Friday, November 18, 2011

Defining World PvP

I am a huge fan competition in video games, both direct player vs player and cooperative competition. Competition creates efficiency; it catalyzes and motivates the exploration of a game system. It is through contention that games become e-sports, that dungeon crawls turn into speed runs, and players employ clever uses of game mechanics.

Player vs player conflict can also conjure immense emotions such as fiero and agony, which make lasting impressions in memory.

I consider Go, TF2, and Aion to all contain direct, explicit player competition. PvP is a broad category. However, there is clearly a distinction between Battlefield 3 matches and PvP in EVE. It boils down to fairness. Games of StarCraft begin and end; each player starts at a strategically balanced state; and it is through the game rules that deviations occur in power until one player succumbs and is defeated.

PvP in an MMO, specifically "world PvP", is inherently unfair. One or more players have an objective, quantifiable advantage over others. One side will have higher levels, better gear, or more participants. Any game with persistent character progression will have this imbalance manifest. A fair fight can occur coincidentally, but it is certainly not something to be expected.

MMO PvP happens within a larger context, thus world PvP transforms into more than a simple combat affair between two parties. PvP starts as soon as the player logs in. Events preceding the actual engagement ripple through the world and can affect fights. Actions that happen before, after, and during combat make world PvP an unbounded arena spatially and temporally. Without borders, players scout, hunt, run, hide, and most importantly are vulnerable before and after the actual combat.

A simple analogy: Fair PvP is a cock fight, and world PvP is the African Savannah.


World PvP requires players to be mindful of the environment. Not just navigable terrain, safe spots, and avenues of retreat, but also the entire possibility space of events. Does the enemy have backup? How many? How long until they arrive? What are my chances?

This is clearly an all-encompassing mindset of playing. It is more than action-oriented twitch combat, and more than efficient resource management; it is expecting the unexpected through planning and preparation. World PvP is an expectation in the minds of players.

Different mechanics can be layered on top of that expectation to change the level of risk and consequences, and thus the intensity of emotion the game provides. There are also many forms and implementations of world PvP.

I did a very brief and informal survey--"What is world pvp?". These were some of the answers:
unrestricted warfare
being able to pvp throughout the entire "game world"
you walking around and someone ganks you
using environment to your advantage
cooperation
unknown, different factors you control, rather than just being fair
no rules
not worth my time
waiting until situation is in your advantage

What is world PvP to you?

Saturday, November 5, 2011

There's Something in the Water

We don’t want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn’t much better than what the level-85 players have.
--Ghostcrawler

What a truly baffling sentence. Ghostcrawler is reflecting on the exponential attribute power progression in WoW, and I think this sentence says, "We don't want level 85s doing what is designed for level 90 characters." He never goes into the reason this is a design mantra for WoW, but I can't help but think of the movie Idiocracy:


Unquestioning and steadfast in their decisions, the WoW designers make seemingly contradictory choices. Why doesn't GC want level 85's to do higher level content? I could only assume it's so players do the leveling "content" first. Yet they constantly assault the leveling game, "The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%." That's a patch note from the recent PTR, and those keeping score will know that they've already reduced that experience curve before.

It's almost as if Ghostcrawler trusts no design of WoW-past, not even his own. Only the current design and content is relevant to Mr. Street.

The article goes on, discussing various methods which could bandage WoW's broken attribute system, and then he unloads this gem: "If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise." Silly plebes with your naive remedies; I have data to dismiss your predictable suggestions!

Ignoring the arrogance, what metrics could they possibly have to discredit this simple solution? They can't use data from PTR, because that has bitten them in the ass before (There are huge discrepancies in motivation between PTR and live realms. Honor item costs had to be adjusted after players were getting them in a few hours on live realms.). They can't compare vanilla raiding to BC raiding because there are way too many variables. The only timeframe that I think they could refer to would be the beginning of the Burning Crusade, when after much bitching by players, they increased the attributes on T5 gear to make them more "worthwhile" than T4. (Aside: People don't know what they want, often desiring the opposite of what they say.)

But even this event isn't in a vacuum. Let's assume that after T5 attributes were increased, Blizzard saw a huge swell of players entering T5 raids. Ghostcrawler would like to say this was caused by an increase in reward value. What if players simply finished the T4 content and moved on the T5? What if players had every intention of doing T5 for the marginal rewards, obliged to work their way there slowly by using T4 as a stepping stone? With the margins highly increased, raid leaders rightly assumed T4 was useless and skipped it. Blizzard is in the business of making content obsolete as quickly as possible.

Tuesday, October 25, 2011

Get your Story out of my MMO

With all the WoW and SWTOR news, something just hit me. I knew this was true, but it didn't really set in until now. It's been seven years since WoW released, and SWTOR is about to launch as the same exact game!

The same black and white, two-faction faux war with safe and "contested" zones; the same action combat with the same pace, hotbars, and skills; the same solo quest grind with the occasional dungeon run; the same poo-pooed crafting system that has little consequence to players; the same "hyrbid" classes which really aren't hybrids at all, but rather 3 min-maxed role specializations that are the Holy Trinity through and through.

And then, as if lack of innovation isn't enough, Bioware is going to completely eradicate players stories. The "fourth pillar" already existed in MMORPGs: there wouldn't be countless blogs devoted to retelling events that players experienced if "story" didn't exist (and unsurprisingly, Eve has the most numerous and varied story blogs I've ever read).

Let's assume Bioware is the leader in crafting video game stories. They create the most compelling canned stories anyone has ever written for a video game. They are still Bioware's stories! They are not player stories. Stories are born from extraordinary events. What would a SWTOR story blog look like? "Last night I had this really humorous and emotional dialog scene with these NPCs. I chose this light side option that resulted in an awesome cutscene!" The comments will read: "me too". What is worth telling if everyone experiences the same thing?

By the way, developer story has been done numerous times before; Bioware isn't doing anything new. Speaking from experience, FFXI had fun in-game cutscenes with your character in them and told some really amazing stories. But contrary to SWTOR, FFXI also put players in challenging situations and let extraordinary events transpire that morphed into player tales.

Developer stories, like graphics, are a selling point, but not important once the playbrain takes over. Games are systems. Choices are identified, outcomes are weighed, predictions are made, and then the brain gets a little shot of endorphins if it guessed correctly. MMORPGs are immensely layered and complex systems with an added layer of socialization. The interaction with other, irrational human beings spices the systems to the point of addiction. Humans crave knowledge and social interaction. Developer stories are an initial motivator, a driving force, an excuse to start down the path of playing a game, but they are not an ends of a game.

That's a lot of tall talk, but look at the numbers: "Only 10% of avid gamers completed the final mission, according to Raptr, which tracks more than 23 million gaming sessions." As expected, once the game system is mastered, the vast majority of players don't care about the "story" and see little reason to continue playing.

If SWTOR has the same systems we've all mastered seven years ago, and everyone is trapped in instances not experiencing extraordinary events around which to socialize, what is the point of playing? This seems like a way to charge $15 per month for KOTOR 3.

Monday, October 3, 2011

Mojang up, Minecraft down.

The success of Minecraft severely damaged its development. When minecraft went viral and became a cash-cow, Notch decided to make Mojang into an honest-to-goodness software company. Mojang would make less money from rapidly improving Minecraft than from creating new products and selling them to new markets--markets which are augmented by the existing Minecraft fanbase.

The community would've done Notch's work for him if he let them. He could have started shifting the development of Minecraft to a model where the base game is a sandbox into which content makers can plug in different kinds of mechanics. But Notch didn't do this, he implemented a few nice, bigger features (like biomes) and a lot of piddly stuff (like more flowers, dyes, and such). Contrast Minecraft's content level with Terraria's: Terraria has been public a small fraction of the time, yet is continually adding new content and significant outstrips Minecraft in most meaningful measures of content.

Here's an example of where business gets in the way of game design and fun when it could have just as easily stayed out of the way. Here's where what is short-sightedly best for a company is not what's best for a game.

It also highlights the fading "games as platforms" trend. Notch could've turned Minecraft into a great platform for mods, but instead he has spent a significant amount of time implementing features that could've been designed and implemented better through the work of the modding community. The Minecraft community is large and the number of modders doing great work suiting the game towards different playstyles continues to grow. People have done all this work before Minecraft even had a real modding suite--these people had no sanctioned tools for modding, yet they did work of higher design quality and with fewer bugs and issues than the new content implemented by Notch himself. Imagine what they could do if they were given the full support of development tools and APIs specifically for their use. Minecraft would be a platform for a myriad of amazing games. Now people are doing that anyway, but the progress is significantly slower and Mojang actively impedes this progress through implementing more features that only a fraction of the community care about.

Minecraft passed up on the long-term business decision of becoming a platform upon which hundreds of good and fun games rely and instead opted for the short-term route of continuing Minecraft development conventionally and deallocating resources from it to work on other projects. The damage this does to Minecraft's future is palpable and frustrates me every time I play.

Thursday, September 29, 2011

Bethesda Copyright Nonsense

This Bethesda v. Mojang "Scrolls" lawsuit is completely ridiculous. I didn't know Oblivion was actually titled The Elder Scrolls: Oblivion until this nonsense started to appear on Notch's tumblr.

Not related to the lawsuit, but I also didn't know that Modern Warfare is actually titled Call of Duty 4: Modern Warfare until a week ago. I always thought that they were two separate games.

Granted I don't play any of these games, but this still seems quite frivolous.

I wonder if Wargaming.net is going to get a knock on the door from Blizzard...

Tuesday, September 20, 2011

TF2 Screenshot of the Year

Posted from our server, I don't think I've ever seen a more majestic screen shot. It captures the essence of TF2: one man with deer antlers wielding a pickaxe sailing towards another man wearing a samurai Kabuto and a pickaxe of his own--their destiny yet to be determined.


Credit goes to Tai.

Monday, September 19, 2011

Biting the Bullet

This weekend was wholly uneventful in EVE which is 100% my own fault. EVE requires players to actively engage it, and that's what I did tonight. I convinced myself to pick a fight (and most likely lose it). There is no use sitting on all this ISK if I'm not going to spend it.

There are a few systems known for their PvP. One of which is Amamake. I hopped into my Tech-2 fit Rifter and charted a route.

The last time I was in lowsec, I found myself dying in a Gate Camp. This time I was extra cautious--I inspected the systems for kills on the Star Map and even warped to nearby celestials so that I could scan the gate before approaching it. This is how things are learned in EVE: you die in a horrible ball of fire and then try to minimize that occurrence.

I got to Amamake without incident, warped to a bookmark I had in the middle of nowhere, and started to chat up local. I like playing the Mildly Naive Optimist: it's a nice foil for all the Internet Tough-Guys.

After a few minutes of banter, I warped to an asteroid belt to see who would bite. Eventually a Vexor shows up on scanner. I know it's a Cruiser, but I do a quick Google search to make sure; yep, a Cruiser. "Ok," I think, "I know I can beat Cruisers with this Rifter." The Vexor lands, and I begin approaching using a manual orbiting technique like a pro. My heart is pounding throughout all 150 KMs.

We get in range of each other and start the dance. Lock, scram, Confirm this Dangerous Act (take a standing hit), web, orbit, guns. My 150mm Light Autocannon IIs are eating through her shields like butter.

I bet a lot of EVE vets can guess what happens next.

Five Hobgoblin II drones appear. They begin attacking me. I turn on damage control, but it is just too much. I don't even have drones on my overview; I'm trying to manually target them, but no luck. I pretty much smile and concede defeat at that point. I last a few more seconds; pop.

I warp off to a station (and immediately pray that the station won't fire at me since I was the aggressor. Thankful it did not). We talk a little in local; I'm her first kill :) Apparently I'm not the only newbie in EVE.

I consult the notes I took from the Rifter Guide, and lo and behold the #1 ship listed under "RUN AWAY" is Vexor. Primarily because of their drone capabilities. Horrible ball of fire. Minimize occurrences. Thus I won't trying to fight Vexors next time ;D

What a rush! It was unbelievably exhilarating, and I cannot wait to load up a few more Rifters and head back. These ships cost about 5 million ISK, and I can easily steal that in 15 mins. Every time I think I'm drifting away from EVE, I do something incredibly risky and end up loving it again.