Here is my “David Perry” MMO project

This is the result of twenty minutes of “logic” brainstorming.

Logic brainstorming because I didn’t start from an inspiration I got. I just started to think about the nature of the project, its restrictions and then figuring out a scheme that could fit that project well.

I’m referring to that Dave Perry’s Top Secret project that I’m still skeptical about but that still keeps teasing me for obvious reasons. On F13 I posted that it could be fun to participate as a group as we are somewhat that part of the MMO world who has always had gripes and knows EXACTLY what is wrong. So it could be interesting to have that solid foundation: even if the project sucks, we aren’t naive and we know the genre and the industry well enough to cut the superfluous and talk about what matters. So whatever we achieve would be still respectable.

Then I started to think on my own about the project itself and what kind of casual game could be appropriate for it. Finding a set of features that must be respected and that are common to all game concepts possible within those restrictions. From there I tried then to deduce a specific idea about a possible game.

Here the skeleton of the project:

1- This is supposed to be a smallish project as they said it must be completed in about a year and will be one of those “free” games. So nothing ambitious like a complex sandbox, a virtual living world or a massive-scale game.

2- It should work on current or easy-to-make technology. So you cannot focus on something innovative or not already proven from the technology side.

3- Low production value. You cannot expect large and immersive worlds, with impressive vistas and focus on the exploration. Nor the “epic campaign” or hundreds of hours of character development. It’s a good idea to build a thing that can work with a limited group of art assets, easily expandable, and where things can be reused. Mudflation or leveled content should be banished from this project.

Considering these points I guess the best choice is for a game easily accessible, with a shallow power curve, small download, that you can get, log in and have some cheap fun within a couple of minutes. Since the “scope” cannot be the goal I guess the focus to realize a decent, interesting game should be on a core gameplay that is easy to get and fun. Nothing with multiple systems stacked on top of each other. Something simple but that can be also be mixed and freeform to hook the attention of the player in the longer term, while on the other side not losing the accessibility and fun.

One idea I had was for a Macross/Battletech/Gundam hybrid with simplistic RTS elements. Something like Planetside, but more RPG-paced. The fact that art assets should be reused makes a good idea to lean toward PvP. It could work through a short PvE introduction, with simple missions to complete, either online with mates, or offline. Completely skippable.

Then you reach the “end” game. A set of “maps” that may be linked by goals and purposes. PvP/conquest maps as well PvE cooperative mission maps. Either path (PvP or PvE) viable without forcing players one way or the other. You get points more or less like DAoC or WoW PvP. Then use these points to buy new mech parts.

The “core feature” of the game could be the freedom on how you build your mechs, so that you can put together and rig all sort of crazy, custom mechs. You build for the game a basic infrastructure, like a “grammar”, then let the player recombine mech parts for a near-limitless number of combinations. Studying a system so that the final stats and capabilities of the mech fall within a directed “balance”… Maybe you can take inspiration from Magic, the card game, where each “map” has also set “requirements” (like Magic’s tournaments where some cards are banished), so that the mechs must meet those requirements in order to participate. Or like in Gran Turismo (the racing game) where you have to have the right type of car to access set competitions. For example through a system where your final mech is automatically “tiered” or “ranked”, defining the kinds of missions it can enter.

You can then have “practice” maps where you can go to test and fine-tune your mech, or just play for fun, on your own, without any restriction at all. Just being wild with your mech design. Think to something like X-men “Danger room”.

Gameplay-wise it shouldn’t be twitch (twitch games need EXCELLENT execution and it’s not a luxury you can aspire to have in such a project). I would use the same system I imagined for my Fallout concept: playable with a gamepad (and ready to port on consoles if you want), using a single key to automatically target what’s in front of you, or switching targets with buttons for automated weapons. Maybe different mech parts could be linked to different control methods. For example you could drive a mech with “legs” with the analog stick, while a mech on “tracks” could use acceleration and deceleration keys.

It would feel fresh enough to draw the attention of the players, while being at the same time “sticky” with the mech customization and unlocking of new parts, along with the variety of mission maps available.

Another main goal is that this game structure is also easily expandable. You can freely add new mech parts and even completely new missions and brand new gameplay. As each map has its requirements you can easily add all sort of stuff without worrying to keep everything balanced for all the rest of the game. It’s so open that you could easily build whole new games within.

+ The game concept makes it also easy exportable to the large eastern market.

EDIT: I got an idea for the first “expansion”: Super Robots!

I was thinking to that japanese RTS game, Super Robot Wars. Instead of toying around with anonymous mech parts, you could do what City of Heroes did to comics. Use mech parts inspired to Mazinger, Gundam, Daitarn and the like. Then have “invasion” mission types where you take your Super Robot and invade metropolis like Tokyo, Los Angeles, New York. Stomp over fleeing people, take building parts and toss them around, take down aircrafts with your lasers, blow things up, destroy everything on sight and even fight Godzilla, Gamera, King Kong -like creatures and all sort of cool, weird stuff. Like those wonderful classic Japanese movies. Okay, maybe this goes a bit beyond the reasonable scope, but it would be one hell of fun :)

EDIT2: To who thought “where is the multiplayer” about the idea above…

Super Robots Arenas! Think something inspired to WoW’s arenas. 1vs1, 2vs2, 3vs3 or 5vs5. Ranked or unranked. The metropolises of the idea above would be the “ring”. How cool it would be? And in ranked matches, as it happens in Magic, the winner loots one random mech part from the loser ;)

P.S.
Considering that this MMO won’t run on a monthly subscription but will be “free”, I fear that it’s almost obligatory to support RMT, whether you want or not. Considering the structure of my idea (unblocking and modding mech parts) I believe it wouldn’t be all that hard to put RMT on top of it. Even if I’d despise it…

You purchase new mech parts, new missions, and you may even purchase more “mech slots” to store in your “garage”. So that you have more mechs ready and set up for all the different kinds of maps. Instead of having to dismantle and rebuild your current ones every time.

You can even add “durability” to the mech parts, so that you may have to repair or repurchase broken parts.

P.P.S.
This project is “gated content” certified (all content always accessible, with no “endgame” separation or drifts from solo -> groups -> raids. All modes always available right away) and “permeable barriers” certified (mechs can be dismantled and rebuilt freely, no character locked into classes or one-way choices to make). So it respects all the principles I laid down in regards of MMO game design during the latest years. And it may be the proof that they are valid :)

Catchy song

This is SO off-topic.

In the last week here in Italy we got “Sanremo”, a yearly week-long popular music festival on TV. It’s for us like a smaller-scale Super Bowl, fading a bit in popularity and relevance in the last few years.

Anyway, there’s this song that was rejected from the official exhibition but that was presented in another context. And I love it :)

It’s catchy, simple and there’s a funny choreography to dance with it (that is half the fun) but that you cannot obviously see. Now it’s getting popular on the internet and here it is:

Momo – Fondanela

Sing with me! :D

EDIT: Now on YouTube!

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SOE Station All-Access pass, thirty bucks

What I told you about SOE’s business practices and trends?

I saw this looking at other blogs feeds (Cuppycake and Krones). I guess Brad McQuaid pretended the price to raise in order to keep Vanguard vaguely profitable.

The price is now thirty bucks (in Europe add another $5 of taxes) and they even rebill you automatically with the higher fee (effective April 2, 2007).

Firstly they publicize Vanguard and the All-access pass as both part of a very convenient deal, then, I guess, they are successful but so successful to the point that they cannot keep all games and live teams alive with one reasonable monthly fee that has to be split thin.

So it’s now thirty bucks. Still cheap? Well, it’s almost what you would pay for a FULL brand new game with years of development behind it. And you pay that MONTHLY.

Prediction: this will break either EQ2 or Vanguard, as they are now forcing players to pick one side. As I anticipated, only one will survive.

Next step is obviously rising the single monthly fee. But they just cannot do that before the competition moves the first step ;p

They also gave NCSoft the perfect occasion for a winning stab. Release Dungeon Runners, Exteel and Tabula Rasa and launch their own version of an all-access pass with an accessible monthly fee. If they are going to miss this opportunity then they are just crazy. A victory handed on a silver plate. With their accessible games and variety of styles it even makes sense to play more than one mmorpg.

P.S.
Planetside monthly fee is also going up: $13 -> $15

The player-reported news on VE3D is worth a quote:

After more 3 years of continually dwindling subscriber numbers, corporate mismanagement, a botched expansion, the addition of in-game advertisements, and numerous unpopular gameplay changes, SOE in all their wisdom has decided to increase the subscription rate from $13 to $15, citing investments to improve the game’s support and infrastructure. Any long-time player knows the only support they have given is life-support. Barely keeping the game running is their idea of investing in it.

EDIT-
And another quote from Amber:

The short-sightedness of this approach is staggering. In a marketplace that Sony hasn’t come close to dominating for well over 5 years, they’re behaving like a monopoly with a captive player base.

If you aren’t in Austin you are no one, part 2 (Warhammer 40k)

What did I tell you, hm?

I saw this coming miles away. Obviously from THQ.

I read a while ago that Relic (the makers of Company of Heroes and WH40k Dawn of War) was actively hiring for an unannounced MMO project. Link the dots…

Warhammer 40k mmorpg officially announced.

Problem is that the dots were wrong. I thought Relic was the last good game studios left who could make a decent MMO. Instead it’s not Relic working on this. It’s another FRIGGIN Austin-based studios named Vigil Games.

The team there is led by David Adams, formerly of NCsoft, and is comprised of several MMO veterans from that community. We look forward to making further announcements with more specifics on the game in the coming months.

More incest going on.

From where are these devs leaking? ;)

Brandon Reinhart is my personal myth

Come on, point me another game developer who not only isn’t scared about revealing his identity in a game or paint himself as just a passionate player, but he even posts on the WoW public forums WITH LINKBACKS TO HIS DEV BLOG.

He’s great.

I discovered my guild on Mannoroth collapsed (as many others) with the release of the expansion. I have now this curiosity to transfer my character on his server and join the guild ;p

The only problem is that it would mean leaving a PvP server forever, bah…

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The dream in the closet is about to get burnt

This is about that “Top Secret” project that claims to give you the occasion of your life.

Hey, if I’d be a goon that would be the occasion of my life. Since I don’t have the opportunity to work on games following the standard path (as foreigner) this could be the only way to actually try!

“I’ve always loved the idea that someone, from their bedroom, reveals their passion and talent, then suddenly can have an absolutely stunning career explosion, becoming a famous Game Director with a pre-built fan base. We’re going to make it happen!” says David Perry who is a Game Director and Chief Creative Officer for Acclaim Games.

David Perry will be building the new online game from scratch and is offering members of the Acclaim player community a rare opportunity to help him develop this video game in a collaborative effort with some of the industry’s best talent. “We will bring in some surprise guests along the way to inspire and mentor the contributors,” says Perry.

One lucky winner who shines the most during the development process will be given the top prize. “This is the only chance I know of to jumpstart a directorship career in the video game industry,” continues Perry. “Everyone wins. They get to learn how to make professional games, and if they get anything in, they get a real professional credit on their resume.” Perry finishes, “But, if they win, well then they get their life changed.”

Interestingly, applicants don’t need any prior game development experience. In fact, Perry refuses to look at resumes. “We only care about the pure, focused, passionate talent they show up with,” he says.

Hey, it IS me. It’s about MMO. It’s about bedroom game design. It’s about offering a lifetime occasion. It’s about an opportunity for those who cannot have one. There isn’t anyone else in the world who could make a better target!

But I’m not so naive and my first reaction was the same of Stephen Zepp on the F13 thread: a laugh.

I’m mildly curious about how they are going to attempt this. I’m one of those who like to plunge in the community for ideas and feedback, I’m the one who believes that it’s an indispensable part of making games. But at the same time you just cannot let the players, as a vague group, build a game. And what game by the way?

You cannot design “on the air”, you always need a context. A project must have well outlined goals and purposes, then you can start to gather ideas about a specific system or possible alternatives. The problem working with “the community” is that there’s no synthesis. It’s pure chaos and without someone directing the process and taking decisions then it’s all absolutely useless and superfluous.

Without a set context the ideas would be contradictory and conflicting. Building a game is about having a coherent Vision. Letting a whole community build a game instead equals to a “patchwork”. Even assuming the execution is exceptional, you still have a castle of cards lacking solid foundation, principles and goals.

And would be Dave Perry(™) the director that is supposed to make all this happen? Who will tell good ideas from bad ideas? Who will make the calls? Who will evaluate the community work? Since Lum was too modest to brag directly, I’ll quote what he linked, last year’s Austin rant where he comments one of Dave Perry’s ideas, this wonderfully creative guy:

As an example of that last bit, Jennings brought up a new project by Dave Perry and Acclaim that will include in-game classified ads on the screen. They can be turned off, but players won’t level up as quickly if they choose to play without them, a point that drew a chorus of boos from the assembled audience. He also suggested facetiously embracing a “wonderland of consumerism,” with Coca-Cola-sponsored magic swords, Kobalds corpses that hold Skittles, and a Jet Blue dragon to fly players around.

“When you totally disrespect your consumers like that, I can assure you of one thing: Your project will fail,” Jennings said. “And deservedly so.”

Jennings ended his rant to a hearty round of applause

The crusade against middleware

I take the cue from an unrelated thread on Q23. I would write and explain extensively if I was writing daily as I used to some months ago. Instead I’ll just go with some short comments.

I’ve noticed a ton of games using the Havok physics engine and I have to say, I’m a bit disappointed. I mean, I love the ragdoll flopping around as much as the next guy. But when a lot of games use the same physics engine with very few tweaks, they get a sameness about them.

This is not a specific problem about physics. This is a general problem about middleware and engines licensing becoming predominant.

It’s not the first time I criticize the use of middleware. I always said that sometimes you don’t have the privilege of choosing whether to use it or not, but in any case I think it has a negative effect on the potential of what you are making.

I strongly believe that game design deals both with “what” and, in particular “how”. Right now we are drifting to an idea of game design that is limited to “what”. When you are bound to use a predefined tool then you cannot decide anymore “how”, only “what”. Game design becomes exclusively a problem of content production while I believe that innovation is mostly an exclusive of “how”. That’s also why I wrote that today game design isn’t a discipline with its own recognized dignity.

We have already in the whole game industry a serious problem of “sameness”, where titles within a genre have very few distinctive traits parting one from the other. If then we start to use the exact same engines across a number of titles then game development becomes just an extension of mod development and not anymore of game development.

My strong belief is that today NO serious game company with the hope to stay in the market in a leading position for the longer term can rely on middleware. Technology building, I believe, is mandatory to preserve and secure the right to be there and to be relevant. It’s the MOST IMPORTANT investment. There are plenty of new game groups trying to find a place in the market and hoping to become big in the future. Well, I believe that in ALL these cases accepting middleware as a “shortcut” to be there in the shortest time possible is at the same time a serious mortgage on the future of that company.

As I said, often you don’t have a choice. Or you go with middleware or you cannot even try. But those few who try to build their own technology will find a much steeper approach early on, but they’ll also see a proportional payback later on. “Game” is INDUSTRY. And the infrastructure is the foundation of an industry, if you don’t work and invest on this foundation then your efforts will be be short legged. At the end the real “raw” value is the assets (people and technology) you develop, not the volatile content.

On the other side there’s a trend that is unavoidable: more and more groups will specialize, those who build tools and engines and those who build content (in TV this is already a reality, with specialized groups who invent and sell formats around the world and groups who buy and adapt them). From my point of view the “winners” will be those who develop *both* of those internally. But this is mostly a discussion pertinent to those sitting at the high levels, where the foresight is most important and where that same foresight is rare.

Here Jeff Freeman would come and tell me that game devs are bored about recoding the same basic stuff like walking and that middleware allows you to reduce overhead and focus on what matters.

And I’d reply again making another parallel with comics. It’s like comics artists suddenly said that they are tired of drawing the same backgrounds, the same skyscrapers in New York that in the end look always the same, and they want instead to focus on the plastic figures and emotional expressions in the foreground.

In the same way I said that “mechanics” and “metaphor” are part of a whole, the same about technology development and game design. “What” and “how”. It all part of making a game and nothing is ever secondary.

—
Follow-up:

I wrote above that middleware is unavoidable.

My point, largely misunderstood considering the comments, is that developing middleware internally is going to be one of the major strength in the longer term because it gives your company a sensible, concrete advantage over the competition.

Plenty of dev studios are licensing Unreal 3 engine. But Gears of Wars still came from Epic. Plenty of dev studios licensed the Source engine, but HL2 still came from Valve.

I’m saying: with a crazy number of game companies tossing themselves on this market, the ability and competence to develop internally the technology and drive the innovation forward is going to be a major asset and a major *advantage*. If you make mistakes but still have strong technology then you’ll never completely fall behind. You’ll never completely fail. That competence will guarantees you continuity and stability.

From another perspective: I wouldn’t be surprised if in the future instead of another MMO company licensing Gamebryo we see instead Gamebryo’s makers acquiring a MMO company.

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Bring the Noise

Another parallel between comics and games. This is *exactly* what also the MMO industry needs. Someone like Quesada who can bring the noise. Someone who can lit the fire again.


(from Wizard 166 – August 2005)

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“Gang wars” Vs “struggle of nations”

First post Lum wrote about game design since… forever. But he is well justified.

It’s also about a theme so dear to me that I discussed many times in the past. I usually presented it in the form of “personal Vs communal objectives” and here instead Lum does what he does best: being much more clear and straight to the point.

I agree with everything he wrote, both on principles and analysis. I’m also waiting for a game that goes in that precise direction. That’s my “dream game” and that kind of innovation I’d like to see. Whether it is really innovation or just incremental progress or evolution.

I always said that I don’t care much how something is delivered, but I care that specific goals are set and specific problems are recognized and addressed. So thanks to Lum to give this theme some legitimation. My effort in the past was to persuade people of the potential of that direction.

What lessons would YOU add to make a PvP game more of a struggle of nations and less of a gangbang?

Acknowledging that the “struggle of nation” is desired or even preferable to the gangbang already wins me as a supporter. Recognizing that point and setting that goal is already much, much more than what happened in the WHOLE industry till today. So I somewhat agree with Sinij, that’s exactly the heart of the discussion. Because before figuring out how to encourage and support the “struggle of nation” you have to have the desire to have it in the game and motivate this choice. Instead of going with the beaten path of the classic gang wars.

The next problem is the “scope”. This isn’t just one of the goals. This becomes the basic structure of the whole game, so it is tied with every other part and it’s actually very hard to make general considerations. In the past I suggested many ideas to address many of the problems that come up with the system (Ubiq in the comments brings up one: “The losers of any fight will only take being a loser for so long before they leave (either go to another server, or leave the game entirely). It’s imperative to give them a way back into the fight.” And a problem that is also somewhat near to an article from Gamasutra) the problem here is that it all depends on the actual structure of the game. What I mean is that you cannot abstract too much here, you have to go deal with the practice of the system. You have to have referents. Then you can prospect solutions and delve in every particular issue that comes up.

But that’s also what Lum demonstrated in the specifics. By providing well-known referents (“lessons” learned from past games) it’s much easier for people to follow what you write and understand the point. The problem is when you try to leave current games behind to suggest new solutions.

The simplification in “Gang wars Vs struggle of nations” is still already a lot. Partly because it gives legitimation to that goal, as I wrote above, and partly because it’s clear to the point. It sets two trends one against the other.

About the “lessons” I agree with each Lum pointed. In particular the last, that isn’t a “lesson” as it wasn’t actually learned, is something I’d STRONGLY support. And if I’d have to bring a concrete example about it I’d bring up what I wrote long ago about the early implementation of PvP in WoW. If systems are well put and coherent, then players comply to the context in a natural way. To the point that they don’t even notice this “transition”. But when the context is CONTRADICTORY, as it happens in WoW’s PvP where to get more points you avoid the fight (or jump between BGs looking for a more favorable situation), then all the context you are going to develop, no matter how much polish you put on it, will always get ignored.

The lesson here is “mandatory” to make Lum’s last lesson possible, like a postulate: develop systems so that they are faithful to the context. Or better, develop games systems starting from the context, to “realize” it.

Why this is a lesson? Because the reason why contexts till today didn’t work is that they were “tacked-on”. Added later. And not instead the *premise* from where you start to build the game systems coherently.

This is similar to the critics I had made to Raph about SWG. You should design a game “from the inside”. The game design should be a “simulation” of the setting and context. And not the setting and context “tacked-on” an arbitrary game system. “Metaphor” and “mechanics” ARE NOT independent.

That was one of my crusades and one lesson I’d suggest.

Instead I have some objections about the first lesson. I don’t think that the first lesson is absolute, but then, thinking more about it, it’s just that I would disagree on the implementation.

I don’t like the economy to have a strong impact on the game because it deteriorates other aspects and makes them overall less accessible and fun. Economy creates barriers. But I agree that the “economy” can be the fabric of the conflict. Going back to my ideas and notes on the “dream mmorg” I separated these two same-layers. From a side the personal economy, from the other the world economy. Usually in games these two blend. The same money you spend on your own items and other personal services is the same money your realm uses as greater motivation. In Eve (as Eve was the example) the money you use to buy your ship and modules is the same money involved in the warfare. What changes is the scale.

As I repeated a million of times I dislike this. I dislike the shortcomings that economic system bring and all the negative effects on the fun and accessibility.

So here I somewhat disagree on the goal and would look into possibly better alternatives. One specific idea I wrote about was about that separation. Personal from a side and communal from the other. For example everything belonging to your character would be “safe”. There should be the possibility to store your belongings so that you are sure that when you’ll log back in the game everything is still there. All this “layer” that concerns the “personal” sphere should be excluded from PvP and the level of the economy.

Then we have the other layer and that can be an element of the conflict. So I want resource systems, points of control and all similar structures. But I would keep all these on this specific layer. It means that their *purpose* in the game never coincides with the one of the single player. So if you get resources used on this “layer” you cannot sell them to buy your character a better sword. These two sides, personal and communal are kept separate. Personal wealth should be unrelated to realm warfare, the two systems should be impermeable between each other. Moreover while your personal items can be stored safely, all that belongs to the “world resource system” is persistent on the world. This means that nothing is ever safe (aside your own personal progress). Enemy players can come and not only conquer your territory, but even pillage your cities and steal resources from your depots. There would be no way to take the objects used on this layer and log off safely with them. If something exists on the world, then it never exits. It is sitting somewhere. You can hide it, you can defend it, but you cannot take it out the game with you.

Of course this choice would also force to deal and address other long-time problems, for example guaranteeing a balance and a tactical depth, so that when you log in the game you won’t find out that the enemy realm “won the game” during the night while the defense was down. I thought about these problems and I believe that they can effectively addressed with some work, but again I think it’s pretty useless to abstract here, as the solutions are too dependent on the concrete implementation and scope of the game.

In my “dream mmorpg” the conquest of the regions was somewhat predictable and strictly paced, with a wink to wargames, so you would know which regions you are going to conquer or lose just by glancing at the map. Basically the outcome is predictable, you would be able to guess what could happen in a day, within a best and worst case. The overall goal would be making this “struggle of nation” like a slower paced campaign. Something that evolves through days and weeks, not something that can be resolved in the arc of a few hours. Somewhat similarly, in Eve it takes a loooong time before you can effectively take over a system. You cannot conquer the map in just a few hours, it’s just not functionally possible.

As I always repeat in these cases, I don’t care much about the actual implementation, but just that the right goals are set and that the right problems are considered and addressed. I offer my own solutions, but this doesn’t mean that there cannot be better ones. In this case I believe it’s possible to counter effectively the problems arising.

Concluding. From a comment:

You looked at history of mmorpg PvP through distorted prism of hear-say and reached wrong conclusions. I think its prevalent problem with PvP designing, its never designed by someone who actually, you know, serious PvPers, instead it what other people think it should be and it often fall short.

PvPers want gang warfare and turf wars! Small scale guild warfare over points of control is ideal state of PvP in any game.

Yeah, that’s EXACTLY the reason why today PvE is much more prevalent over PvP. Because PvP was always delivered with that shortsighted mentality of yours.

The point is that we have already plenty of offers of those “turf wars”, in particular with non-persistent games where that model works better. So go play them, and leave us have at least ONE game that gives us the “struggle of nations”, that is where persistence can become a strong quality. Because we currently have none. And because it has the potential to become significantly more successful than current, unambitious models.

Again, I prefer games integrating players as much as possible instead of games designed around small and extremely selective niches.

I also wonder, why when I write about the same themes, brining up the same points I get completely ignored while when Lum does exactly the same it triggers impressive chain reactions? Oh well, I know the answer ;)