Wednesday, June 13, 2012

Towards Smarter Loot Systems

The typical way that I see loot working in ARPGs is simple randomization of attributes based on item type and a percentage chance. Roll a many-sided die and look up the result in the table, repeat this several times and you have your loot.

I don't think this is the best way to calculate what drops in an ARPG.

What matters is that players have interesting decisions to make with regards to gear--decisions that aren't as simple as seeing that 10% more damage is less than 15% more damage. You can generate interesting decisions here in a much more directed fashion than just dropping fully randomized but scaled-by-level loot.

When designing a loot system, we have to answer two questions:

  • How often should you be upgrading your equipment?
  • How often should you see a piece of gear that you have to consider as an upgrade?

We can think it through and exert control over it, or we can put some percentage chances in a loot table and hope that everything turns out OK. I'd prefer to design the loot system to guarantee as fun an experience as I can. That means taking more control over the kinds of modifiers that appear on items dropped for each class.

I think that if you have to consider a lot of loot and a high percentage of that loot has no value to you even before you put it in your inventory, you feel like you're wading through crap. The longer you go without interesting drops, the more bored you will become. This produces a feeling of "farming", which I don't think is a positive experience. It has negative connotations because gamers don't like doing it--farming is a reduction of the game to a tedious harvesting task that you could easily hire daylaborers to do and be better off. Tasks like that don't belong in games, they're an artifact of artificial difficulty and/or poorly or underdesigned gameplay.

The game should be aware of what would be an upgrade for you and what wouldn't. Upgrades should be dropped based on what you fight within a certain number of minutes of "challenging" combat. Don't even bother dropping trash. Only drop loot that is a sidegrade or an upgrade, and only drop loot that is equippable. Based on statistical and forum feedback the algorithm can be tweaked.

The game should be able to learn what modifiers people tend to pick on their items, and what people tend to put together. Based on these patterns for each, sidegrades can be generated that suit the kinds of builds that people actually use. In the beginning, such as system would need to be seeded with playtester-approved build information, and some noise would need to be added to the weights in the randomization of items in order to ensure that every character isn't siphoned into one of a few builds.

I think the current set of modifications and the way they work in Diablo III is well-suited towards this kind of system. If the longevity of the game is predicated on farming, as Diablo III's seems to be, my idea can still be effective, but may not be in the developers' best interest. What you really need is an end to the game--a feature that makes roguelikes great and has been lost along the development of ARPGs away from the roguelike foundation. But that's a topic for another post.

Saturday, May 19, 2012

The Specialization Trap

A trap that many ARPG designs fall into is overspecialization in the face of relatively permanent character advancement decisions. Path of Exile is a great illustration of the pitfalls of optimal play revolving around specializing your character using permanent decisions over a long span of play time.

PoE has an extremely large and intricate skill tree which allows significant specialization: down to the weapon type level--swords, axes, etc and element (fire, lightning, etc) level. You'll need to look for specific weapons and items that suit your specialization choices.

This is damaging to the ARPG model. ARPGs are a combination of various treadmills that complement one another: loot, character level, ability levels, and perhaps a few more (Din's Curse had "reputation" which would grant you a relatively viable rare weapon upon leveling up). An emphasis on specialization limits the character construction decisions (once you've picked the specialization, you jump pump points into that indefinitely) and loot decisions, cutting off significant branches of the decision tree. The more equipment-related specialization, the fewer pieces of loot a character will find that can possibly be upgrades. A character can easily go from having a 20% chance of finding a relevant piece of loot because he specializes in one-handed weapons, to a less than 5% chance because he has been forced to specialize further, perhaps into one-handed swords, in order to continue getting damage and/or accuracy bonuses from new passive skills.

ARPG players are familiar and fond of systems that involve an extreme amount of character choice permanence. Diablo II's attribute and skill points were non-refundable, and the pattern of severely punishing the uninformed by making character decisions irreversible does not enter the consideration of the majority of ARPG-players who grew up playing Diablo and Diablo II. Titan Quest and Din's Curse made a step forward in this regard by allowing point-by-point respecs at escalating prices. Torchlight, the most casual-friendly ARPG I have played, doesn't have respecs built into the game at all--the only way to respec is to use a console command to spawn a respec potion.

Overspecialization leads to minute-by-minute play being less interesting. If you need to invest a high percentage of your points into a very small number of abilities to make them effective, then you're naturally going to be filtering your ability choices by which abilities you have spent points on. Abilities available are further filtered by what loot you have available to you. In the majority of ARPGs you end up in a situation where you have at most two or three useful abilities--sometimes you'll only have one. When you have no more than two or three tools to work with, it's harder for combat to remain engaging.

Spamming a single ability and watching everything die can only remain fun for a little while unless you are specifically looking for a relaxing experience. Unfortunately, the theorycrafting involved in making an adequate character often is beyond the interests of a relaxed player, so they wouldn't get to the point where they could effectively do one ability spam. The mechanical systems thus lead to patterns of play which are not appealing to the kinds of players that have the capacity to use that style of play.

Permanent point-investment schemes also lead to perverse incentives for building characters. You really shouldn't spend points on skills beyond what you specifically need to get to that highest level skill that you want to specialize in. When optimal play is to not participate in the character advancement and be underpowered for tens of hours so that you can be somewhat above average later, the game clearly suffers.

The reasoning and evidence above would indicate that specialization-focused design is poor design.

So why do players seem to like it so much? A game like Diablo II is a complexly layered system of rewards that vary in intensity and frequency in such a way as to draw us in and addict us. Players have trouble separating the fun and not fun mechanics of a game when they are layered as they are in Diablo II. The rewards systems are strong and interleaved into all other mechanics of the game, so it's hard to separate skill tree manipulation and loot sifting from the enjoyable feeling of character progress. Those activities do contribute to character progress, but their design isn't trivial to separate from that positive feeling.

Good ARPG design is much more than simply causing the player to have the positive feeling of character progress, it's optimizing that feeling to happen in as intense and frequent a way as possible without it being diluted by overexposure. It's a difficult balancing and timing act, and different players have higher engagement at different points along the spectrum between constant rewards and rare rewards, large rewards and small rewards.

In games that feature overspecialization, you'll notice that combat tends to reduce to the repeated use of a couple of skills at most. This trivializes combat and turns it into a chore. When combat is a chore, in order to enjoy the game you must enjoy the minmaxing of character construction, which in ARPGs is done via loot sifting and planning/spending skill and attribute points. So the games' fanbases naturally require their members to enjoy that minmaxing and not mind somewhat boring combat.

ARPGs can have exciting combat and enjoyable character advancement. Diablo III is proof. I hope to discuss Diablo III's success in a future article.

Friday, May 18, 2012

"Fun", Biases, and Game Design Analysis

I prefer to analyze games as mechanical systems that can aim to produce certain kinds of experiences that fall in the group of experiences we classify as "fun."

You can also analyze games along the different--and, I believe, orthogonal--axis of artistic merit.

The focus of this blog has been the deep analysis of mechanical systems and not "higher meaning." The analysis of higher meaning can indeed be valuable and will be more valuable in the far future, but the most interesting problems I see in gaming are honing mechanics to generate fun experiences, and also honing mechanics for fun competitive and cooperative play.

Fun alone is not a particularly useful term because we all experience it and categorize it differently--sometimes so differently that one person's fun is entirely distinct and unrecognizable from another person's fun. Two people may not enjoy ANY of the same games. We need to break the vague concept of "fun" down into a few categories that can be concretely examined without running into such immense walls of subjectivity. Here are several classifications I've arrived at through lots of reading and playing:

  • Relaxing by doing something easy with nice graphics and tickling rewards.
  • Slot-machine/Skinner Box--big exponential pay-offs that keep you on edge and keen to see what happens next.
  • Spectation--see what happens because you are invested in the result and enjoy the drama of the situation.
  • Physical Mastery--become engaged with the tasks the game puts before you and learn how to do them best, fastest, etc.
  • Intellectual Curiosity--become exposed to increasingly interesting problems to ponder and solve, where planning your solution is the enjoyable experience.

There may be more than that. I welcome you to comment with additional classifications or flaws in what I've stated here.

Different people will experience these kinds of fun to different degrees in various contexts. A player's capacity to experience each type of fun depends on personality, mood, physical ability, mental ability, and social factors.

My interests primarily lie in the last three of those categorizations. My analysis is biased in their favor. You should be aware of this and keep it in mind when you read my other articles. My perspective will be most valuable to you if you are interested in the design of competitive and/or cooperative skill-oriented games.

As a pundit in the game design field (I'm hoping to actually make a game to show off, but there are always more excuses to be found) I think it's in everyone's best interest that you disclose your biases and preferences so that people can be less angry and antagonistic. If we acknowledge our biases and the ways in which we think about games, we can make progress towards avoiding talking past one another and, I bet, have productive discussions more regularly.

Wednesday, December 28, 2011

Horrible Ball of Fire

I've been playing EVE for over four months and really enjoying it. Although I only have a couple hours a night to play, I don't think I could handle more time with it. PvP and piracy can be intense, and living in low-security keeps me on edge constantly. It's emotionally draining to just travel around. The environment provides the exact grand emotions I originally sought, yet I admit I occasionally wish for more meditative gameplay (e.g. mindlessly farming mobs).

I've created a more informal journal for my EVE experiences and thoughts: Horrible Ball of Fire. The higher level design articles related to EVE or MMORPGs I will continue to post here on TATI, but any play session that I feel is story-worthy, no matter how inconsequential, I will record on Horrible Ball of Fire. I often video record fights so that I can review them later and identify mistakes, but I also post them on youtube to share.

My favorite article thus far is about my attempt to destroy a battleship with my tiny frigate: So a Wolf and Armageddon walk into an asteroid belt. My heart was racing and my stomach was full of butterflies from the moment I spotted the ship on scanner until the fight was over. It was the most emotionally intense experience I've ever had an in video game.

So if you are interested in reading more frequent and informal stories and analysis, then be sure to check out Horrible Ball of Fire. I try to keep the jargon down, but some times I forget.

Monday, December 26, 2011

World PvP: A Common Model

World PvP comes in many forms, yet there is a simple environment model that gets used over and over again. It can be seen in World of Warcraft, EVE, Darkfall, Dark Age of Camelot, and many other past and future games.
  1. Rewards for engaging in PvP.
  2. Risk associated with entering "PvP" areas.
  3. Non-PvP content/rewards in those areas.
This simple list describes Isle of Quel'Danas, Tol Barad, and world bosses in WoW; low-security space in EVE; dungeons in Darkfall; Passage of Conflict in DAoC; and any resource node or choke point in any MMORPG with PvP capabilities ever.

Rewards include crafting materials, mob access, safe passage, money, abstract currency (Honor), and loot. Note that territory control is not a reward in itself--owning land for the sake of owning land is meaningless and players will not value that "resource" unless it gives them an advantage or creates wealth/value, including vanity (player houses). Territory control is often an objective in competitive multiplayer games, but at the very least players win the game by claiming control--most MMORPGs are not "won". Compare the difference in activity between the Zangarmarsh control points in BC WoW (gaining a +5% experience boost in the zone), to the Spirit Towers around Auchindoun (allowing bosses to drop Spirit Shard currency). [TC rant over...]

Risk is "exposing (someone or something valued) to danger, harm, or loss". Something must be risked to have infectious PvP. It could be as minute as lost time on a corpse run, or as harsh as the entire net progress of your character (permadeath). The severity of the potential loss directly correlates to the emotions conjured during those risky situations. The more the player risks, and thus the greater the consequences, then the more intense the emotions associated with PvP events (fear, thrill, fiero, agony, anger). Adrenaline can be addictive and binds players to the game (or makes them run in terror). "What a rush!"

People are risk adverse and are afraid of losing value. But the beauty of MMORPGs is that none of it matters! It's all make-believe.

Make-believe squid-monster riding giant eagle-horse.

The Non-PvP content in the zone attracts "grazers": players that are not looking for a fight, and will be tackled by a tiger if they don't pay attention. These players serve as content for the hunters (and the hunters provide thrilling experiences for the grazers--hooray symbiosis!). If this hunter/hunted paradigm is used, it is a good idea to include tools that allow players to evade or to truly hunt other players (foot tracks, dead mobs, chat, scanners, etc.).

Do not think that grazers are innocent victims. Players will alternate between hunters and grazers rapidly depending on what their immediate goals are. Also, longer term grazers ("carebears") who engage in risky behavior to amass rewards at an accelerated rate are the ones trying to cut corners. ;)

Assuming players are frequenting zones that follow this model, it is likely that World PvP will foster. The combat itself has to be vaguely interesting in order to motivate players to use it, so dull combat can thwart any attempts to create this environment. World PvP is an emergent dynamic and a powerful aesthetic of combat, aggression rules, and scarce resources. The fundamental mechanics need to be solid first.

Friday, December 23, 2011

World PvP Case Study: EVE Online

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

I expounded on this concept with a look at WoW's history to help illustrate that world PvP is much more of an emergent behavior, sitting on the Dynamics layer. WoW uses rewards in particular to guide players, perhaps accidentally, in one direction or another.

A very different game with very different architects is EVE Online. World PvP in EVE is so encompassing, so defining, that it is difficult to dissect. Put simply: there are safer locations, but nowhere is "safe"; and your ship is forfeit as soon as you undock. The most popular mantra (warning?) of EVE is, "Don't fly what you can't afford to lose."

(It is important to change the way one thinks of "possessions" in MMORPGs when playing EVE: ships, modules, buildings, and commodities are all tools for content. If one becomes attached to these virtual items, it is emotionally difficult to risk and lose them.)

EVE has significant information warfare. Knowing where, what, and how your opponent is flying is paramount to success. Players must capitalize on this knowledge while not showing their own hand. It is a game of buffing, baiting, taunting, misdirection, and downright dirty tactics where players let the enemy think they have the advantage, only to seize it away.

Baiting is the act of letting the enemy think there are fewer ships in the engagement. When the bait is taken, players are prevented from docking or changing solar systems for 60 seconds. In that window, friendly ships undock, enter the system, or warp into the fight.

Solo vessels can also employ bait tactics: if a ship has some form of health repair, they could artificially sit at low health trying to provoke a target into attacking a damaged hull. Once engaged, the ships are prevented from docking/jumping, thus the ship repairs his health and kills the target that preyed on the weak.

Hiding half a fleet, using cloak, and "hot dropping" capital ships are all within the realm of possibilities. Undocking in "High Security" space with an expensive ship or cargo could get you suicide ganked.

A less "honorable" form of PvP is "gate camping", where unsuspecting ships warp to a gate, only to be surrounded by hostile players with fast-locking ships or warp disruption fields. In these situations, as soon as the player made the decision to use the gate, they lost the fight. EVE provides maps and intelligence tools (solar system statistics, directional scanner, and proactive bookmarking). Failure or unwillingness to use these resources is as fatal a mistake as not turning on weapons.

It could even be said that the economy and marketplace of EVE is a form of PvP. Arbitrage, undercutting, speculation, and many inventive scams exemplify a player vs player system where knowledge brings riches and haste is punished.

World PvP in EVE involves significant preparation; many fights are not won on the battlefield. EVE also comes with the expectation of PvP everywhere: assume a fight is around the corner. Pick any Sun Tzu quote, and it applies to EVE.
All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.

Monday, November 21, 2011

World PvP Case Study: WoW

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

While WoW's PvP isn't the cream of the crop, it makes for an interesting case study since the capacity to engage in "world pvp" hasn't changed, yet the popularity of it has. WoW helps illustrate why World PvP is a presumption outside of the game mechanics.

Some of the best moments of leveling a WoW toon involve situations where players fight other players for access to resources. These resources are almost always quest mobs. A high level character "ganking" lowbies for the perverse thrill of exercising power is not world PvP, and actually leaves a bad taste in the mouth of the inexperienced. But that is a problem with game rules, not world PvP.

A brief history of PvP in WoW:
No honor system. Many people questing. Many people, including lowbies, engaging in open world town raids for the novelty of it. No lasting consequences.

Spontaneous Horde raid on Menethil Harbor.

World bosses introduced. Large scale fights to obtain boss loot. Scouting of enemy faction becomes paramount to knowing when to engage boss.

Old Honor system, but no Battlegrounds. Many fights between Southshore and Tarren Mill. Fighting to mutually gain Honor.

Battlegrounds. Much World PvP stomped out since Honor is easier to get in BGs. Without huge gear discrepancies yet, small pockets of world PvP still seen in Plaguelands. Blackrock Mountain has much PvP fighting over dungeon and raid access.

Blizzard creates "outdoor PvP objectives" in Eastern Plaguelands and Silithus, and iterates on them in Burning Crusade. These largely flop. Massive gear discrepancies and prevalence of BGs shatter world PvP expectation. Minor fighting around raid portals.

End of Vanilla saw bored raiders running 5-man PvP excursions while waiting for Arenas and BC. Ad hoc and arranged group fights while roaming.

Arenas are introduced in Burning Crusade to the lauding of "fair and balanced" PvP folks. Resilience is added as a gear attribute. "PvP" is now an official route of character progression, and thus everyone sits in instances to optimize their gear acquisition. World PvP is a dirty word equated to ganking.

Isle of Quel'Danas is added at the end of Burning Crusade to house Sunwell and a fresh batch of chores. This popularizes World PvP in WoW again. Players form parties for protection and fighting; they expect combat while questing. Isle of Quel'Danas implements a common model for World PvP that I will discuss later.

Achievement system is added; reward to kill world leaders is introduced. Cities are in faction-owned zones, and thus combat is opt-in. These raids are not very disruptive to the empty towns.

Wintergrasp experimentation with zone PvP with raid access reward. Like AV, Wintergrasp is just a larger Battleground. Vault of Archavon predictably and regularly changes hands between Alliance and Horde. World PvP is dead throughout Wrath, but accessibility is through the roof.

Blizzard repeats success of Isle of Quel'Danas with Tol Barad at beginning of Cataclysm. World PvP makes a slight comeback. But people quickly get their reputation rewards and leave.

It is fascinating to see interest in world PvP ebb and flow as Blizzard tweaks PvP progression rewards. WoW is very elder game heavy, and thus all the resource warfare is at max level: quest access, raid access, & tradeskill material access. Cataclysm seems to have eliminated many contested quests for Horde and Alliance, so any PvP experienced while leveling is ganking or in a Battleground instance.

I definitely believe there are players in WoW who enjoy world PvP very much, and they would engage in that type of play more often if the rewards were not stacked against them. In the current game, once players gain all the reputation or gear they need from Tol Barad, there is little reason to go back. No other location in WoW comes with the expectation of PvP, and thus there is no world PvP outside of TB.

Some of the comments on my Definition post called into question "influencing the world". While not necessary for world PvP (illustrated with WoW's world PvP: no one would say they hold influence over that world), it is a strong motivator and part of Risk & Consequences that change the emotions conjured by the game, but not the game itself. I hope to expound this soon.