MMOGs have no “difficulty”

I imagined to write a short article about the difficulty in a MMOG since it’s what everyone is talking about after the last patch. Everyone is commenting that the game is now harder, perhaps because of bugs, perhaps because of the design. Some players like this change because they think WoW was way too easy till now. Quoting “El Gallo” from one of the boards I follow:

I will stick to my guns on the “game was too easy” issue (play a warrior as my main btw, and no I was not talking about just 1-on-1 though if you pay any attention you rarely get more than 2 on you except for a few spots and that is still easy to handle). Soloing needed to be a little harder (not more tedius, just harder so you have to think a bit at least once in a while).

Like I said, I wasn’t calling people crybabies in WoW because they don’t want timesinks, I don’t want them either. The problem is that they want a game where it is literally impossible to ever lose no matter how shitty you play, which I don’t want. Godmode isn’t fun.

Other players, instead, are commenting that the game now is too hard and, consequently, not fun as before, in particular when compared with the earlier phases. There’s also another small part of player, more experienced with MMOGs, commenting that this is a good change because the game should aim to incentivate the group play, obviously at the expense of who just wants to solo.

Now I’ll focus in particular on the first two types of comment because the third is too complex and involves more reasoning about the structure of the design. And noone wants to read me babble for a whole page about it.

So, my point is quite simple: the “difficulty” in a MMOGs cannot exist (at least within this model). Why? Because these games are designed after the “Risk vs. Reward” model. This means that there is no “set” environment for the designers to balance the content and its difficulty. The advancement isn’t difficulty-based but repetition-based. That’s why we often talk about treadmills and grind. When WoW was “easy” you simply fought higher levels mobs, often aggroing more than one and still winning. Now that the game is harder nothing will change from the difficulty point of view. You’ll simply have to aim at lower level mobs, one at time.

Eno, what is really important for the game is the “pace” of the levelling. The only difficulty, in fact, is about how fast you are able to advance. How fast you can advance while playing solo and how fast you can advance with a well balanced group. It’s a content-based difficulty where the more the game has to offer, the more the treadmill can be long. The designers of this game should tweak and balance its content by considering two and only two elements:

+ The “pace” of the game
+ The difficulty of the quests

The “pace” of the game is about the compromise between the fun and the sensation of a “grind”. Even if WoW is quest-based often there are insane collect quests that are just masks for the most obvious grind-play. So the difficulty, the experience coming from monsters and the experience coming for quests should be balanced considering the “pace”.

Then they need to consider the difficulty of the quests. They need to check if the game has enough quests to offer for who plays solo and, integrating with the point above, check the difficulty, the reward in experience and the “pace” to determine if the game is well balanced or feels as a grind.

The whole discussion is about the content. What makes EQ (or DAoC) and WoW different is the quest system. In other games you grind, in WoW you follow a story. So, is this “story” well balanced both for groups and for solo players?

My comment (I joined in Beta 2) is that WoW really feels less fun to play.

1- It was more fun to play because the quests had a well-balanced difficulty. They gave way more experience than they do now to the point that now camping and grinding, as in every other mmorpg, is becoming more rewarding than questing, disrupting the MAIN strength of this game. Plus, I find myself involved with more and more quests that I cannot solo and I spend *too much time* searching something I can do, to discover, at the end, that it wasn’t worth the pain because I’m receiving gimped experience and gimped loot.

2- It was more fun considering the combat system. An easier game allowed the players to aim “high” in the Risk vs Reward model. This meant that you were able to aggro and fight more than one monster and still expect to win without dying or fleeing. This resulted in a more fun gameplay where the content was accessible. Killing an high level monster or chaining low level monsters allowed the experience to flow more naturally, excluding again the sensation of grind. Moreover the animation system worked. It was in synch, not perfectly but at least way better than how it is now. WoW’s combat is already too chaotic and having all the animations, the splash damage and the sounds out of synch is making it even more messy and, consequently, less fun to play.

P.S.
Please make the game harder. Read: Not boring
I link this message because this player shares my point of view. He tries to suggest ways to really deal with the difficulty, trying to suggest a different model aimed to utilize the potential of this genre. His design ideas could be weak or silly, surely out the scope of this game, in particular at this point of the beta. But he still tries to explain that in a time-based environment an harder difficulty is simply equal to more grind:

Right now it seems blizzards goal has been to try to make the game harder, by reducing the power of players. This was not needed IMO. Player power was fine before this patch, and continuing to decrease (if they decide to) will bring this game down to the ground with the rest of the boring grind fests.

Mythical monkeys

Just a funny comment from the Vault about DAoC and Team Leaders after the debacle:

How many times do I have to post this.

The original devs were kidnapped and replaced by flying monkeys shortly after SI was released.

Its the ONLY explanation that seems to fit.

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Bittorrent

World of Warcraft is patching. If you hate Blizzard’s bittorrent client you can use a simple .torrent file usable with any client of your choice.

The file is here.

I’m downloading but I have a crappy connection and I’ll need to wait a few days before I can test if there are improvements. The patch notes aren’t thrilling. I hope a lot more has changed without appearing in there.

In a pair of days I should repost here the list of the announced and still missing features. Hoping they won’t be forget.

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[graphic] Blizzard, the game is uglier

Why I keep looking at the screenshot I made six months ago and they look *better* than what it is now in the game? As the time passes the game becomes uglier, more graphic errors, more glitches between the various clothes, more polygons compenetration, more errors in the animations.

The animations. In Beta 2 We had more different animations. For example my dwarf had a different animation while performing a style when moving. He left the axe with one hand and the axe was going to hit from below with an oscillating, slower movement. This animation isn’t anymore in the game, not even replaced with a new one. Same for the falling animation, we had TWO different animations, one for a small damage, one for a high damage, both discareded completely from the game. Everything was in synch during combat! The combat was fun because everything was completely smooth, with proper animations reacting to your movements and the actions of the enemy. My character now performs all the animations out of synch. Out of synch with the splash damage, out of synch with the sound etc… Animations like block, dodge and parry are now not only out of synch but also less smooth and not integrated with the flow of the combat making the action even more chaotic and messy. Other animations like when sitting are now ridiculous if compared with the game six months ago.

Proof

Look at the screenshot. On the left you have the game six months ago, on the right you have the game now.

In the first image, look at the posture. Six month ago the posture was dignified, beautiful. The head looks high and far away, the shoulders are high. The arms more open with the hands more relaxed. The proportion between the forearm and the rest of the arm give a lot more dynamism to the old model. Same, and in particular, for the legs. The legs are more open, more stable. This allowed also to not melt the legs with tabards and other clothes (non in the screenshot), now the legs are more chubby and less dynamic. If you look attentively from the waistline to the feet you’ll notice how the first model looks way better and even the textures were better placed (look the shoulders for example).

Look now below at the other two images. The first glitch is about the moustaches. Six months ago they were perfect. Now they melt with the left shoulder. The second glitch is about the feet and legs. Look at the position of the old model, again more dynamic, definite and stable. With the foot behind at 90 degree compared with the first. The legs were also more slim and better modeled and not blocky and rigid as they are now (and if you look at the waistline of the new model you notice a whole mess of polygons with absolutely no sense). Same for the arms. Third glitch, the back. Look at the back of the old model. Perfect, smooth, linear, following the profile. Look at the damn back of the new model. It seems broken in various point, all blocky with no sense. It’s absolutely impossible to understand the position and if you look the character from behind you’ll also see the polygons melting in various points.

Now. I’d expect a game becoming better as the development goes on, instead even the graphic quality is decreasing progressively. Not only they removed various animations but we have more and more errors and glitches. With the animations now more ugly and out of synch.

What the sense of this? Why even work on the graphic if the result is worst than before? In this case I’d gladly accept a rollback of six months, because the game was far better than how it is now. Not only the raw graphic quality is worse, but even the animations are involved, making the combat more chaotic than what it is already.

The game, six months ago, was more polished, smooth and precise. At least if we consider the graphic and the animation system. I really wonder if there were changes inside the team because this decrease of quality is unexplainable.

Look at the screenshot and make your own opinion. Mines are written here.

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What scares me

Really. The frustration isn’t about seeing peoples telling that my ideas are shit, that I’m stupid, a looser or whatever. That’s quite normal, in particular on the internet where what matters is HOW you write something and not WHAT you write.

But it’s not the point. What is damn frustrating is to see peoples that completely misunderstand me. Completely. I see peoples in forums saying “hey, HRose is saying blabla..” but the blabla is usually too far from what I wrote. Completely different.

I’m not able to explain myself. Peoples aren’t able to really understand what I write. At the end I’m not a stupid based on the quality of what I am, but on absolute misinterpretations.

It is scary.

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Globalization

Just a quick note after watching the olympics:

The globalization isn’t about making everything the same. It’s about revindicate the differences as qualities, being proud of them.

A positive value where the difference is. Not homogenization.

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Doom 3 and SWG, same flaw

The structures involved are always the same if you know how to find them. In this case Doom 3 has been criticized for the same reasons of SWG. It’s not my opinion, just read the reviews or the various message boards and you see that the complaints have a constant. Peoples don’t like the game because it exploits too much the same tricks: lights going off and monster-in-a-closet (or unending stream of cheap spawns, in Scharmers words). The redundant critique is that too many cliches become boring and annoying. This is true but we still need to know why. The answer, i think, can be achieved at an even higher level of generalization, where we can gather all Doom 3 faults in one, discover the real flaw generating all the rest and even finding analogies that become interesting even outside the genre. Because we discovered an “highway” that rules various form of arts, joining games and movies, Doom 3 and Star Wars Galaxies.

The fact is that in a game like Doom 3 you are really scared. A lot. The game is completely effective on this aspect. The first twenty minutes are mind-blowing, despite they are a rework of what made Half-Life and System Shock interesting. After some time this feeling changes. Yes, you are still scared, but the more you go on the more you feel scared AND annoyed. Because the fear becomes unjustified. Too many tricks, too many ruses. The same happens in a movie when a scary scene is matched with a very loud sound. Since the scene is weak you use a trick to amplify the potential, repeat the trick too much and everything will become annoying. Faked. The real strength of Doom 3 during the first twenty minutes is about the immersion. You feel the game. You feel the concrete fear because it’s HARD to part yourself from what happens in the screen. It feels real, the graphic and the light system don’t seem anymore “good coding” or “good graphic”, they are content. They are true. You don’t know what to expect to the game because you don’t know anymore the “engine”. You aren’t looking at the “box”, you are IN the box. So you are trapped in the game and you fear it because you become a real marine, in an underground base where everything could happen at any moment. This is mind-blowing for everyone but there’s a point where the magic is broken and where the fear effect happens along a lot of frustration and/or irritation. It doesn’t work anymore.

Where is this point? The point is when the player, or a spectator in a movie, begins to feel the presence of the hand moving the scene. The rule of the “third wall” exists from the theatre of marionettes. If you see the hands moving the marionettes you cannot enjoy anymore what happens, till the point that you cannot even follow the story. This is the same when the “fear effect” of a movie or a game happens just because of tricks. It’s not the repetition that makes the trick obsolete, but the fact that its reuse makes the player perceive the hand behind the scene. A stratagem is an intrusion. The director, or a designer, walks into the scene to make it stronger. It works, but if you start to repeat this and transform it into a perceivable structure, the magic is broken, the third wall is tore, the viewers don’t believe anymore to the magic and they begin to feel outside, looking at the shape of the box, anymore *inside* the box. You break the “suspension of disbelief”, the spectator finds itself outside the scene, it sees the trick, it sees what was on the mind of the director. He stops to enjoy and he starts to nitpick and criticize the experience.

Doom 3 starts to become extremely annoying NOT because the unexpected is expected. This is a side-effect. It becomes annoying because we know what the possibilities of the game are. We define better the shape of the box and we start to be able to look at it from the outside. A scene isn’t scary anymore because it happens in-text, but it’s scary because it *always* happens out-of-text. The “lights going off” could be a believable effect, in particular if it’s excused by an explosion or something, or because you really shoot at a light. But the continue reuse of “clever” spawns on your back is just an intrusion of a “third hand” that uses excuses to produce the fear. It’s not anymore the same situation to be scary, but it’s the trick. In a scary movie this happens when the loud sound becomes the only element producing the surprise. It’s not anymore excused in-text. It becomes artificial and, being this, it becomes a tool in the hand of a director, where, as a spectator, you begin to see even the hand holding it.

To summarize even more: the magic is broken when the fear depends directly on the artificiality. Not anymore in-text, but out-of-text. Not anymore telling a story, but forcing a behaviour directly.

This is where Doom 3 becomes SWG. I’ve wrote so much elsewhere of the original statement: “socialization requires downtimes”. The truth is that to achieve this socialization you need to sacrifice the gameplay. For Raph Koster this is way important because he doesn’t want a simple game, he wants to push the limit further and expand the potential. For him considering a MMOG as a simple game is like building a cage around it. You suffocate it. This is why the socialization MUST take over the gameplay, because it’s a crucial element for the game. Because it’s the true soul of what a MMOG is. And I agree with all this. The flaw happens in the execution, not in the goal. The error is in the approach. As you let the socialization take over the gameplay you break the frame. Again the third wall. In SWG one of the most obvious downtimes is about the combat. You fight and you accumulate wounds that cannot be healed. At some point you have to go back to a city, in a cantina to look at someone dancing or playing an instrument. This is where Raph applied a restriction to create a “space” for the socialization. The principle (error) is that the socialization is something else from the gameplay, so the socialization must happen at the expense of the fun (assuming that fun=gameplay). Long travels time, downtimes between battles, downtimes during crafting etc… those are all the product of a design aimed to create a “void”, a space where the socialization can take over. The design of the gameplay must accept a compromise to incentivate a completely different “side” of the game, the socialization.

My critique is that this breaks the third wall. In Doom 3 the moster-in-a-closet becomes unjustified, it’s about the hand of the designer using the game to produce a direct effect that becomes simply annoying, unjustified and irritating. In SWG the downtimes are all unexcused holes in the gameplay. They happen at the expense of the fun to produce a direct effect that, again, becomes annoying, unjustified and irritating. Because it happens, again, out-of-text. It’s the designer that modeled the shape of the game to produce an effect. This effect doesn’t happen anymore *in* the game. It happens follwing the will of an external rule: “socialization requires downtimes”. This can be translated into: “The socialization takes over gameplay rules”. But the gameplay/game is our frame. The game is NOT a face of something else. The game is the whole object.

Raph considers a MMOG like a medal with two faces. There’s the gameplay/game and there’s the socialization. To acheive both the design needs to accept compromises. If you incentivate the fun you hinder the socialization, if you incentivate the socialization you hinder the fun (or “socialization requires downtimes”). It’s a collage. Two different parts that need a whole lot of artificial tricks to be justified together and to coexist. This mess is, again, the result of an error in the approach. Because the “game” is the whole structure we are creating. The socialization isn’t an external part. The socialization MUST be a solid element *inside* the game iteself. Or as I wrote elsewhere: “You know, I’m so stupid to think that you can encourage the social interaction WITH the gameplay. And not without it.” In SWG the design is conceived ALWAYS out-of-text. It’s the product of really complex and interesting academic reasoning that never considers the context. The aim is to discover absolute rules that must have a value no-matter-what. Absolute. But by doing this they produce a *game* where this game layer is continuously tore to give a prevalence to the socialization. Breaking restlessly the third wall by applying an infinite list of excuses, stratagems and general artificial tricks to justify the game WITH the socialization.

But this doesn’t work, because right at the start, in the model, the socialization and the gameplay are considered two opposite faces. One hinders the other like the PvE hinders the PvP in other games.

This is the conclusion. Doom 3 and SWG have in common this behaviour of the devs to force specific behaviours by using artificial stratagems and without producing the design from inside the game, but outside it. It doesn’t matter how you “dress” the design by producing believable excuses. The players feel this artificiality. It’s way too obvious. The designers don’t let the game grow on its own, with its own needs and evolution. They don’t observe or experience. The game isn’t anymore game. The game is a “mean” to achieve an external goal, like producing a specific behaviour. A player is forced in and out of text continuously. This breaks every attempt at mantaining the third wall.

Raph’s goal is important and strong, it is focused on the specific qualities of online games and it’s where the real potential is. A game like CoH isn’t a good game because it utilizes this potential, it’s a good game because it renounced to the ambition. To follow the more secure and tested path of cooperative play. Where the goal is “simply a game”. At the same time if SWG is still quite strong it’s because of the quality of its ambition. It’s about the aim to be different, to offer more possibilities and expand the aim. To really use the potential that is new in the genre. To follow unexplored directions. But the design is still blind on too many aspects, there are basic mistakes in the approach and it’s fun to notice that these flaws happen on a general level that is common even outside this genre.

Subscription numbers

New release of Sir Bruce graph, now divided in three sections. The first is not worth the attention since it’s out of scale due to the asian market. The other two graphs, instead, are interesting.

I’m happy to see that Everquest is finally climbing down and that Electronic Arts (Ultima Online + The Sims) is sinking quickly, probably more than what is shown in the graph. In general I think that the market is way, way more healthy than what it deserves.

The more I look and interpret these numbers and the more I’m convinced that World of Warcraft will go out of scale. It’s a blend of what made Everquest, Final Fantasy XI and City of Heroes skyrocket. All at once.

An Analysis of MMOG Subscription Growth – Version 9.0