WoW’s lore officially fucked up

Wrote and mirrored on Q23, Metzen admitted that he didn’t do a very good work with the lore for the upcoming expansion.

My point of view isn’t about being picky on the details, but more on the stylistic choices being made. While I really liked the WoW’s universe even in its cartoonish traits and use of humor, I also think that there was always an epic theme that drove things forward. A thread. From my comment:


My opinion is that the use of odd bits like technology or other elements not consistent with the setting is good when it remains CIRCUMSCRIBED.

The problem is when it becomes the main theme.

The same about the use of “humor”. It’s all good till it remains a sidetrack, but it becomes much more annoying when it’s all about that. Overdone. Too emphasized. It’s not anymore an added flavor.

It is not directly related to the “lore”, but for example I really, really HATE the look of all the new armor sets. They aren’t anymore consistent with any setting. They just look like colored plastic and completely miss any sense.

Where’s the metal, bones and leather?

Now we have Voltron.

The point is when it isn’t anymore “epic”, and it becomes just “goofy”.


Here I’m commenting things from my personal point of view and preference but, as we move forward, WoW is becoming more and more goofy, that’s what I see. It’s moving closer to a childish point of view on the setting instead of carefully balancing all the different elements as they did before. Concretely the setting is losing its appeal. It doesn’t “communicate” much anymore to me.

It’s useful here to make a direct comparison because while what Mythic is doing on Warhammer isn’t perfect, at least it gave me an occasion to explain the way I see at the fantasy setting and the elements that belong to it.

I’ll return on these arguments because the “style” of the graphic is only the tip of the iceberg. What is relevant is below, but still strictly connected with what I’m saying on the graphic and what I said a while ago about the level of the “metaphor”.

“Mature” mmorpgs are opening a gap between the game mechanics and the level of the metaphor. Evident examples of this trend can be seen in Vanguard but even in Guild Wars, EQ2. The same WoW and Warhammer, which is being mimicked on the first.

In fewer words: we are losing the “immersion”.

Imho, the immersion is THE MOST important element in a RPG. And it’s the one more overlooked in ALL the current mmorpgs and ALL those currently in development.

Put in another way. A warrior class in a mmorpg doesn’t have anymore ANYTHING in common with its ideal prototype.

What’s the prototype? A source of inspiration.

The gameplay in the current mmorpgs isn’t even remotely close to the fight you see in the video between the dwarf and the orc. Nor it even try to move closer. You don’t see the two characters applying semi-ranged effects, debuffs, DOTs, AOE bolts and all the other fancyful powers that are now “default” of a warrior class.

Math-intensive games that forgot how to “communicate”. How to “reach”.

I commented something recently on Raph’s blog:

It’s about myths and suggestions we all share, that’s why a game world needs to “reach”. There must be both something familiar and unfamiliar.

Games are successful because they relay the “message” much better. More efficiently. They are the most powerful way of communicating.

Why? Because they can be immersive, and being immersive they become even more accessible. Plus they can be both authoritative and empowering.

In all the current mmorpgs that immersivity is the trait that is being slowly forgotten. This is why future games need to look behind and forget the faulty “evolution” we are seeing right now.

This is what I think.

Warhammer design challenges

With more details about Warhammer coming up, it’s easier to imagine how the game will be and the possible problems it could present. The guesswork is the true nature of game design, you need to anticipate the outcome even if you have only rough sketches in your hands. And the problem-solving is fun.

Since I don’t enjoy to analyze and criticize but also design solutions, here are some rough ideas to address some of the problems I examined. I like these sort of “design challenges” because it’s an indirect way to confrontate solutions. From the rough previews about the game it’s already possible to imagine from where the problems could arise. Here I suggest some possible solutions and I’ll see if Mythic’s own answers will be better than mines, when they’ll be revealed.

Point 1:
clarify the role of Battlefields and Scenarios while addressing population balance issues

I was thinking that it doesn’t make much sense to support instanced PvP for starting characters, but then I also thought that with the initial release the noob zones will be quite crowded and in this case an intelligent use of instancing may help a lot. I don’t know if Mythic has thought something along the same lines but the interaction between battlegrounds and scenarios could be exclusively driven to regulate overcrowding issues.

The players would enter a queue as they step in the PvP zone. The scenarios could be just mirrors of the same battleground (minus the PvE portion), but instanced. As the battleground gets too crowded to support a decent PvP action, an instance is spawned and the players in the queue prompted to join. As this happens the “shared PvP objectives” would automatically switch for all players from the battleground to the scenario, so that the players would be encouraged to join. This would create a dynamic system that would spawn scenarios only when required, while keeping persistent “world PvP” always alive even where there are only a few players around. In this case the players wouldn’t be able to manually spawn an instance if the battleground isn’t already overcrowded.

At release the noob zones will be filled with players, so it could be possible to have multiple scenario instances active even in those starting zones. After a few months they’ll get much less populated and in this case the instances would be dynamically removed and the players made naturally “converge” in the persistent, base battleground. For the outcome in the “campaign” the results of a battleground objectives would matter only if there aren’t instanced spawned, while, in the presence of the instances, the players would be encouraged to move there by automatically switching the shared PvP objectives.

With this idea I have better defined the interaction and role of battleground and scenarios, also addressing some of the population issues.

Point 2:
a “recruit system” to keep the PvP alive and accessible at all levels and always, taking advantage of all the content available and without losing progress

As I wrote in the other article analyzing the game, there’s the necessity to lock the level range of a zone if Mythic wants to support open PvP zones and levels at the same time. In DAoC the lower levels battlegrounds are level capped and instanced, while the open frontiers are only playable at the high levels. Warhammer is supposed to have PvP and PvE mixed in the same zone. Without a zone level cap an high level character could go in a noob zone and ruin the PvP for everyone.

The “recruit system” is an idea to allow a player to dynamically bind its character to a zone that is currently out of its normal level range (but only downwards). This would retain the current progess in the game (like in Guild Wars you can only move between content already unblocked and visited) but it would also allow the players to still experience the content “backwards”, without the need to create a new character.

The idea is similar to EQ2’s mentoring system but in this case tied to a whole zone instead of a group of players. At the entry point of each zone there could be an “office” that would grant the entrance to the zone only to those characters in the appropriate level range. An high level player who wants to enter a lower level zone would need to go to this office and get “recruited”. The recruit status binds momentarily the character to that zone and lowers its level to be appropriate with the level cap of the zone.

As for the mentoring system, the player still gains some progress toward its normal level even when “recruited”, while the current level is locked so that he doesn’t risk to outlevel the zone where he is playing. This means that playing in a lower level PvP zone could still be a rewarding experience. With this system the level/ranks become more like a measure of the content you can access more than just an unidirectional power growth. An attempt at a “sandbox”.

The original idea is of “permeable level barriers” (the idea of “permeable barriers” I keep reusing and that I consider the keyword to advance the genre). Your character grows, but it can still move “backwards”, continuing to have access to lower level content if the player makes that choice. The “recruit status” is temporary in the sense that the character can always leave the zone and regain its normal level.

Ideally a player could decide to never go past level 10 if he likes particularly that PvP zone. At the same time that character continues to earn progress, so that when he decides to leave he won’t have lost any progress just because he decided to stick with the lower level battleground.

The goal of this idea is to keep ALL the game content accessible for ALL players and characters ALWAYS. Maximizing and valorizing all the content the game has to offer. Without the need to create multiple specialized characters or risking to outlevel and leave a PvP zone you particularly like. You make the choice, the game would be completely OPEN ENDED. Wherever you want to play, you’ll always continue to gain progress, albeit at a slightly lower speed (to give some incentives to those who play at the appropriate level range).

This is not only a significant advancement in the overall design of the game (all accessible and based on the player’s choice), but it will be also useful to keep the game well-populated and vibrant at ALL level ranges even years after launch. This because the players aren’t forcefully pushed against the level cap wall, but can also go back and decide where they prefer to play. The players will ALWAYS have the possibility to go play in the PvP zone where there’s some action, no matter at which level it is. The levels aren’t anymore impassable barriers separating you from the fun or your friends. Instead they become “permeable”. Just a way to measure the content, but not a way to segregate and isolate.

This would also effectively solve the gap between casual players and hardcore. By making everyone progress at their own pace.

On top of this I would even add specific rewards and military ranks to recruited players. It’s just an alternate character progress system to reward the players. So that the player can gain special ranks for EVERY PvP map and not just overall. In this case the rewards wouldn’t be in “power growth”. The idea is to offer items and perks, but that only define a status without giving directly more powers.

Like unique and recognizeable weapons and armor pieces who don’t have better stats, but just a special look as a reward and demonstration that the player has achieved a lot of experience on that map. Just a way to “personalize” your character even more, without fucking the PvP balance and gameplay.

At the very end of these specialization paths there could be even some special skills that would still remain usable only occasionally, more like fun events that the player can trigger and that would engage ALL the players. So not in the form of personal skills and attacks.

You can easily open up the recruit system to give the player all sort of fancy services, with the overall rule that these services wouldn’t provide directly more power. Just more customization and cool stuff to equip your character with. But not +damage stuff.

It would become an incentive to continue to play, without the pressure to reach the loot because you just cannot compete without it. It’s like RMT done right: through gameplay and dedication, but still without obtaining unfair advantages over other players in a PvP environment that should remain ACCESSIBLE AND FUN FOR EVERYONE. Hardcore or newbie.

Point 3:
a “bounty system” to balance direct player kills with shared PvP objectives, while avoiding exploits

In my analysis I already underlined the problem of PvP balance in the form of rewards.

– In DAoC: the players form selective and specialized ganking groups and ignore shared PvP objectives because ganking is by far the best way to gain Realm Points, while defending or conquering keeps is never as rewarding.
– In WoW: the honor reward coming from the objectives is much better than direct kills (diminished returns) to the point that a good number of matches are “arranged” so that both factions cooperate to get the reward without the effort.

Balancing these two is a crucial problem for a PvP system, but I don’t believe this balance can be achieved through simple math. This is a deeper design issue that is about the real meaning of a conflict. If the players are there for an external “carrot” they’ll try to get the carrot without fighting. Such is the nature of games. PvP is about killing players, the objectives are a way to add a variation and some significance to the formula. The goal is to make the direct kills still the focus of the PvP, but this while fighting for an objective.

My “hotspot” idea solved this by rewarding more points in the proximity of a PvP goal. So the “hotspot” or objective becomes more like a magnet, while the game still relies on the pure player vs player (if there aren’t players around you don’t gain points).

In the case of Warhammer this idea isn’t easily portable because of how the zones are being designed, but the idea of “bounty points” could still address the main problem of the balance of the reward.

The idea is that the players only gain a small amount of “progress” (experience, realm points or whatever) directly from killing opponents, but at the same time every direct kill grants an amount of bounty points. These points are only useful when they are “cashed”, so they need to be converted in the currency that the PvP system uses.

To convert these bounty points the players will simply have to win the shared PvP objective of the battleground. Basically the idea is that accomplishing the PvP goal isn’t worth anything on its own (only a small amount, like for the direct kills), but it’s the only way to convert the bounty points you have gathered while fighting. It’s a system working in two moments. First you collect, then you “cash” into tangible progress. Both chained together.

The amount of points converted after reaching a PvP shared goal is capped, so that it’s possible for the designer to tweak an ideal “ratio” between direct kills and objective-based PvP.

The purpose of this idea is also to avoid exploits. For example if there aren’t players in the other faction it would become too easy to win the battleground repeatedly while noone is around. With the bounty system the objective itself wouldn’t be worth anything alone, but it becomes important after you have fought enemies for a while and then need to redeem your bounty points. No enemies = no bounty points. So nothing to convert. The PvP goals are essentially just exchange systems.

The system is supposed to bring together the direct kills that are the essential of a PvP environment, with objective based PvP in a way so that it cannot easily boycotted like it happens in DAoC, where the shared objectives are really not worth the time they require.

It’s a way to put the PvP “carrot” where the purpose and the fun of PvP should be. Avoiding to create a “faked” PvP system that is then exploited like it happens with WoW and the arranged matches.

Passing the control over to the players

I steal and archive a forum post with a few interesting thoughts with which I tend to agree. Some parts of it seem close to what I wrote about the “free will”.

Rollory:
As I was reading this, the first thing I thought of was, “This is why DDO is crashing and burning so hard.”

Oddly enough, I think that every time I see news about something interesting in MMOs. But to be specific. Leaving aside the required-grouping issues and the consequent vicious circles that drive players out of the game because they can’t find people to play with, thus making it harder for other people to find people to play with, or find a group willing to do new content, or the level cap that means your average intensive player burns through the entire game in the space of two weeks – DDO’s main selling point was the hand-crafted dungeons. All the content was made specifically by the devs, with absolutely no player input or control at all in what is in them or how they can be used. They exist as an obstacle course, nothing more – you run through them, dealing with the obstacles, and get the XP at the end.

Computer games are about giving up authorial power and putting the player in the role of the protagonist, and giving the player at least a certain amount of control over events – even if just tactical control. The Sims takes this a little farther, giving the player total control over what the “story” is, and giving them the tools to make everything needed happen while also making it interestingly challenging. MMOs are a step beyond, giving up more power and making the players in general the population of the imaginary world. Some MMOs go even farther, in giving the players powers of real significance in affecting the course of their gameworlds – DAOC and Neocron did this haphazardly; Eve Online does it almost wholeheartedly (empire space is still dev-influenced in its course, but that may be a necessary compromise). DDO went backwards, trying to take back power over content and put the players back in the role of objects moving along a course predetermined by an omnipotent Author. Players will put up with that for a time, but not an MMOG timescale.

DDO should have been a single-player game with optional peer-to-peer multiplay. What they actually developed would have been IDEAL for a game like that. It would have knocked the socks off NWN and BG as a game experience. As long-term entertainment though, it is not at all suprising that it doesn’t work.

PvP and faulty thinking – How to learn all the wrong lessons

From a comment:

What’s important about it is that it tells us that if you want massive sales of PvP, then you need to be looking at CTF/deathmatch style PvP, not “massively” PvP. Massively PvP goes against what makes real PvP good and great and fun.

There are devs out there who want to make PvP games, and they think they can compete with WoW for marketshare. They’re wrong.

Wow. This scores a new record in superficiality and flawed logic. Sadly, in this industry, it’s the norm. Hey “kfsone”, you could make a career as a mmorpg manager instead of a programmer, you have a talent there.

Let’s start from a comment from Arthur Parker:

WoW Europe has

67 PVE servers 4 showing high population & 6 showing low
107 PVP servers 34 showing high population & 12 showing low

This confirms even more both my points.

The first is that the players are giving there a clear sign. They want the PvP and there’s indeed a demand for it. Even more in Europe than in the USA. This is in fact not surprising and there are deep cultural reasons that I’ll examine another time. Another small proof of this is that, for example, DAoC is currently much more successful in Europe than how it is in the USA.

The distinctive trait between a PvE and a PvP server is the “world PvP” in which the majority of the players are involved before they reach the endgame. More than half the players, in the case of Europe, have chosen a PvP server. And for one single reason: world PvP. This is *undeniable*, no matter how much you spin it.

Those numbers from Europe, if they are true, are really surprising.

Then there’s my second point. I said that there are trends that define the population on PvP and PvE servers. These trends are general and not specific to a single game. On the PvP servers the players tend to converge on fewer servers because they want active communities. Instead in the PvE servers the players diverge and tend to spread much more because the competition becomes a negative issue.

These theories are directly confirmed by what Arthur Parker posted (if it’s true). The PvE servers have only four high population servers and six low. This because they are spread more evenly as the result of the divergence. Instead the PvP servers have 34 high population servers and 12 low. See the sharp highs and lows? This is because of the convergence. High popluation PvP servers continue to attract MORE players. While semi-empty servers tend to move to a chronic status because noone wants to play there.

Now let’s examine the other argument that wants the “counterstrike style PvP” more successful and even more “potentially successful” than “world PvP”.

As I wrote, this is similar to the claim that wants the hardcore PvE raids as popular and successful. They really are? No they are not. This is an imposed situation that it is obvious to anyone that remotely has an idea of what a game is. It’s the GAME DESIGN that defines what is popular and successful. Not the players. The players can only adapt and optimize the game. The players play the game by revealing its true rules. (see reference)

Let’s make a basic example.

There are two groups of mobs. A group of goblins and a group of rats. The group of goblins yelds you zero experience points, the group of rats yelds you 100 experience points each.

The game launches and the players, oh – what a surprise, go fight only rats and ignore the goblins.

OMG! THIS MEANS THAT PLAYERS LIKE MORE FIGHTING RATS INSTEAD OF GOBLINS!!!

What is WoW’s PvP system about? No, it’s not fighting against each other. It’s about *personal power growth*. Or the itemization wouldn’t have such a MAJOR impact on a PvP fight.

In the same way it happens with the hardcore PvE raids, the players do them because there aren’t WORTHWHILE ALTERNATIVES to improve their characters and NOT because they love them:

I am a raider, I’m in a raiding guild, but like many raiders in raiding guilds, I don’t really LIKE raiding. It’s a huge pain in the ass. If there was an alternate means to grow our characters, many of us would take it.

How many raids would be left if epic items were available through? What the players REALLY do prefer?

What is WoW about? What is the WHOLE GAME ABOUT? The answer is: achieving more power. At the beginning there are levels and skills. Then there’s the phat loot. WoW’s endgame is ALL about the phat loot and the access to it.

What is this game about? Optimizing access to the phat loot. Achieve it in the simplest way possible. It’s the game that DICTATES the goals that the players pursue. Such is the nature of a game.

Now let’s look specifically at the PvP. As for the PvE the PvP is just another pattern to achieve more power. In the current game there are two mechanics involved with thr power growth and PvP:
– Grind Honor to reach the high ranks and get rewards
– Grind factions to get rewards

BOTH these systems are UNAVAILABLE in the “world PvP”.

The first is unavailable because thanks to the diminished returns and the way the open zones are unreliable, it’s just not possible to compete in the honor system without grinding the battlegrounds FULL TIME.

The second is unavailable because the PvP factions (and their rewards) DON’T EVEN EXIST outside the battleground instances.

So why there are more players engaged in the BG PvP than those who do “world PvP”? Because this game is about the phat loot. And there are only two fucking ways to get the phat loot:
1- Raids
2- Honor or PvP factions

It’s not a surprise that the players just go to raids and BGs. There is no fucking alternative available. Or you adapt or you are OUT. WoW doesn’t offer anything else. The players who would enjoy the “world PvP” would be required to forget the defined goals of the game to just go PvP without any tangible reward. Just because they want so. Even if the game doesn’t support that kind of gameplay.

Quoting from Raph, again. The players go after the power-up. The players “see past fiction”.

WoW is all about a personal power growth. The PvP is nothing about PvP and ALL about achieving more power. There’s VERY LITTLE SKILL INVOLVED since the power differential gained through items is so HUGE.

The players see “past fiction”. Which means that they see in BOLD, FLUORESCENT LETTERS that even the PvP is all about who has the biggest dick. So they have one choice, which is obviously not a choice: adapt.

Let’s do an experiment and see how this fucking deathmatch style PvP is really more popular than world PvP. Let’s REMOVE all honor points and factions when you fight in a BG. Instead let’s put a fucking flag in the middle of an open zone and let the players gain faction and honor if they fight in the proximity of that flag.

Then we’ll see how many continue to go in the BGs, and how many move to the world PvP.

As I’ve already wrote, you cannot COMPARE anything without putting both options on equal footing. This is like Saddam Hussein winning the elections because there’s just ONE FUCKING NAME to vote. There is no choice that you can make. There’s just the game and the direction it tells you to follow. You can just see what the game is about. You can just try to “win”. And you don’t win through skill, you win through phat loot.

You cannot compare the world PvP to the BattleGrounds because world PvP IS NOT SUPPORTED by Blizzard. While the BGs are.

They don’t give any fucking alternative and what is left is that original, strong demand from the players:
67 PVE servers
107 PVP servers

For a type of PvP that Blizzard has continued to ignore. For the value that is left after Kalgan fucked the whole thing with his brilliant ideas.

Deathmatch style PvP isn’t “what makes real PvP good and great and fun”. It’s just the only “option” that you have to swallow. And this doesn’t say anything about a “preference”. Nor it’s a demonstration of success.

It’s just a demonstration of shortsightedness and manipulation.

Fewer points

Fewer points of interest continuing the thoughts here below. With some redundancy.

– The characters are created on a server selected by the system. This coincides to a familiar “single-player gateway”. First few steps learning the basics of the game.

Server travel is possible under certain rules to keep the population and factional balance between the servers even.

– The PvE is instanced and divided into two types. The first type is “small worlds”. Mmorpg-like instances hosting hundreds of players and working as social hubs. The second type is “adventures”. Private instances opened by the players for small groups up to raids.

– The PvP is sharded and persistent, as most of the current mmorpgs are structured through different “home” servers. Every character is always bound to one and just one home PvP shard. There are portals in all the PvP shards leading to the PvE “small worlds”. From there the players can go back to a different PvP shard if they want so. Shard travel would require the player to re-bind.

– Guilds are also bound to a shard, as are the characters. A guild can be moved to a different shard, but it will get dispossessed of territories conquered, shard-based resources and other forms of progress.

The idea of these points is to define the scope of the plan. The server travel system is there to regulate the population and faction balance on the PvP servers, while the PvE servers are simply instanced on necessity. Bringing together the need of persistence for PvP with a massive PvE world that can still remain balanced.

The barriers between the players are still there, for example in the form of PvP shards. This creates smaller, manageable communities. At the same time these barriers are kept permeable, so that the players can move past them. Join friends through the PvE instances or rebind to different PvP shards.

While moving between PvP shards is possible, the system is also planned to encourage the players to settle in their home shard to reach a stability. This is why the guilds are also bound and they cannot conquer territories and participate to PvP on multiple shards. The goal is to create server-specific realities, economies and social connections. So that the PvP isn’t felt impersonal and dispersive.

Balancing massive worlds

As anticipated there’s something fundamentally wrong in the announce from Blizzard to “disperse the players”. This because from mmorpgs you would ideally expect the exact opposite: connect the players.

This is a topic of a general importance and something I often ranted about because it brings together design and technology. Often these two are treated separately and it is why so many recent games have huge problem to balance the server population, high and off peaks, high and low levels and even the factions in a PvP environment.

It is not a case that one of my first ideas was to find a solution to all these problems together. A basic structure planned around some core goals that I’ve always seen dismissed (or considered too late) in the current mmorpgs.

In the meantime a few mmorpgs made smaller steps toward that goal. While WoW got swamped with a inappropriate server structure even more aggravated by the foolish decision to divide the servers by timezones (that forced them a quick backpedaling by removing them in the servers tab just two weeks after launch with an hotfix) and forbid european players to play on the american servers, other games like FFXI and Guild Wars went through a more conscious planning phase and effectively achieved very good results.

We all know that in Guild Wars the whole world is instanced. As a zone reaches a certain population a new instance is created and the arriving players are moved there. This makes possible a dynamic adaptation: if there are only a few players around, one zone is enough, if there are more players to the point that the problem is the overpopulation, then they get splitted.

This brings to two important goals. The first is to keep the servers balanced, avoiding crashes, instability and cronic lag. The second is to keep high and off-peaks also balanced, which is important to have the PvP arenas always playable, for example. See in comparison how it is absolutely impossible to join a BattleGround in WoW during the morning. And notice again how their plan to cluster some servers is still inappropriate since it is still a fixed mechanic opposed to a dynamic, self-adapting one. The same limitation of the clustering plan made by Mythic (which is merely a less-dramatic server merge).

FFXI also tried something in the form of WorldPasses. Here the solution they found is more debatable since it’s considered as a huge annoyment by the majority of the players. The bottom line is: it worked, but it also pissed off everyone. In FFXI you cannot pick the server where your character will be created, instead the choice is automated so that the population is spread evenly between all servers. It is obvious that this is a major problem if you are trying to join your friends who already started on another server. So there was the possibility to override the automated choice with the in-game purchase of “WorldPasses” that could be used at the character creation to select a precise server. Simply put: a “referral code” given to you by someone already in the game. This code cost some in-game money so you still needed a player already there buying the code for you. Which was still quite annoying.

This mechanic was harshly criticized and still is. But it undoubtedly worked as expected and FFXI is today the game that has achieved the best population balance of any other mmorpg. It worked perfectly. All the servers show similar numbers and are equally populated. The decision to use “global server” to bring together players from all nationalities also allowed them to keep high and off-peaks almost uniform during the 24h cycle. With the considerable advantage that there are less risks that during sharp high peaks of population the servers start to lag and crash.

An undesirable rule that was still worth the pain? Only if there weren’t better solutions. And yes, I have one.

A better solution could have been about taking the WorldPass mechanic and overturn it. Instead of requiring established characters to buy referral codes to allow other players to join, they should have locked completely the possibility to choose where to create the character. With or without the WorldPass. Your character would be created in a server chosen by the system, without offering you the possibility to override this choice in any way. Then you would have the possibility to buy directly (and not through other players) a WorldPass working as a “server teleport system” so that your character could be migrated to the server of your choice. This would have removed the pressure to find the WorldPass as the very first thing you need to play the game. Letting you start to play wirthout worrying where you finish, because you will always have the possibility to move somewhere else later on. The server choice isn’t anymore a cage or an impassable barrier separating you from your friends.

What I described is exactly what happens in Guild Wars. The system itself picks the zones where you’ll finish, but if you arrive at the instance 9 while your friends are in the instance 3 you can still easily join them by picking manually where you want to go. Guild Wars has demonstrated that this is possible.

Now the problem is that GW isn’t a real “virtual world”, nor the VW is something in its objectives. It’s a different kind of game and it leaves out the traits that really define a “massive” online game (like “persistence”). The ideal of a virtual world. Even if it’s exactly in THIS ideal that the technology in GW would be useful.

You could argue about this “massive” idea. It is common to say that having thousands of players around you doesn’t really add anything worthwhile because, even in the best scenario, you’ll only interact with a few of them. The rest is chaotic, disorienting. It would just bring to something unmanageable. But again, this is false. Games like Eve-Online have concretely demonstrated that while you don’t interact directly with every single other players, these players still affect the game-world, so they still indirectly interact with you. Not just a potential, but something concrete. When these systems reach a decent amount of complexity (the systemic approach) every single element in the system has a weight and an effect on every other.

It’s important to segment the playerbase and create groups to keep the game and its community on a manageable level (for game designers and players). But it’s also important to make these barriers, these “wrappers”, permeable.

Permeable barriers.

Permeable barriers in the sense that they exist for an useful purpose, but at the same time they don’t become also restrictions.

Instead of a cage, they would become lines drawn on the ground. They define a space and help to organize it, but at the same time they still allow you to cross the line if you need to. They don’t trap you. They don’t isolate.

This concept of “permeable barriers” is a general one that I reused for other design core systems. Not only the server infrastructure, but even the class and the aligment system. Offering the players to experiment and never remain stuck in a state they don’t like. A system that can remain flexible and adaptable in every part. A system that remains open so that you can access all the content without unsolvable restrictions. A system that could “connect the players” and, in particular remain always accessible. Including instead of excluding. Opening doors instead of shutting them in your face as you try to pass. Something that “moves along” and favors the social fabric instead of going against it as another obstacle.

These are all goals from where I started. My system is based on a very simple principle. Think to the game servers as containers and think the players as water. The idea is to introduce the water into the system so that is kept balanced uniformly between the containers. From the very beginning. Then there is the possibility for the water to mix and move between the containers, but through a system of rules so that its level would be always kept even.

We have already seen in Guild Wars and in WoW (with the server migrations) that the players polish themselves if you give them the possibility to do so. Noone wants to play on a overcrowded, lagged server as noone wants to play on one that is empty. This balance happens spontaneously, this is the point. What is important is to design a dynamic system that can compensate and solve these core problems radically. As I often wrote my system is just a possible implementation but what is important is that these problems are tackled appropriately and not months after release when shit happens as with WoW. At that point it’s too late and you’ll never be able to go back and plan the server infrastructure differently.

Two moments.

One is about replacing the level system with a skill-based system to avoid the segregation and division of the players.

The other is planning the server structure so that it can valorize what these game can offer. Meet and play with your friends and other players you don’t know yet. Removing all the obstacles in the mmorpgs currently on the market.

Another use of levels

If I let pass a few days before returning on the argument I’ll finish to forget about it as it always happens. So I continue here what I wrote about Oblivion and use the levels to let the player adjust the difficulty of the game.

As I explained (even on Q23) in Oblivion the levels don’t really exist in the game. There is no direct game mechanic or dice rolls factoring your level. The game is skill based and the level is only a way to measure and segment the overall power of your skill pool. Basically the level of the character doesn’t exist to be used by the player, but to be used by the system.

The system checks the character’s level as a way to measure its effectiveness and then balance the difficulty of the creatures and the value of the items around that variable. The player is passive in this mechanic.

It is not a case that the best mod for Morrowind effectively hid the levels to uniform the character growth while preserving the integrity of the rest of the game (even balancing it much better). The game is already skill based, and if the levels are only a way for the system to monitor the character growth, they can even be obscured.

There are many uses of levels, more or less apparent, from all that Raph wrote to cozy worlds. But they can be also used by the *player* (and not by the system) to control the difficulty of the game as many japanese RPGs are doing from a very long time: with the casual encounters.

This is an excerpt from a post written by Kitsune about Dragon Quest VIII and the flexibility of the casual encounters:

That’s one of the biggest misunderstandings about DQ. Since the original, you have never needed to grind to level up. Yuji Horii has always, always, always designed each game so that if you explore around you and try out things, you will be at the appropriate level to be able to win. Unless you have a certain hardcore purpose in mind (in which you use metal enemies to get the job done quickly), leveling up has happened as a matter of course, for doing what the game was designed to do. If you explore reasonably (you don’t even have to do it much) you can play the entire game through without ever stopping for the express purpose of leveling up.

More than any RPG series I’ve played, its easier to control the difficulty level in DQ. Exploiting very satisfying tactical plans pays off and you can do hella hard stuff at low levels. In fact, that’s one of the reasons the game sells so well in Japan. Its made for both people who just don’t want to have too hard of a time of fighting, but want it to be fun enough to do more than attack and for people who like to make their own challenges. Both exist in great quantities. I love doing stuff like going to the treasure cave near the thieves’ town before you do anything at the abbey or for the king and then an entirely different cutscene plays when you meet the thief lady (so many name changes, I’ve been purposely vague) to reflect that. You can enter the western continent anyway you please and the cutscenes reflect that (there are different flows to plot depending on which place you start exploring at). You can visit Lapan House and get the tiger before you ever hear about a spoiled prince. Or vice versa.

Just walking around that luscious overworld invites finding what’s hidden every nook and cranny for many a gamer now, but that’s the way it has always been for the Dragon Quest faithful. That’s why every town has lots of little goodies hidden in pots, or down wells (I love the hidden health club you can find in one, and the friendly monster in another, and the stuck slime king in another), or around obscure corners, or up ladders.

As has been pointed in this thread and others, the monsters have many unique abilities and animated meticulously with many creative and charming touches. Believe it or not, the monsters are the joy of the game.

So no they aren’t just there to grind XP. They’re the entire foundation of the game and one of its biggest selling points. If you can’t get into it, fine, but you can’t criticize a game for what you want it be, instead of looking at it for what it wants to be.

And then he returned on the same concept recently while discussing/arguing about Final Fantasy XII:

No need to grind. Don’t make me give you my “Leveling up is not a valid strategy in this day and age” speech.

I have done some mob quests, but not all of them, in particular, not the ones before the more difficult bosses, but guess what? You don’t get any experience for it, maybe some LP, but no experience. The rewards are indeed helpful, but not enough so that you will be able to win against a boss. When I lose against a boss in FFXII, I try a different strategy! And guess what? If its better, I win the next time!

Besides, there’s only a handful of hard bosses in the entire game. Most of them are only mildly challenging or wimpy.

There’s no such thing as any good console RPG that requires to level up since Final Fantasy IV. None. No matter what good game you spit at me (and you know I’ve played them all), I can spit back a way to get past the challenge without leveling up. (Note: “Good” game, shit like Saga Frontier doesn’t apply, obviously bad games have bad habits.)

Its pure logic, Ex-S. If one person claims you are forced to level up for the bosses, it cannot hold true if another didn’t and can get past them. Because then you wouldn’t be forced, there’d be another way.

Giving your opinion on the slow pace is one thing, but there’s no call for saying something incorrect about a high-profile game most people won’t be able to play for months. I’m really tired of this attitude where if you’re having problems, it must be something wrong with the design of the game, not with the way you play it.

Beside the discussion about the specific games I wanted to underline how the use of the same mechanic (characters levels) are used to achieve two opposite results. In Oblivion the levels are used to measure the power of the character to then adapt the difficulty, in other games they merely articulate the character progression, and in the great majority of the japanese RPGs they are instead used by the players to adapt the difficulty of the game to their needs/desires. Customization and self-imposed challenges.

The difficulty of an encounter is always static. There are fixed variables involved and the player is required to “learn the lesson” and go through that type of encounter (often the end bosses, this is evident in DQ8, for example). The bar is set at a precise height and the player has to surpass it. The casual encounters, always hated by the western players, are here a way to offer the player a customization. While the boss monster will have a fixed difficulty, the players can manipulate the variable they control: the characters.

The level of these caracters adds a customization to the formula. You can decide to refine your tactics till you win, trying every time a different strategy, or you can slow down and gain more levels. There’s always a gap between you and an encounter. When this gap is too wide, the encounter may feel frustrating because you don’t know how to overcome it. The levels add customization to the difficulty because they help to compensate the gap. You can decide to fill it by grinding the casual encounters, or you can try to fill that space through “skill”.

I find this interesting because, as Kitsune explain, this is a huge, if not the major, selling factor for japanese players. It adds a great deal of replaying value as there are always small details to discover. The western players are less used to toy with the small details, we glide on the content and get frustrated if an encounter is too hard without trying to find a different strategy. We go through these kinds of game with the fast-forward.

Too little patience and tolerance.

It would be an interesting mechanic even in mmorpgs, but too often the encounters are so strictly codified that there isn’t much skill involved (and again, “skill” doesn’t mean “twitch”) and the “playable” level range of the monsters is narrow (fighting monster fours levels above you becomes nigh impossible, no matter how well you play). So there isn’t much to “customize”, you are just locked in a precise situation. The group mechanics are more interesting, but even here there’s this awful trend to trivialize an encounter through levels and items. See for example the instances in WoW, where the players standardized the access to each 4-5 levels above the standards set by Blizzard.

Fixing Oblivion

There have been many discussions about the problem of “rubberbanding” in Oblivion. The term isn’t mine but it’s what I saw being used to describe the problem.

To explain, in Oblivion the whole game shapeshifts around your character. It’s the most often perceived flaw because it permeates the whole game, not only the game design, but also the graphic. The whole world is rolled at your feet like a red carpet, you walk around and things enter the rendered range and pop-up into existence, outside this radius and they cease to exist. The NPCs continue to exist and have their own schedules, which help to give the game some consistence, but everything else in is “volatile”. “Spawned on demand” and dynamically adapted to your level.

This means that all the content is potentially accessible at level 1. Every monster is in fact calibrated on your level. A wolf is spawned if you are level 1, or a minotaur if you are level 20. These are the “levelled lists” that were already present in Morrowind. You enter a dungeon and the game will populate it to be appropriate for your level, both in mosters and loot. No matter where you go and how well you play, at level 1 you will always find poor loot, while at level 20 or above you’ll always see the best of the best everywhere, and the whole world populated by epic creatures.

It existed as a way to address different playstyles in a sandbox game. It was needed to retain a general balance and keep the game always fun, trying to solve the problems that came up with Morrowind where you could quickly become god-like and then feel bored for the rest of the game because you were too powerful. It’s a general problem with an open-ended type of game, the story is not “directed”, so it becomes increasingly hard to calibrate the difficutly. You never know if the dungeon is being entered by a level 1 character or by a level 20. The solution was to populate the game world dynamically, adapting the spawns directly on the level of your character.

The result was that the players, not surprisingly, didn’t digested this workaround so well. It’s a solution that completely removes the persistence from the game in a similar way to what happens with randomly generated content. In a world and a game that relies heavily on the immersion, the world itself becomes “virtual”, potential. Every spawn represents a “possibility”, and not a fixed state. This type of virtuality has the direct consequence of removing the history. The mobs are “replaceable”, things do not exist. The world outside becomes pretentious, faked. You know that no matter where you go, every dungeon is tailored around you. The distance and space within the world cease to exist, because the world simply “walks with you”.

Here what is broken is the discovery. In a immersive game you explore the territory, discover treasures, get to know characters and stories. Think to the original Ultima series. YOU are the one who is ported to another world, you are then asked to move, explore and learn. That word exists with or without you. The fun is in the “roleplay” as immersion. You are a stranger in a strage land. So the player experiencing the discovery through the character. Make experience of the world.

The world is an essential part of these games and its value is in its history, its objectivity. Its independent state, autonomous from your character. PvE implies the fact that your character is detached from the world he discovers. This discovery implies the fact that the two sets don’t overlap and remain separate. PvE implies an identity, and, as an identity, autonomous from the one of your character. “Identity” is the opposite of “virtuality”. Virtual defines a possibility: something else, somewhere else and in a different time. Identity defines something that cannot be modified, a state. And history is part of an identity.

These are the same concepts I analyzed when discussing the use of the instancing because all these different design strategies always revolve about possibilities and the adaptation of the content. About “virtualizing” parts of the game so that they can be reused.

At the core it is needed a balance between two extremes, because the concept of the virtuality is opposed to the identity and you cannot have one and the other. One goes against the other, it precludes the other.

In Oblivion the game feels completely unbalanced toward the virtuality, so, as I said, the world loses consistence, it’s all adapted around you and the underlying rules are too evident to not get easily recognized. The “artificial wires” that connect this world are exposed and you can kiss goodbye to the suspension of disbelief. The immersivity fades away and you are soon learning and interacting exclusively with these aritficial rules. Simply put: you know what to expect, the game becomes predictable.

You know that at the end of the dungeon there will be that creature and that type of loot because you are at that level. Before going in for the first time, you already know what’s within.

This is a rather interesting mechanic because in other games the levels are used in the exact opposite way: the creatures are at a fixed level, while your own level is the game design tool used to customize the difficulty (I’ll write about this in another moment).

“Fixing Oblivion” is a way to bring the game back within a threshold so that not all problem are fixed, but at least the suspension of disbelief is once again possible, and you can concentrate more on the immersion. This could be possible through two mods, working together and addressing the basic problems of the levelled lists.

The first can be found here (Francesco’s mod, with only the core components present in the versions before 2.3) and is already quite popular. There are various mods changing the levelled lists but they are too aggressive or don’t really fix the real problem, even if they may have nice ideas. The one I linked is the best compromise I found at the moment. The second is a simple mod that slows down the skill up rate four times.

The first mod intruduces min and max levels to the quests, so that they still adapt to you but only within a certain level range, recovering some of the missing persistence. This makes the difficulty more static at certain points, it scales the content indipendently to your character and you won’t be able to finish the arena or quest lines without reaching the appropriate level or at least moving near it. The second mod works in combo with the first, making the levelling process four time slower, so requiring you to spend more time hunting and exploring for each level (slowing down the skills four times essentially quadruples the “content”), encouraging you to take the side quests without worrying about outlevelling the main quest (which, thanks to the first mod, will adapt downward and upward to your level, but stopping outside a certain range. So Kvatch will never become impossible, floating within a smaller level range).

This gives the game and the player more breadth and even more control on the difficulty. The original game is completely shaped around your character, but the levelling process was also extremely fast. So it was easy to rack up levels quickly and then arrive at a situation where you have to fight the same epic creatures every two steps. Those two mods distribute the flow of the game more uniformly. You have more time to see low level content and explore without feeling like outpacing the rest of the game. The result is that everything should feel more natural. You may find quests that are too hard, so you have the time to go somewhere else to gain more power before you try again. Your level becomes a way from a side to still adapt the game difficulty appropriately, from the other a way to adapt yourself to the challenge. Possibly achieving that balance that was missing in the original game.

I still haven’t tested everything thoroughly but for now it seems to work and on the paper the ideas are solid. At the moment I’m waiting for the official patch to come out before I go through the game for good. Hoping that it won’t take too long.

This was mostly a digression on the design implications.

EQ2: the equipment damage rule

I wanted to comment this for a while, in the last update patch there was a change that created some discussions and complaints. Here it is:

– Upon death, the most expensive item equipped in each slot within 2 minutes before death will take damage. If an item was equipped in more than one slot, the next most expensive item will be damaged in addition to the most expensive item. A single item will not be damaged more than once per death.

To begin with, this explanation is rather twisted and the first reaction from the players was a question mark. What the hell does this mean?

Well, Aggro Me wrote a bit about this rule when it was still on the test server and not in its last reiteration. EQ2 has gone through many revisions of the death penalty and, following a funny and consolidated trend, it moved more and more close to WoW. Right now the death penalty doesn’t differ too much between the two games and even in EQ2 one of the most relevant elements is the fact that when you die your equipment gets damaged and you have to repair it.

Since the two games follow the same rules both also have to deal with the same consequences. In EQ2 the players have available a /slash command to bind to a key that would quickly unequip all your items. This “smart” workaround/exploit was useful because you could press that key when a death was imminent to easily avoid to get the durability hit on your equipment on death and avoid repair costs.

In WoW the players don’t have access to powerful slash commands, but the UI scripting language also allows to create buttons to swap equipment and mirror the exact same exploit. It is interesting now to compare how this problem was addressed in the two games.

In EQ2 the solution went through various reiterations that lead to that rather counterintuitive rule I quoted up there. In fact the first problem is that this workaround to fix the exploit breaks one basic rule: “a player should always be able to understand a change or use a new feature without reading the patch notes”. In this case not only the explanation isn’t that simple to understand, but the new mechanic is based on a timer that is invisible to the player. The two minute rule, plus its precisations, is nowhere “transparent” in the game. This two minute timer isn’t revealed to the player, nor it can be autonomously deduced. The result is quite simple: or you read the patch notes, understand exactly what they mean and remember them, or this mechanic would remain completely obscure and hidden. It is clunky and complicated, not really appropriate for something that should be kept simple and transparent. Intuitive.

How the designers arrived to that conclusion? Here’s the “designers vs players” duel in the form of questions and answers:

Q: The players use a macro to quickly unequip items when death is imminent to avoid repair costs.
A: The designers introduce a 2-minute timer so that every item equipped in that lapse of time would get damaged. Even if unequipped at the time of the death.

Q: The players start to complain because they are penalized when swapping equipment for other reasons, every item equipped within those two minutes would get the durability hit. With this penalty stacking on multiple items.
A: The designers tweak the rule so that only the last item equipped for each slot would get damaged.

Q: The players once again outsmart and exploit the rule bringing with them two complete sets. One is their proper set they should use, the other is a disposable trash set to which they can quickly swap before a death to have it absorb the penalty.
A: The designers tweak the rule so that the “best” item for each slot would get damaged.

And that’s the final rule. There are even cases where you deliberately unequip items to move through risky spots without risking your equipment. This rule doesn’t prevent this, but the players would need to remember to wait an imaginary 2 minute timer to wear off every time. It is simply counterintuitive and artificial. Aren’t there better design solutions?

As I said WoW shares the exact same mechanic and risks the exact same exploit, it’s is interesting to see how Blizzard addressed the same problem. Now the point is that we don’t even need to wait for Blizzard, because Blizzard’s design is extremely simple. It’s logic.

The players unequip items to avoid them to get damaged on death. How we prevent this behaviour?

That’s the starting point, and this is a roleplay game. The more it is consistent, the better. So what’s the simplest answer possible to that problem? It’s obvious: we forbid the player to swap equipment during combat.

See? It wasn’t hard and it even makes sense. It’s extremely hard to imagine a warrior in a full plate who swaps his whole armor during a fight. Preventing this lame equip-swapping behaviour would not only fix the exploit, but also make the game mechanic more consistent, believable and intuitive. If you try to swap a chest piece during combat in WoW you get a message telling you that you can’t do that action at that time. You need to wait to be out of combat, when it makes sense to allow the character to put on a different armor set. Is this brilliant design? No, it’s logic. It’s thinking from “within the game” instead through the artificiality of game design: you cannot swap armor sets at will while you are engaged in combat. It’s not a rule to close an exploit, I would be *surprised* if the opposite would be allowed.

This is not all. If we think to a combat situation there’s still the realistic possibility to swap some of the items. For example it makes sense to swap weapons even if you are engaged in combat. This possibility would be believable. And, in fact, this is once again how WoW behaves: while you cannot swap your armor sets during combat, you can still swap two kinds of items, weapons and trinkets. Which, incidentally, are exactly those two types of items that contemplate the item-swapping as a valid combat strategy that is part of the design of the game. (trinkets don’t even have durability in WoW)

I’m far from praising WoW. What I want to demonstrate is that Blizzard’s design isn’t something complicated and convoluted that comes from the minds of game design gurus. It’s just simple thinking, logic, linear conclusions. Observation. You think to a fantasy game, you imagine these warriors and you are supposed to simulate the game mechanics so that they go close to what you would expect. The problem of the consistence.

The only excuse I can guess on SOE’s side is that they didn’t have available an “in-combat” flag to use directly in the mechanic, forcing them to find another solution. But even in this case I believe it wouldn’t be hard to code something similar starting from what’s already available, like the hate-lists of the mobs (if the players is in aggro, he would be considered in combat).

It looks like SOE has inherited Raph’s “Out Of Character” design. The absurd idea that the game design is completely abstracted (alienated) from the setting and the world you simulate. The level of the mechanics independent from the metaphoric level. The result is a complicated and convoluted ruleset that simply makes no sense and just leads to more and more problems.

Of course I’m writing about a tiny detail here with a negligible impact. But it’s a way to reveal a much broader and dangerous trend. A design apporach that I consider harmful (for these kinds of games).


Off-topic: What happened to Scott Hartsman? I have three guesses:
1- He just stopped posting on the boards because he’s busy planning and scheduling and there’s no major release anytime soon
2- He was moved/promoted/downgraded to a different role or project
3- He left SOE

Hey, you know I’m suspicious.
(now I have the suspect he may go to fill the space left by Raph)