lane against them for a while and see what they can do. This means that it may take 20 to 30 matches to lane against each hero and have a passable level of knowledge about your opponents. At 30 minutes per match, that’s 10 hours of being a newbie—ten hours of dragging your team down as you try to learn the game. Combine that with trying different champions and the tendency for the MOBAs to be extremely unforgiving.

It seems like MOBAs are rigged so negative and frustrating situations have to happen to new players. I doubt there’s a lot of growth potential in the genre with such a miserable newbie experience. It’s a shame, because the game mechanics are unique and fun when you are playing against opponents at your skill level.

Wednesday, August 26, 2009

Fifty Posts Deep

We have dug a shallow grave so far, though not deep enough to fully accommodate my ego or drown out Motstandet’s inane ramblings. Our grave is more than fifty posts deep, but what have we done besides put thirty thousand words on the uncompromising sieve of uselessness that is the Internet?

Mot and I never came out and said what we’re trying to do here. It doesn’t matter—we could continue writing without a clear direction for the rest of our lives without blinking—but I think it deserves a scant few paragraphs. If I write what I’m trying to do and you read it, that means at least the two of us can understand the meaning of the pit all these words are meant to fill.

I’m trying desperately to find fun games to play. If I can’t find them, I will try to give people the ideas that they need to make them—perhaps I’ll even try to manifest those ideas in code myself. I see the MMO genre as one with amazing potential. So far, that potential has been very poorly shown by even the herculean efforts of companies like Blizzard. If you play one MMO and get burnt out, chances are you’re going to burn out faster on the next one until you just stop playing MMOs. Why is this? Because variety and product differentiation in MMOs is very narrow. I want more MMOs trying different ideas; the way the market is looking currently, there are not enough people speaking up who are like me. And so I speak up.

The spirit of That’s A Terrible Idea is to revisit older ideas that never caught on and give light to new ones. We want to analyze what’s here as a way to see what can come next. We want to change the paradigm to get past the current rut in MMO design. I know we cannot do this by ourselves and there are other blogs out there that are trying as well—we may just be pissing into the wind, but if enough of us are doing it someone downwind of us is bound to get wet and do something about it.

That said, I’d like to link to a few of my posts that I believe lay the groundwork for my MMO design thought. Because, at best, only 10% of anything is worth the effort, I’ll give you the four posts (roughly 10% of my contributions to this blog) that I think are good enough to merit a read for newer readers or a reread for the very few of you who have been around since the beginning.

Monday, August 24, 2009

The One Character Fallacy

Many of the character advancement problems that we encounter in modern MMOs are caused by the one-character philosophy. Single-player RPGs adhere to this philosophy for good reason and originated it as a metaphor. As with the blind adoption of many of the other tropes of single-player RPGs, MMOs have taken this one blindly and not done adequate work to adapt it to fit the realities of massively multiplayer gaming.

The one-character philosophy exists and has persisted because of these design decisions:
  1. Player characters do not age.
  2. Player characters cannot actually die.
  3. There can only be a limited number of PCs per player.
  4. Character advancement is very time-consuming.
  5. Character advancement is almost entirely vertical.
The one-character philosophy doesn’t need to be a static emplacement in MMORPG design. There are several well-documented issues with expecting the players to stick with one character throughout their journeys:

  1. Grinds are necessary to keep players playing if they are meant to stick to one character. Developers want to milk as much play time from characters as humanly possible.
  2. Vertical character progression has to be long. This means that level barriers lie between you and having fun doing what you want in the game world.
  3. The wild swings of the nerfbat turn your favorite max level character into a useless sideshow in your favorite style of play. You’ve put 150 days of playtime into your character, but now it’s all rendered moot because the balance has tipped out of your favor.
  4. Making an alt means repeating the whole grind again!
  5. Lots of vertical progression means lots of content strewn across the game world that is only accessible to narrow groups of players at a time. 90% of the game world is useful to less than 10% of the players at a given time. Making good content is difficult and uneconomical considering the low number of total hours players will spend with that content.
  6. Max level boredom is the result of grinding your way to max level, then looking out over the desolate landscapes of useless locales and wondering “now that I’ve climbed the mountain, what do I do next?” This is less a problem is World of Warcraft, because the game is very top-heavy, but in other games this is brutal. (Warhammer)
  7. Death has to be meaningless or half of the players will run around naked, sit in town and macro all day, or become exploiters due to inhuman risk aversion.
  8. Permanent decisions are anathema because characters have to live with what might be cripplingly bad decisions for the rest of eternity unless the player wants to throw away the time spent on that character.
MMOs refuse to stick to this metaphor wholesale (aside from Darkfall and other games that force you to only play as one character on one world) when they allow alts. This allowance is the first down the road to mortal characters in MMORPGs.
Problems with perma-death:
  1. Discourages character investment.
  2. May overly reward excessive play-time.
  3. Character progression may be overly repetitive.
  4. Managing too many characters at once.
Design responses (off the top of my head):
  1. Focus on horizontal character progression.
  2. Ensure there are important activities that a character can only do when the player is offline. Characters may have to sleep for a certain amount of their lives to not face penalties. Such penalties make it optimal to play multiple characters while not necessarily making every one of them uber.
  3. Reduce vertical progression to the side-effect of good and skillful play. A 10% cap on vertical ability gain would be reasonable. Ensure that vertical progression is no longer the focus—speccing well and having a strategy for your character should be more important.
  4. You don’t need to be logged in as particular characters to perform certain actions. Perhaps web-based or otherwise out-of-game interfaces would be more effective for managing the auction house, trade goods production, and other repetitive activities that can be more effectively managed from a dedicated interface outside of the game engine.
Discarding the one-character philosophy has its own problems, but it’s impossible to fully grasp the potential of a multi-character system until it’s actually implemented, and I don’t see any games giving it an honest go yet. One-character thinking has reached its natural conclusion; we need to move on. MMOs have proven their marketability, it's time to make game mechanics that leverage the nature of an online game instead of shoe-horning single-player mechanics into multi-player games where they do not belong. I believe the one-character philosophy is one design stumbling block past which we will find much better MMOs.

Sunday, August 23, 2009

MMO Novelty and Social Networking

We are at a turning point in the MMO genre. It is a point which will bring about either the downfall or the pervasion of the grandest display of video games seen yet. Up to this point, I feel MMOs have survived entirely on the novelty of playing in a large, persistent world. Players were willing to do very un-game-like activities because that's just how it is in an MMO. By the time grinding catches up with them, they are bound to the world with social ties--guilds and friends they've played with over the months.

The novelty is wearing thin, particularly in the combat area. More and more MMOs are appearing to be copies of each other because developers can't get past those poorly designed grinds. Aion, Champions Online, Fallen Earth, SWTOR: all have the same combat system. And guess what? WoW pretty much popped the MMO cherries of any gamer who would begin to try an MMO. Please stop with the "tried and true" single-target, hotbar doldrums. If you stay down this path, then the only way gamers are going to migrate to your new world is if all his social ties move there, and you will lose that battle also.

I'm projecting my feelings for Aion, but I'm willing to bet other players feel the same way. Aion deviates little from the beaten path. The only way I will be paying for Aion is if several of my RL and gaming friends decide to play it.

The only feature I am looking forward to is grouping. Apparently you can kill monsters in groups as a means to get XP, which is reminiscent of EQ, FFXI, and all those aged MMORPGs. What I am afraid of is that this feature gets American-ized out, and the grossly optimal way to level is solo-play. Fewer players willing to group means fewer groups.

So should NCSoft remove my beloved parties, I will be very reluctant to start paying them. I'm not going to torture myself just to chat and play with my friends. If I'm that socially depraved, then I'll start using Facebook more.

And here's the kicker. With all the social networking outlets, with all the social apps and casual games found on all these sites, MMOs will become obsolete. That is, unless they offer something these venues cannot: engaging progression that can't fit inside a Facebook app. If players get the same rehashed game systems over and over, they will learn to stop trying new MMOs. Less players means less revenue, and for a world that requires millions of dollars to create and maintain, that is not a sustainable business model. MMOs will die out.

Saturday, August 22, 2009

Discarded Mutants: Design Considerations

On further review, this idea doesn’t work very well as an MMO. The spirit of the game would be compromised by min-maxing competitively against other players and there are significant issues with what happens to player-owned assets when they log off. The game would be far more immersive in a single-player mode with an (perhaps mostly co-op) online multiplayer mode.

Here are some fairly broad design considerations I’ve derived from the concept:

No world map. If you chose an intelligent mutant, you can make a map if you can find the materials to do so—ink and paper may be quite difficult to find, but carving into tree-bark might work. The quality of the cartography depends on how perceptive and intelligent your mutant is.

Combat doesn’t have to be complicated. This game is about survival, not war. There needs to be enough of a combat engine to allow the player to defend himself and hunt for live game if need be. No vertical growth is necessary, though it may be nice to have. Most mutants won’t last very long. This game is more about experimentation than it is about building up an uber character.

A basic social model will be sufficient. The mutant needs to be able to express some simple sentiments. “Go here”, “kill this”, “I don’t have a weapon”, “I’m friendly”, “leave me alone or I’ll throttle you.” The chance of two mutants being capable of spoken communication and actually speaking the same language is infinitesimal, so we don’t have to worry about RPG dialog conventions.

Most gameplay is interaction with the terrain and environmental features—not necessarily NPCs; a dynamic and living world is the focus.

There will be story, but there won’t be exposition. The player, in search of food and water or maybe just to mess around, will stumble upon ruins of lost civilizations. Through ruin exploration, the player can implicitly learn about how the civilization was structured and what led to its downfall.

Interface will be a big challenge. If the interface is poor, all the interactive world systems in the world won’t save the game from floundering in uselessness and unplayability. This point is as important as most of the design points in the game, because without it the game cannot even limp towards success.