Saturday, July 18, 2009
Why MMO?
I'm not uniformly against MMOs or anything - I actually believe that they have a huge amount of untapped potential. The keyword, though, is "untapped." The kind of gameplay we see in existing MMOs is, by and large, very similar to what you can get in a single-player game (or a merely-multiplayer game, like Neverwinter Nights, Halo, Mario-Kart, or anything that has less than 100 people in the server at once). However, in an MMO the content is more strictly gated, the space between levels is artificially extended, and you can't have any effect on the game world. So I guess what I mean is they're watered-down versions of single-player games.
So what I see isn't an evolution of MMOs, but rather a presumption that MMOs are the standard, causing them to open up to audiences that weren't originally interested. So again, if the game is trying to appeal to people who want to play solo, then why is it an MMO? The actual answer seems obvious when I'm in a cynical mood: because MMOs are trendy and offer high profitability. The profitability portion comes from the fact that you can make more money from each committed user in an online game than you could by selling them a traditional game for a set price - if addicted they'll keep shelling out. Also, online games are relatively immune to piracy, because in addition to a working, hacked version of the client software, you need an actual server to play on.
That said, MMOs are a very risky investment, for several reasons (ooh, time for a list, I love this part):
1) Since standard MMOs rely on being addictive, it's not enough to convince someone to play it - you have to convince them to live your MMO.
2) Since MMOs rely on being addictive, most players won't play more than one at a time. That means that most of your potential audience is already occupied playing WoW, so you need to give them a reason to play your game instead of another (whereas a player who bought Halo 3 can, and probably will, also buy Gears of War 2).
3) They're friggin multiplayer. Even though many of the developers at this point have a lot of experience making multiplayer online games, it's still no easy feat to make the game work properly, and this fact makes both programming and designing the game harder, which is final nail in the coffin of anyone who dreams of making a low-budget MMO.
And since they're so high-risk, clearly the publisher is going to try and minimize risk by insisting that the title is as similar to existing MMOs as possible.
So is the tradeoff worthwhile? It certainly is if you're Activision-Blizzard, but given the sheer number of MMOs in development, I can't help thinking that many of these developers would have been better off with a different strategy.
-Silent Ellipsis
Friday, April 10, 2009
User Generated Quests
In the meantime, I've been thinking about user generated content, and in particular quests. User generated quests are one of those ideas that people love to throw around*, but that's hard to actually implement for the very simple reason that users suck at making quests. There are plenty of exceptions, of course, and I'm sure that many people who have been game masters for tabletop RPGs could manage it, but most players don't have a very clear sense of balance (especially where there own characters might be involved), and there's a big difference between the mindset that focuses on "this sounds cool" and the one that focuses on "this would produce a good user experience."
But user generated quests are a cool idea, so how would you add them to a game (I'll assume we're talking about an MMORPG, here). The way to get good user-generated quests is to actually give them as little control as possible over the method of completing the quest. A user generated quest could work like this:
2) At least some of the components are hard for him to personally acquire (perhaps one is found on a magic-resistant monster)
3) Wiz132 creates a quest: Bring me the eye of the Magic-Resistant Jabberwocky. He decides what the player needs to do (bring him the eye), and what the reward is.
4) The meat of the quest, that is, the part where another player will have to explore a dungeon/hunt a creature through the woods/sneak into the creature’s lair and fight it is determined by the game world and the existing game mechanics, not by Wiz132.
Now you might wonder how this is different from a player running around killing everything in sight and then selling the rare drops they get in an auction house? Well, aside from the fact that they can get experience, as well as money, you could solidify this quest concept by requiring the user to have the quest in order to make progress on it. For instance, what if the monster in question doesn’t even appear unless someone with the quest shows up to fight it? Or perhaps the monster exists, the but the eye only drops for people with the quest.
The point is that user generated content should both feel like part of the game, rather than a separate activity the player can do instead of playing, and it should be fairly high-level. User generated content, as part of a game, shouldn't be asking the player to take on the role of game developer, but give them a way to add to the content of the world simply by playing it.
-Ellipsis
*I hear that City of Heroes is going to get a quest creation tool sometime soon. I'll be interested to see what that looks like.
Thursday, October 9, 2008
Legitimate Outlaws
It seems to me that developers who take this approach (and that’s about everyone right now) missed something – that the real value of an MMO is the emergent features that come through player interaction. There’s a reason that people are spawn-camping, chat spamming, and using macros. The reason is very simple: the player wants something that the game isn’t providing, and so using “illegitimate” means to try and get it.
A post that tackles all these issues at once would be epic in proportions, so I’m going to stick to just one of these topics for now: outlaws. I find it interesting (or, if you prefer, appalling) that although “rogue”-like classes exist in a variety of MMORPGs, they don’t get to do many roguish things. Take as a particularly sad example the assassin class in Guild Wars: Factions. What does an assassin do in this game? They wield two-daggers…and they charge at monsters and hit them a lot. Really, the assassin is just a different flavor of melee-fighter, who is defined by wielding two daggers instead of one sword. How exciting.
Other games may do a better job of making rogues distinctive, but they still don’t provide any chance for a rogue to have non-combat gameplay, and they certainly don’t have any room for rogue role-playing. In theory, a rogue is an outlaw, someone who lives outside the normally bounds of behavior for his society. Sometimes that’s what a player wants – not to be a noble hero but to defy the arbitrary rules that confine him and rebel against the society he’s in. Unfortunately, most games don’t really have much of a society to speak of, so the only thing for the player to rebel against is the game itself. That is, griefing is the only outlet available for someone who is bored of being a cookie-cutter anonymous hero. Simply declaring that griefers are immature, even if true, ignores the fact that the game is failing to provide them with a “legitimate” experience that engages them. In other words, the game is demanding that the player behave according to an arbitrary norm, and many times the experience gotten by adhering to that norm really is boring.
The problem is that this isn't a "legitimate" outlet. The system doesn't support or recognize outlaw activities, even though the actions are permitted by the mechanics. The griefer will get a brief feeling of empowerment the first time they pick on another PC, but won't be satisfied, and in their desperation to get that rush again will resort to crueler and crueler behavior. Players may form vigilante groups to counter-grief, and it's possible that the player could be banned, but there is no immediate reaction from the system when you break the law. Ultimately, actions on all sides are emotionally heated and everyone involved just ends up being frustrated.
So what's the solution? Formalize their outlaw status. Provide in-game mechanisms for them to act outside the "law" while still playing within the greater game system, and what was previously a frustration becomes flavor instead. You can give the lawbreaker an "outlaw" status, restrict from them certain rights of proper citizens (they can't freely come and go in cities, for example), and make them fair game for anyone with the "police" profession (and if they've violated enough laws, fair game for anyone to take down). You might give them some benefits in return (like access to outlaw society, if it exists), but you don't need to, because recognition is their reward, and it's all they wanted really wanted to begin with. Some hardcore players will covet the right to be called infamous, because that status will actually mean something in a system that makes being outlaw difficult, but possible and a legitimate choice of play style. While the outlaws feel more satisfied, the vigilantes also receive a recognized status, and get the sense that they're not just righting individual wrongs, but protecting society as a whole. The entire psychological outlook on law breaking changes, and quite possibly for the better.
Of course, in order for this to work properly, there needs to be a society that outlaws can meaningfully be outside of (since that's what it means to be an outlaw). Creating a genuine sense of a complex in-game society is a topic far larger than the one I set out to discuss in this post, but having formal outlaws is one of the things that helps to shape it - for it implies laws, which are real and meaningful.
Perhaps later I'll talk about how I think similar ideas apply to the other "inevitable but annoying" features of MMORPGs.
-Silent Ellipsis
*Yes, I know it's pretty old, but the same ideas are still prevalent. Just look at how people at Mythic brag about banning gold-sellers. It's the exact same mentality.
Sunday, August 17, 2008
The Massively Multiplayer Illusion
Let's consider another example: Guild Wars. In Guild Wars the only persistent environments are the cities. All explorable areas are instances that contain only the party that set out to explore them. This means that even though there are millions (I don't know what the specific number is) of people who play Guild Wars, and thousands who are online at any given time, throughout most of the time I spend playing, I only see 1-7 other players. Even then, you can fill up the empty slots in your party with henchmen, and in the newer expansions, heroes. What does all of this mean? It means that when I play Guild Wars, I play in a party of me, two friends, and a bunch of NPCs. Despite the supposed "massively multiplayer" nature of the game, my experience, as a player, is that of playing of a 3-person multiplayer game. That's not necessarily a bad thing - I prefer playing with my friends to playing with random 13-year-olds - but it's not really a "massively multiplayer" experience.
But, you object, like I just said, the cities are persistent, and there you can interact with many people at once. This is true. It has also lead to some fun multiplayer experiences, or as I like to call them, "social experiments." I one case, I decided to start running laps around Ascalon city, talking about "staying in shape" while I did it. My friend was amused and joined in, and then a random stranger joined...10 minutes later I had an entourage of 60 players, all running laps around Ascalon city behind me. Some of the people in the back of the line asked "where are we going?" Needless to say, I was pleased with the results. Nonetheless, that totaled about a half-hour of play, and clearly wasn't something the game designers really intended for me to spend my time doing. Outside of district 1 of Ascalon city, which is a 24/7 dance marathon, cities serve two purposes - to gather parties and to customize your character. The thing is, this exists in games that aren't MMOs, as well. Consider Counter-Strike, or just about any RTS game: you join a server where you can create games, customize anything you can control out of game (for example, your "deck" in Age of Empires 3), and chat with people. The only difference is that instead of usernames on the side of the screen, the players in GW have avatars in their giant server rooms.
This brings me to the crux of my post: why is there such a huge push to make games "massively" multiplayer? What happened to making games just multiplayer? The reason I ask is because it seems that most designers working on MMORPGs are under the impression that because they're making an MMO, they're greatly restricted in their options, and that they have to have feature x, y, and z. As I've tried to explain above, however, most of the multiplayer aspects of an MMO are available in games that don't count as being MMOs simply because they don't choose to present themselves as MMOs. In AoE3, you can not only team up with your friends against bots, but by doing so you gain experience and levels which carry over into your future matches and increase your range of abilities. Yet this is not an MMORPG. It's not even an MMORTS. It's just an RTS game.
I think what designers should consider for each and every virtual world they build are 1) just what the unique possibilities of MMOs really are, and 2) how non-MMO games get around the major pitfalls of MMORPGs. I don't have time to go into both these questions in detail, but I'll say something brief about the first one. I think MMOs present two elements that cannot be achieved in single player and "merely multiplayer" games: living economies and co-operative world creation.
Since you have many people sharing (and competing for) the same resources, the value of any item in the game is determined not by design-fiat, but by supply and demand. This is incredibly interesting, and some players are drawn to play MMOs specifically play with the game's economy. That said, most MMORPGs have terribly distorted economies. After the game has been going on for a while, the majority of items are worth either next to nothing or ludicrously large amounts, and even in games with professions and large marketplaces, the richest players are always the high-level players that have completed the highest-level dungeons, who then get to determine the shape of the economy with their enormous expenditures. In other words, economies in MMORPGs are actually very limited, and I'd be willing to bet that almost no MMORPG developers prioritize the economy as one of the most fundamental elements. Rather, they start with combat and quest design, and then get around to worrying about the economy later, when the core mechanics are already decided.
The other unique element that MMOs present is in an even worse position: most MMORPGs lack co-operative world creation altogether. The world that you play in a carefully crafted static world where you can have no impact on anything except your own resources. The static nature of the world is, of course, one of the aspects of MMORPGs that people complain about most often, and is often excused as simply an inescapable consequence of making the game massively multiplayer. I don't understand this excuse at all. As I just said, the potential for co-operative world creation is one of the unique things that MMOs have to offer. Think about all those hundreds of quests in Oblivion, in a world with only one hero running around inside it. Even a dedicated player is only able to explore a fraction of the world, much less the possibility space in the game for different character types, different choices at different turns, etc. If there were a couple hundred, much less a couple of thousand, players running around this world, stealing from people's homes, catching and imprisoning thieves, closing Oblivion gates, etc., you might get an emergent narrative.
The only games that take advantage of these features of MMOs are the ones with little or no gameplay, such as Second Life. Just imagine a game that has an economy and user generated spaces like Second Life, and interesting and dynamic game mechanics to back it up and make the world alive. Then go and play a massively multiplayer game, and prepare to be disappointed. What I want is either a game that's really willing to run with the "MMO" bit and explore the potential of large-scale user interactions, or else a solid RPG that's willing to settle for being "merely multiplayer", so I can play with my friends without having to deal with grind-based gameplay, simplistic quest objectives, and an in-world economy that's in worse trouble than our real world economy is.
-Silent Ellipsis
