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.
Sunday, April 25, 2010
King of the Internet
Saturday, April 17, 2010
On RTSes: Physical APM vs. Mental APM
We can see RTS interfaces as a communication mechanism. You communicate to your units your intent. You can relay intent at many different granularities. Fine-grained intent could be queuing up a series of move orders, then precisely telling your unit who to attack and for how long once it finishes moving. Other games, like the Paradox grand strategy game series Hearts of Iron, Europa Universalis, and Victoria, give a far more abstract view of war, where the player gives broad orders to his units. Usually such orders would be simply to move to another province—if enemies are there, a battle will begin, otherwise the unit stations itself in the new province. The grain of control is usually what we use to differentiate the tactical from the strategic when discussing RTS games.
Much like MMORPGs, RTSes have seen parts of their acronym misused and misunderstood. The “S” does not (at least in practical usage) refer to strategy in the military sense—strategy meaning military planning that sees individual engagements as the atomic unit. Very few RTS games work at above an engagement-level, and so are more fit to be called tactical games, at least by the military definition. The “S” apparently does not refer to the military definition, though: it refers to planning being a inextricable, central component of gameplay. This is the only definition that seems to hold true to the genre today.
But planning cannot itself a game make. Strategy games are engines that compare plans. The plan is communicated to the engine by the player manipulating the game’s interface. So often strategy games have incorrigible interfaces because a depth of communication about specialized concepts is necessary—and the player probably does not go into the game understanding these concepts. Concepts implemented in the game may also not map closely to concepts in real life for various reasons, including weaknesses in simulation and insufficient or excessive granularity of control. Sometimes games represent concepts that do not actually map onto any real-life experience at all; communicating the use of these concepts is doubly difficult.
The quality of an RTS game hinges on the ability of the game to interpret a player’s commands to reproduce her plan in the game’s engine. The game must give the player an appropriate set of commands, and allow the player to use these commands in a sensible way. The player needs to see how the commands can be combined to produce aspects of their plan—the player will need time to learn how to do this even in the best of cases, but some games either do not expose the necessary commands to sufficiently implement appropriate planning, or they so confuse the player in how they expose commands that the player cannot figure out how to use the commands to accomplish even relatively simple tasks.
An RTS's interface should aim to make communication as easy as possible. If a player needs to click multiple times and press several hotkeys to communicate a relatively simple order to his units, that is a flaw in the RTS. The common measurement of user activity in RTSes, Actions per Minute (APM), takes on an odd character now that we have brought to light the critical role of communication in RTS games. A well-designed interface for a specific game’s mechanics would allow the player to communicate his plans to the game with such facility that APM, above a certain level achievable with a modicum of experience with the interface, would be unimportant to how well a player plays. Instead of physical keypresses and mouse-clicks being a barrier to plan execution, the mental act of planning becomes paramount. It follows from this discussion that a great RTS rewards mental APM—the ability to create and adapt plans—more than it rewards rapid clicking and hotkey pressing that characterizes physical APM.