The noob experience

I noticed a piece of news about Ryzom and planned changes to the newbie experience and it triggered some thoughts:

The current “newbie land” system made of 4 separate islands, is completely changed and replaced by a unique island; and, the new players should also be able to find more help through new missions that will guide their first steps on Atys regarding the gameplay and the lore basics.

I don’t want specifically to discuss this game but just some general points. It is interesting because there’s a trend about consolidating the newbie zones and simplify a lot the offer in quests and content. For example it happened consistently in DAoC, with a progressive approach, and in the classic EQ with brand new “alienated” tutorial content that gets revised and redone from time to time. I say “alienated” in the sense that it’s like a different part of the game, like a “ship” that brings you later in the real game. A transition. The same approach was used in EQ2’s newbie island that is “somewhere else”. Almost a stand-alone game (“The trials of the Isle”).

The whole newbie experience is another crucial point in this genre because it brings up many problems, that get systematically ignored only to demand overhauls and redesigns later on. In fact I think Mythic hasn’t learnt from DAoC when planning Warhammer as I already commented about the introductory PvP model they have hinted.

Anyway, I can observe this general trend to restructure, consolidate and simplify the newbie content. This is probably the consequence of a “redistribution of the players” over time. Exactly what Raph explanied in this often-quoted chart (and that I commented specifically). The players behave like waves, moving uniformily toward the perimeter of the game, till they reach the dam and start to stagnate there (while the center exsiccates till it needs to be refreshed).

There are a few interesting concepts in there to consider, though. One is that I don’t think WoW will require a redesign anytime soon. What is different then? The fact that the game was planned and designed completely around the accessibility, something that noone else was able to reproduce well enough. WoW starts as a single-player game. The zone can be fairly crowded or deserted but the key element is that you are “emancipated” from the presence of other players. The game teaches itself, you follow along. There aren’t barriers to pass, you play it exactly as a single-player game, so if there aren’t other players the game doesn’t suffer. This isn’t only valid later on, but even during the off-peaks (that get always ignored in the design). So it’s a self-supporting part of the game and that is expected to work under much different conditions.

What have we learnt? I’ve written recently: the multiplayer part is a “natural drift”. The key point is that it is “spontaneous” instead of imposed. The idea of an connexion, a join. Or, as I defined it to go at the core design idea: a gateway. The single-player experience can be used as an efficient “gate” to bring the two parts together. To add the value of one, to the other. “Gated content” to make the impermeable barriers, permeable. To make the genre accessible.

Now there are a few other points to consider. One is how you can add new content to the early game. This is a common topic that gets frequently brought up. Recently I’ve seen Aggro Me writing about it. The content is always exclusively added at the endgame, following the linear progression model, opposed to a “systemic” approach. It’s a way to let the players surf the wave on the border and you have to regularly extend their space, adding “segments” through expansions and rising the level cap as a rarer measure. What about adding new content even for new players? It is not a simple consideration about the convenience (since there are more players at the endgame) but a risk. If you add new low-level content you risk to spread the players thin and fragment the playerbase too much. As we’ve seen in Raph’s chart, the noob to mid level content is almost always underutilized and frequently mudflated out of irrelevancy. It will be increasingly hard for the players to meet and enjoy the game together.

So are there ways to add new content for the low level players without damaging the game or change completely model? Of course there are. To begin with I consider stupid to erase and rebuild. You can work to reiterate the development, which would bring to very good results if it was actually done. Polish old content, refine the quests, update the monsters with new attacks and behaviours, loot, graphic, animations. Bring more life to what was too limited in scope. Then add more tie-ins, more connected plots, quests that link together and deepen certain paths. There is no need to stretch the content and fragment the players. There is no need to add ten more zones when the population clearly doesn’t support that choice. But you can bring new life to the old zones, not just reskinning a couple of mobs (Mythic has often this kind of superficial attitude), but with a more comprensive approach that delves in the content and makes it more interesting and complete. Something that could be positive not only for the new players who are presented with a better game, but also for the veteran players who may enjoy to reenact past experiences that were made more rich and would present interesting variations in the gameplay.

So it’s interesting work that could be done on both fronts: update and refresh the content already there and add new one that blends naturally with the rest. That completes it without dispersing. That is enriching instead of diluting. Instead of creating more and more and more space, you optimize, polish and reiterate.

The classic EQ has in the work another expansion that will be released later this year and that will have content supporting the whole level range, from level 1 to 75. I think it is a good idea but at the same time I cannot avoid to think what will be the role of the old content? Is this going to be the biggest mudflation event ever? If they plan for an autonomous expansion, particularly focused on the solo experience, they’ll finish to obliterate the old content, which is the exact opposite of what I proposed above: reiterate on what is already there instead of dispersing, fragmenting and diluting.

When you think to these problems you always finish to imagine some sort of adaptable server structure that can support dynamically the redistribution of the players along the lifecycle of the game. Guild Wars is the only game that specifically put these problems at the center of the design and the idea would work smoothly even to support the off-peaks. The players would be clustered depending on the need and the single servers would become multi-purpose instead of zone-specific, so that they would be actively used depending on the necessity. If the first day of release you have 99% of the players in the newbie zones, all the server would run newbie zones logic, when most of the players will be at the high levels, all the servers would run endgame zones logic, adapting dynamically and grouping the players to avoid both the desertification and the overcrowding.

Is that the best scenario? Not really, because abstracting the space means that the only persistence that is left is that of the players and not that of the environment. It would mean that there’s little to no active interaction, that the players only move on a static background and that the PvP is extremely limited. No consequences, no roles, no ownership, no management. No self-consistence.

Ultimately, from wherever I start to think about these problems and and possible solutions, I always land at the same conclusions. My tripartite model takes into consideration all these variables: the ease of accessibility through soloable content progression, a spontaneous drift toward the multiplayer without enforcing it, “gated content” to blend and interconnect PvP with PvE and a server structure that keeps the servers all balanced uniformly while solving the problem of the lack of persistence (just examined). The removal of the “levels” also helps a lot to close the circle while still retaining the role of the “cozy worlds”.

In particular my model follows what WoW does and then builds on it. For example at the end of WoW’s newbie zones there’s usually a quest that is more group-friendly. In the Dwarf/Gnome zone you have to go kill a named troll in a cave. It is common to find other players in there, sharing the same objective and group with them for a short moment (weak-ties) to complete that quest. It’s the first “multiplayer” step you do in the game, your preliminary grouping experience. But at the same time the quest is still soloable, if there aren’t other players around you can still carefully move through the cave and manage to kill the named troll. The group is a possibility that is naturally given (and spontaneously taken), but in absence of that possibility you can still move on.

This is the same approach that I follow (the second layer of the tripartite model) and that I extend to the whole game. All the content that is *mandatory* for your character progression is soloable, but at the same time adaptable up to four players. This makes it flexible, if you have more than four players you can split in two or more groups, noone is left out or put in front of a barrier. Noone is excluded. Parallel to this the content is then expanded to become truly group-oriented and requiring more than five players sticking together and collaborating (up to raids), but in this case the functional purpose of THIS content isn’t anymore tied to your own character progression but instead to a “world progression” and then “gated” toward the player vs player. So the design idea clusters the players from the single player up to large raids, it contemplates content for all these cases. With the key design goal to make the character progression always soloable and instead motivate the communal, group-oriented content through exclusively communal objectives (or “horizontal” personal character progression and personalization, like armor and weapons that aren’t stronger but with an unique look that defines a “status” without unbalancing the game).

The accessibility is there, the adaptable servers are there, the persistence is there.

Think to a twisted WoW’s model: the basic landmass where we have now the horde and alliance zones would become the open PvP field where the players and guilds conquer territories and raid cities and castles, a truly persistent environment. Ironforge and the other capitals would be detached from their location and become the “planes” in my model. Suspended and intermediating between that open PvP territory and the new PvE. “Hubs” where the players would gather and then begin their journey into the different PvE adventures (the dungeon instances). With the raids inheriting a different role. Instead of becoming the only way for your personal character progression, they would acquire only communal objectives that would finally affect the PvP world. Bringing to concrete consequences in the persistent world (evocating heroes and artifacts and triggering events).

Every time I reconsider those basic points I arrive at the conclusion that those solutions I’ve thought long ago are still enough satifying and innovative. I don’t know yours.

LFG systems

In the past I wrote that you can guess the quality of the design in a mmorpg from its LFG system and I still believe there is some truth in that claim. I always considered these tools as the real core of these games and I think they should be the starting point from where you design a new game. Not a feature that you consider later on, but the very first one around which the rest of the game is built.

One of the worst examples I remember is SWG and maybe it’s not a case. SWG had a very powerful searching tool so it wasn’t a feature missing, but it was absolutely useless. There was a complicated “match making” service with different parameters that you could set, you could even search for a specific blood type. But nothing that was functional to the game. Nothing that had a concrete use beside being a bloated feature designed out of context that became completely irrelevant and superfluous, leaving the game with a vacancy in the design. That system did everything *but* what was needed.

It was worst than WoW’s meeting stones, that at least had a nice implementation.

LFG systems have always been extremely important because they aren’t just UI features, but they are strictly connected with the fabric of the game, how you encourage grouping and community-building, how you plan the zones and the meeting places, how you segment the playerbase while not fragmenting it too much, how you draw in the new players and so on. Basically the LFG is a small, apparently secondary system that consequently leads everywhere and reaches the whole game. It’s like the tail of a ball of yarn. Pulling it you can easily undo the whole game. And, as it usually happens, the most important element is also systematically underestimated.

I mentioned the meeting stones in WoW, but it is wrong to consider the game as a bad example of a LFG system. The truth is that WoW has already a rather good implementation and overall design. The zones are planned to segment the playerbase into smaller “cozy worlds” (see my cue) and each of these zones has a public chat channel where all the players can easily socialize and organize something. The quest givers are always gathered in a friendly outpost that works as a mini-hub in the zone and from there you move out to different camp spots and POIs distributed around the zone. You can meet other players in the town/village, along the road or in one of those “camps” where other players and groups are already progressing in their quests. WoW, to this day, is the most social mmorpg out there.

Back when WoW was in beta I started to claim how WoW was the game where I grouped the most, with no effort and as the most natural thing. Other supposed “social-oriented” mmorpgs like UO or SWG were instead strongly problematic for me and I always had a very hard time to get involved. In SWG i NEVER grouped with anyone who wasn’t my friend out of the game, same in UO. And not because of a personal choice. To me this means just one thing, and it’s something I’ve repeated endlessly on this website: accessibility barriers.

WoW is considered as a game where you can easily solo. It is the most solo-friendly mmorpg I know. Before its release it was widely common to consider a solo-friendly mmorpg as one that wouldn’t last long. A proof of bad design. “Solo-friendly” meant that it would lack the community-building and without downtimes and mandatory grouping a game would have an awful subscription retention, so it was doomed to fail miserably. Today the “solo-friendly” is becoming one of the most important feature in a game. As you can see, things change. Paradigms shift.

Today we don’t say anymore that “socialization requires downtime”. Today we believe that the socialization is natural and you just need to design the game so that it can happen naturally. So that the game doesn’t get in the way, putting impassable barriers between the players. We learnt that the socialization isn’t something you enforce. The socialization is something you support.

Beside the zone-wide channels, WoW has also the capital cities and the linked LFG chat channels. In this case the functional role of these channels isn’t anymore about the “casual questing”, but it is more connected to the end-game, where you begin building a good group and, in a second moment, move out to a specific zone to enter a dungeon.

Generally speaking an LFG system and its efficiency depend on two qualities: reach and detail (personalization).

Taking again the case of WoW the linked LFG channels offer both. The “reach” is rather good since the capital cities are popular hubs where you can go when you want to join a group or when you are looking for people to get something done. Who isn’t in the capital cities is probably already busy with something. Sooner or later everyone passes there, if two players share the same objective, the capital city is the place where they can easily meet. The “detail/personalization” is also good. You aren’t limited to a codified UI (but the players have built their own code through keywords such as LFG or LF2M) and you can personalize your message as you like. You can add more detail as needed and manipulate the system the way you like.

This just to explain that the common claim “WoW doesn’t even have a real lfg system” holds no value: it doesn’t need one because the feature is satisfied through other, better means. The design has gone past the superficial level.

Where WoW lack is in a more active system. The LFG channels allow you to communicate only with who is already searching and reading on the fly, but you cannot hunt directly the players and ask them in an “active” way. The search system could be improved, it is already powerful enough, but it could use a better UI that could allow you to interact without going through a command line. The players have also complained about the lack of a searchable “LFG” flag (that was removed in beta for no apparent reason).

One of the most important features of a LFG system that is frequently overlooked is the possibility to search for groups already existing that still aren’t full and could use more players. This is what made DAoC one of the games with the best (and most used, till they broke the game with the instances) LFG system. In fact the very first game where I started to play with english players instead of other italian friends. It’s not rare that the players don’t really want to start new groups from scratch, but would still gladly join a group already working. It is essential for a LFG system to let the players not only flag themselves for a group, but also search for groups already active that still have spots available. This is the best way to encourage grouping. In other games when someone leaves the party usually crumbles to pieces, in DAoC, instead, it was common for a group to survive a constant churn and even build its own “queue” with other players waiting for a spot to open up in a successful group.

In this case EQ2 shares the same stupidity of SWG in the LFG system. It lets you flag yourself and search for other LFG players, but it doesn’t give you the possibility to search for other groups in the zone and let you ask if they have a spot for you. This is a *crucial* feature missing. Again back in beta WoW not only let you flag LFG, but the search system also included a flag, letting you know if the player was currently grouped or not.

It is fundamental for a LFG system to let you search specifically for groups already formed and active (both full or LFM).

That said, one of the games with the best search features that is never taken into consideration is FFXI. At the beginning its search system seems quite complicated, but after you understand how it works it becomes one of the most powerful and detailed I’ve seen. The western players don’t seem to use its functions, while the system appears much more popular among the japanese players.

This image shows the search menus and the window with the results. It needs some time to get used to since it follows the same mindset of the rest of the UI of the game and that many players tend to criticize. Instead of presenting an unified UI panel where you can specify the details and then launch your search, this is all nestled into multiple menus. Basically you launch the first general search and then can start to apply different “filters” one by one, narrowing down the results till you are satisfied. The customization available is what you can see from the menu. You can search for:
Area – Name – Job – Country (your character affiliated nation) – Race – Level – Rank (related to your nation and linked to a mission system) – Friend (players on your friend list) – Linkshell (players in your “guild chat”) – Ballista (players involved or waiting in FFXI PvP battleground) and Comment (more on this later)

The window with the results is extremely well designed and offers a lot of informations. From left to the right:
An icon indicating various “states”, in this image there’s just one that indicates that the players is “anon”. As you can see this flag doesn’t remove the players from the search functions but it just hides the relevant details, an implementation of the feature that other games should take as an example. This icon can also show if the players is flagged LFG and other things that I don’t know exactly. Then you have the class and subclass with the corresponding level, the race, another icon representing the affiliated nation with the number representing the rank the players has achieved in that nation, the name of the character with a colored dot on the left (I’ll explain the dot later, instead I don’t know what the color of the name stands for), “J” – “E” or “JE” (not shown in the image and indicating the language, english, japanese or both) and finally the zone where the character currently is.

The “Area” option in the search menu opens a submenu that I added in the image. You can search for the current zone, region or the whole server, then, at the bottom, you have the nearby regions listed (the number indicates the zones in that region) and by selecting them you can go to choose a specific zone within. The rest of the fields are rather self-explanatory, while the most interesting one is the “comment”. Even this one leads you to another sub-menu, which is the one I’ve added in the image. As you can see to each option corresponds a “colored dot” that is the same that you find next to the players names, if a name has a dot it means that the players has a custom comment associated with that “topic” and by selecting that name you’ll be able to read the full comment in your chat window.

These comments add the “customization” to the “reach” but also complete the feature by organizing the informations appropriately:

When you select/flag for a comment like “mission” or “quest” you don’t get just the standard list plus the comments, but this list also gets organized in different tabs (seek party/find members) so that you can see if the “LFG” player is alone or already grouped, fulfilling that important requirement that I pointed out above.

As you can see this is one of the most powerful and well designed search systems, unfortunately FFXI has other accessibility issues in other parts of the game that I’m not going to comment here.

My conclusion is that it is important to design carefully both parts. One is the overall structure of the game, where you try to segment the players and let them naturally come to play together, without imposing them the “socialization” as a requirement (and possibly loosening up the barriers like levels, classes, group composition, zone/server travel and so on). The other is offering powerful search functions with a wide reach and customization (and usability) that can help the players to search specifically for what they need and actively “disturbing” other players to propose them to do something together

Now I’ve already wrote a lot but there are other important topics I’ve still left out. One is the importance of “sharing objectives” so that the players can naturally help each other, socialize and feel part of something without suffering impositions that ultimately work as a “selection” of the players (those who have the support of their friends “can”, while the casual players are excluded with little hope of being helped. Aka: the barrier is impermeable or too hard to pass). The other is an idea that has been my pet peeve from a long time and that Loral somewhat evocated recently on Mobhunter (with which I sympathize, but that won’t possibly happen):

A cross-server grouping feature would help Everquest capitalize on the vast number of players across all servers. Players could go to a set location in Norrath, such as a new tavern in the rebuilt Plane of Knowledge, and find players seeking groups on other servers. Groups would be transported to a mission, monster mission, or even a small 18 to 24 person raid instance. By disabling player to player trading, economies would remain unaffected. Players would go from a few dozen LFG players to a few hundred.

Server travel so that the “pool” of players could be dynamically adapted between peak times and off peaks and the expansions and contractions of the overall playerbase. Without suffering a chain reaction (this is more significant than how it appears).

We are getting there. Albeit slowly.

Three steps to make EQ2 crafting more accessible and usable

I spent some time messing with the crafting lately and it wasn’t too bad. It follows a similar scheme of the rest of the game, with the different crafting professions branching up and specializing (as the former class system) and the souce nodes stratified by level. The first impact is quite chaotic and you get swamped by an high number of recipes and odd things to figure out. As I already commented for other parts of the game, this is both a good and a bad thing. It is bad because the overall design is quite messed up and hard to understand and use, it is good because it hands you many “hooks” and things to discover, making the game involving and addicting. You always have a lot of stuff to look forward to and figure out, so you start to play and continue for many hours without even noticing the time is passing. This is always one of the best qualities for a game.

I don’t know exactly the current state of the crafting. I know that to craft something you have to go through multiple sub-combines, but I heard that the designers want to change this and are moving steps to get rid of this mechanic. I cannot comment these changes because I only know what I’m playing right now and I have to say that I don’t see these sub-combines negatively. I don’t think they are the real problem and I think they also mirror a specific quality of the crafting that should be retained. The idea of crafting something is about the possibility to build smaller pieces and then combine them. I think this is something that makes the crafting feel “right” and I had fun browsing and researching the sub-combines before going to build what I needed. It’s gameplay that “I see fit”, that is appropriate and that I would encourage instead of minimize. A different play-style in a game that recycles many ideas. It needs work to be polished, but it shouldn’t be obliterated. It’s probably the most faithful part of the crafting because the rest is all about gathering resources and then abstracted to an absurd mini-game that still makes little sense to me.

There are also other “issues”, some of which I already commented. I can confirm again that the skill up rate of the gathering skills is completely fucked up. If you outlevel the gathering skills, it will become increasingly harder to catch up and rise them to match your level, while if your gathering skills are close to your current level they grow at nearly every attempt. This makes no sense to me since it would make sense exactly the opposite: the skills slowing down the higher they are, so that in the case you leave something behind you can also quickly catch up instead of harvesting for HOURS in the noob zones in the hope of getting a couple of points. If this is the intended design I really wish someone could explain it to me.

I won’t comment the crafting mini-game because I really don’t know how it works. I’m “using” it, but with very little understanding. The overall “flaw” of the whole system is that more than once I had to look up guides to figure out something. The game does an awful work at explaining things. So without clues you are left with google, out of the game.

These comments just to introduce an idea divided into three steps that I think could improve significantly the crafting system. The goal is to streamline the system. Mostly UI changes so that things work more smoothly, so without gameplay changes. This is another case where is the presentation to be the problem, and not what is presented. These ideas also hook back to what I said about the sub-combines. I still believe they are are an integral part of a crafting system and shouldn’t be removed. The reason is that it’s not the need for the subcombines to be unfun, but the clunky interface that makes these sub-combines counterintuitive and quite annoying. The point is to remove those flaws and retain the value of the crafting system.

Three steps to make EQ2 crafting more accessible and usable

– Step 1
For the basic mats the description of the item should tell clearly the source node from where the material comes and all the zones currently in the games where the material can spawn. For example for “electrum cluster” the description should say that it can be harvested from a “wind swept rock” and a list of the zones where the player can find that source node. Right now if you examine a piece of electrum cluster you just see “NO-VALUE” and nothing else.

– Step 2
When you look in the “recipe book” for a particular item and then “examine” it, the “components” section in the delve window shouldn’t just list the mats names as it does now, but also hotlinks icons next to each component to further delve that particular mat. By left clicking on the hotlink a new window will pop-up with the details about that item. This way if the crafting recipe needs multiple combines you can easily explore back to the original sources you need without being forced to search through the recipe book every single item.

– Step 3
Along with the hotlinks there should be also a checkbox near each component. This checkbox works along a new “components” UI window. Every time you toggle a checkbox next to a component, all the components needed (factoring *all* the previous combines and mats up to that point) will be added to the new crafting window that will then dynamically check what you currently have in the inventory. For each component you’ll see how many you currently have and how many you still need. The component will be colored yellow if it is present but not in a sufficient number to fill the requirements, green if you have enough components for the recipe and red if you have zero units of that particular component.

For example, a “Primitive Elm Chair” requires:
1 Planed Elm
1 Threadbare Padding
1 Elm Dowel
1 sandpaper (vendor)

(items that can be bought from vendors should be tagged *explicitly* so)

Next to each of these mats you’ll see an hotlink and a checkbox. The hotlink can be pressed to open a new window with the detailed informations for that mat, for example if you click on the “Planed Elm” hotlink a new window will pop-up with the description for the “Planed Elm Lumber” which then requires 1 refined elm, 1 chloro resin and 1 sandpaper. Instead if you toggle the checkbox next to the “Planed Elm” you’ll have a new craftring window (also toggable) that will list all the mats (minimum, not counting failures) you need to create the planed elm, including all the sub-recipes. In this case:
0/3 raw elm or 0/2 roots
0/2 liquid (vendor)
0/2 candle (vendor)
0/2 sandpaper (vendor)

Let’s say the player has already in the inventory 1 chloro resin (which comes from: 1 raw elm, 1 candle, 1 liquid), 1 candle and 1 sandpaper. This is how the window will look:
0/2 raw elm or 0/1 roots
0/1 liquid (vendor)

1/1 candle (vendor)
1/2 sandpaper (vendor)

Note that this window doesn’t show the crafted subcomponents, but exclusively the source mats you need up to the item you checked and that you cannot craft. The subcomponents that you can craft and you already have in the inventory are dynamically deducted from the window. The purpose of this window is to tell you exactly all the source mats you need to collect in the various zones before going back to the crafting station and start the crafting chain.

To conclude:
Saying “I hate the ‘reverse engineering’ aspect of crafting” is superficial and of no use. What is relevant is *why* this reverse engineering is felt as annoying. My belief is because it has a bad presentation through the UI. If the crafting is just about “harvesting, final combines and playing the market” it means that the crafting just doesn’t exist on its own. It’s not a case that no game managed to design a good crafting system on its own and all the recent ones are opt-outs. Withdrawals. Imho the crafting can have its own value that isn’t borrowed from sister-systems and this value can be represented in two ways (and not fancy mini-games): research and personalization.

Lack of control is unfun

Just a quick precisation since I bumped into this article at F13 about the missing rates in combat.

It’s not “missing” to be unfun. If it’s the critical strike to be frequent, the combat will have a similar degree of frustration. A “miss” is an “odd”. These odds are extremely unfun when they become a significant part of the gameplay. In every game.

At the origin of this mechanic there’s the lack of control. In a combat we try to determine the best pattern, try to fight at best. A miss is an odd, something that may happen or not. Something that isn’t under your direct control. If you die in a combat you want to know what you did wrong, and you want to have a possibility to try something different and improve. So that the loss can be turned into a victory. If this cannot happen, the game is dead.

If every combat situation has 50% of possibility to finish in a loss or a victory, the game is frustrating. Because you can just stare and see the dice rolls, hoping they go well. You have no control, you have no responsibility and you have no way to improve. It’s like gambling but even gambling becomes more fun when you have a choice that can influence the outcome.

And this has nothing to do with “players want to be heroes”.

RPGs have always relied by a certain amount on random rolls. The point is to not let the fortuitousness take the lead and make it stay in its role: adding a variance without overflowing player’s choices. The best games are those that you can master with the practice and intuition, those that bring you near to lose all hopes, till when you find the “trick” that makes what you thought impossible, trivial. Those that offer you multiple patterns to experiment so that you can continue to try something instead of giving up.

Permeable barriers.

There’s always the desire to have more “skill” in these games. But “skill” is just a way to obtain a choice. A way to have more control over what happens. A way to manipulate the game’s patterns more “viscerally”. Immersion and free will.

Arbitrium – Free Will

“I think, therefore I’m virtuous”.

The thought started from a derailed discussion about “what is a virtual world”.


Raph was on this (the definition of virtual world) recently.

Virtual worlds are implemented by a computer (or network of computers) that simulates an environment. Some — but not all — the entities in this environment act under the direct control of individual people. Because several such people can affect the same environment simultaneously, the world is said to shared or multi-user. The environment continues to exist and to develop internally (at least to some degree) even when there are no people interacting with it; this means it is persistent.

The quote is from Richard Barttle, though. But I agree. The core concept is the persistence. The “objectivity” of some parts and the depth and variety of interactions, where these interactions don’t happen linearly but in a systemic relationship (elements within a set, so where each can be potentially linked with everything else instead of elements one after the other, where each element is only linked to the previous and the next).

There’s no precise definition of a virtual world, but the more there is “persitence”, variety of interactions and systemic complexity, the more you go closer to a legitimate virtual world.

These definitions come right from sociology since a virtual world is exactly a complex system.

“Virtual world” and “sandbox” are synonymous to an extent.

Put in another way: if the author dies, the world continues on its own. This is another interesting definition. If we assume that god is dead we can think of reality as a virtual world :)


Now you would wonder what’s the logic sense that brings to that last line, because there is none. The truth is that I was quickly writing while chasing multiple thoughts spawning all at once and I jumped at that odd conclusion without explaining how I landed on it.

The original thought was that the “objectivity” of the game is exactly what Raph defines as “the server is authoritative”. The keyword and premise for a virtual world, from my point of view, is the persistence, but this persistence is then actualized in different forms and these forms could bring to quite different definitions of “virtual world”, where the original element that joins all of them is exactly that persistence actualized in those different forms.

For example let’s take three hypothetical virtual worlds: a mmorpg, Oblivion and the Middle Earth. All three could be loosely defined “virtual worlds”.

(1) In a mmorpg there’s a continuity set by “what happens”, you log out and the world continues to exist without you. Its existence is actually independent from the single character. It’s a “world” as it has an identity that “emerges” from the level of the single player.

(2) Oblivion is often defined as a sandbox. It is “single player” but it can be considered as a virtual world. It allows you to be who you want, shape your character the way you like and interact with the world with a degree of freedom. Hopefully, observing it react and adapt. This last part is actualized with the levelled lists that spawn mobs and loot to your approriate level, a feature that wasn’t really well accepted by the players but that is still an attempt to “allocate freedom” and make the game world “react and adapt”. This is the “western” idea we have of RPGs, the player choice, the possibility to create your character the way you like, pursuing different goals and attitudes. The persistence here is in the world. The “context”. The strict history, geography and culture of the world where you are immersed. That world is objective and the interaction is between your subjectivity and the impact you have on that objective world.

(3) Finally there’s the Middle Earth. Tolkien shaped a virtual world with its own history, cultures, myths, languages and so on. The detail and depth of this world is staggering and it’s what transforms it in a virtual world. Tolkien is dead, but the Middle Earth is still alive. Virtual worlds outlive their creators.

That’s the first step. Now let’s go back at the standard idea of persistence so that I can reach the other core point: the free will.

The persistence of the character in a mmorpg, or the idea of the “objectivity” I quoted above, mean that things happen on a server and not on the client. This ultimately brings to the fact that if you log out (cease to exist) the virtual world continues without you. In a single player game the world is dependent on you. If you aren’t there, it doesn’t continue on its own in the background. But in a mmorpg the virtual world continues to exist in its own persistence. The core concept here is that you may log in another day and possibly find a different situation: the world has changed. Whether you are there or not.

This specific idea of persistence underlines a weakness in the current mmorpgs: the world never really changes. The truth is that the players have little to no impact on the world. They don’t have real choices, they don’t really exist. It is not a virtual world.

My idea is that the concept of a virtual world is *tightly connected* to the possibility for the players “to create content”. Which doesn’t mean that they repleace the content designers of the game creating quests and new zones (or rules). It just means that they should have an impact on the world, the players should become the subject and focus of the game, where the world can be shaped by their hands and choices. The persistence would become real and the virtual world would actively change, becoming the emergent product of the actions and choices of the players. Only in this case someone logging in after a long time would be able to find a world that truly changed, that truly evolved toward something else. A world with a true persistence and that truly puts the players at the center of the experience.

The “emergence” here represent a jump of quality of a whole medium. We don’t have anymore a set, objective game with goals strictly defined and pre-planned patterns to discover. Instead we have a game, as a virtual world, that is open to the interpretation.

Give a look at these slides that I keep reusing (still from Raph). Some old quotes:

– We talk so much about emergent gameplay, non-linear storytelling, or about player-entered content. They’re all ways of increasing the possibility space, making self-refreshing puzzles.

– We also often discuss the desire for games to be art – for them to be puzzles with more than one right answer, puzzles that lend themselves to interpretation.

– That may be the best definition of when something ceases to be craft and when it turns into art – the point at which it becomes subject to interpretation.

– Games will never be mature as long as the designers create them with complete answers to their own puzzles in mind.

The “interpretation” here is the keyword. The possibility for the players to define their own patterns, create their own characters, manipulate the game objects the way they like with the possibility to recombine them and define their own personal patterns. There’s a degree of “immersion” in all these concepts but I think this definition of “interpretation” doesn’t grasps the real value of this discovery.

Raph did a good work to isolate that concept but I believe that his definition doesn’t fully discloses its actual value. It’s not a sole matter of interpretation. It’s instead about a larger, broader concept: Arbitrium – Free Will.

In a world with strictly codified patterns that you are forced to follow and “embody”, there’s no “free will”. There is no responsibility, no guilt, no merit. There aren’t true choices, there isn’t a subjectivity. You are just forced in a pre-planned path and need to accept it for what it is. The lesson is imposed. The learning process forced into a precise direction. In a world without “free will” there’s always a “third power”, a god, that is responsible for everything. There aren’t other “players” into the system. The world is already set, it has a start and an end right from the first instant it was created and all the elements within this world can exclusively follow a set program on which they have no control nor responsibility. Passive executors who can only observe. There is no judgement, no moral, no facets, but just imposed rules that must remain undiscussed. A fixed state that cannot change in any way. An authoritarian regime. One thought.

My belief is that the ideal of a virtual world goes against this enrooted model to implant not just different, possible interpolations (the interpretations), but the true core that is missing: the “free will”. The possibility for the players to self-determine within the virtual world, the possibility of choice. This goes beyond a superficial personalization but opens up the potential of a complex system where the choices you make bring to actual consequences and the game world reacting and adapting to what you do. To what you are. Your “free will”. This is what misses to a true virtual world and the ideal to reach. The final myth to pursue.

Now, if you connect all the dots, if you gather all the pieces of the puzzle, you can clearly see the conclusion. The true aim and nature of a virtual world: the emancipation from its creators.

The persistence becomes the state for a virtual world to “continue to exist”. Its future will be determined by the emergent behaviours. The possibility for the players to truly react and impact the world where they are going to “exist”. The possibility for them to see the true, concrete result of their choices. The possibility for this world to outlive its creators, to constitute a form of persistence that becomes concrete and that is truly affected by the actions of the “players”.

The reunion of the three concepts of persistence:
– The world is persistent because it can change, react, adapt, be transformed. (history)
– The world is persistent because it gives the players the possibility to determine themselves. (free will)
– The world is persistent because it is emancipated from its creators and acquires a life and emergence on its own. (maturity)

And, maybe, we’ll move from virtual worlds to “virtuous” worlds.

Random dialogue: collaboration, hardcore content and healthy communities

Continuing the “random dialogue”, this time the topic is too much important to be condensed into one simple principle. Here we deal with the basic structure of a mmorpg and the discussion could continue in every direction and include every other topic.

My comments still in italics.


Key idea: Players should be able to play with any other players they like, unless those players don’t want to play with them

Putting artificial barriers between players is bad. Players should have the opportunity to play with their friends without having to satisfy any special conditions. They should also be able to join any group they are interested in, as long as that group wants them. A single-shard model is ideal, but in the event that it’s impractical, characters should be transferable enough that players never feel like they can’t be with the people they want to be with. This applies to levels, shards, regions, whatever. If two people want to play together, they should never be prevented from doing so. There shouldn’t even be disincentives.

This is a huge problem and not that simple. A single shard isn’t a simple solution and, while possible, it still needs a form of “stratification” to be viable. My strategy and keyword is about “permeable barriers”. Which means that the barriers are still there (like servers and classes) but they are permeable, so with the possibility for the players to cross them with relative ease. The goal is to transform a limit (a barrier that makes you bounce back), into an advantage.

Sidenote: WoW managed to screw this up and STILL have the queue problem thanks to the retarded regionalization system they went with at launch.

Sidenote: World Passes? What the fuck? Are you telling me that if I buy this game with my friend, and we both go online that evening, we can’t make new characters and start playing together? Why the fuck not? Do you want me to play your game alone? Maybe it should be single-player, then. I don’t buy multiplayer games with the expectation of playing them with jackasses selected at random from the general public. I want to play with people I know.

Another large problem, the social structure of a mmorpg is the most important part and I have many ideas about this. The idea of “permeable barriers” allows the players to meet and play together if they want, without impassable barriers in the form of servers, classes or levels. But at the same time it’s crucial that the community opens up, welcomes and integrates new players. If you give the possibility to the players to just mind their own business, you’ll have an arid and drying community as a result. I always repeat that these games should be based on processes of integration more than exclusion and it’s where I think a game should go. That’s the strategy I would follow.

It is important to erase LFG problems. It is important to erase the dependence of players on other players and specific classes. To remove mandatory requirements. But at the same time the game needs to branch up and move to a level where the collaboration is important. I’m going to write more specifically about this, but the goal is to involve every player instead of just setting higher accessibility requirements (like the 40 people to do a raid). Veteran guilds and new players should play side by side. The biggest guilds should become the fabric of the game for the rest of the players, not elitist, secluded communities. Higher level content that opens up when you have many players collaborating should exist, but it should also become a structure that, when active, is going involve just everyone. Becoming “content” for everyone.

DAoC’s relic raids are an immature way to do something similar. A type of content that opens up and affects a whole realm, not just the single catass guild. My goal is to bring this type of content and overall collaboration to be the center of the game.

Brenlo has various questions and I have a few solutions to propose. My goal has always been about focusing on the collaboration. The “defects” he points out are instead the direct result of gameplay structures that aren’t really focused on the collaboration and where this collaboration is often just a side-effect that may or may not happen. So the idea is to give this approach much more relevance within the game and less self-greed driven mechanics. More “inclusion” than exclusion.

Let’s talk about high-end hardcore guild content. Something concrete, though. My idea is that what a guild accomplishes should be visible and affect the whole community. It shouldn’t be constricted in a private space detached from the rest of the game. The goal here is to make these guilds, and what they do, the center of the game, affecting everyone. Make people participate instead of segregating them.

Let’s take two concrete examples demonstrating roughly how it could be possible to achieve those goals. These aren’t real ideas, but just schematizations to simplify the idea, so don’t take them literally:

1- The hardcore guild goes into a private instanced dungeon to defeat a dragon. But the result isn’t exclusively a personal power growth for a couple of characters winning lottos. Instead the guild obtains the possibility to summon the dragon in the open PvP world and have it fighting for them in the territorial conquest. The dragon becomes a content that is ultimately exposed to everyone and not exclusively existing in a private space without affecting anyone else. The defeat of the dragon equals to the possibility to command the dragon in the non-instanced space for a set period of time.

2- A new dungeon is added to the game. This is the most hardcore type of content in the whole game. The difficulty is set very high, the dungeon is a 5-man but to complete it you need to go through a 6-hours marathon. Completely inaccessible for a casual player. The trick is to provide content and a true sense of achievement for the hardcore players. These guilds will slowly progress through the dungeon, getting nearer to its completition. There are no quests to grind as with the opening of Ahn’Qiraj, but just challenging, unforgiving content for those who can “afford” it. The change of pace happens at the end. When the first guild will finally “conquer” the dungeon by completing it from the beginning to the end, they’ll have the possibility to open a new portal to it. Every successful run through this dungeon will grant the possibility to open new portals, till all of them are enabled. The purpose of these portals is to “fragment” the dungeon in smaller units, so that single sections can be completed in a shorter time span and the six-hour marathon can be segmented into smaller, more accessible play-sessions. Every portal opened by a single catass guild is then available on the whole server. Giving the guild who achieved this acknowledgment and, at the same time, slowly opening up the hardcore content for every other player.

In both cases we have hardcore “catass” content. And in both cases this content isn’t isolated, but “brought back” to the community so that it is usable by everyone. So that it includes everyone. So that it has an effect for everyone. Concrete consequences. With at the end the purpose of the collaboration (the dragon fighting for the whole faction in PvP and the portals being enabled for the whole community).

Which is the ultimate goal: *all* the hardcore content in the game must always have an “hook” back to the whole community. What many players in a guild achieve should *always* have a communal objective that can then be shared with the whole playerbase. This is how you make a game truly collaborative and how you can make these big guilds a center of a game that *creates gameplay* for everyone. This is fundamental. Opening up these communities instead of isolating them and creating increasing gaps between veteran and young players. The goal is again to have them play *side by side*, becoming reciprocal resources.

The result is an healthy community in the long term, a better player retention, a true sense of positive achievement and collaboration and an overall better satisfaction while playing the game. Since what you do is better “motivated”.

Random dialogue: players and developers

Unicorn McGriddle is the guy who paraphrased one of my ideas to make it more understandable, while I was just struggling to explain it better.

Yesterday I find a couple of PMs on Q23 where he says he read this whole site and decided to continue with some sort of manifesto distilled from what he read here. Now I really have no clue about why he did this, but I’ll use it as a way to rinse and repeat some core concepts. His manifesto isn’t exactly mirroring my ideas but it’s an occasion to make precisations.

Since it was getting too long I’m going to break this thing in multiple parts. Btw, I haven’t asked his permission to post this, so I’m just answering to him directly here ;p

My comments are in italics.


I was originally intending to write a fictionalized account of play (probably with some chatlogs) in one or more hypothetical “dream MMORPGs” developed and administered using concepts you discuss (and a few ideas I’ve had). I may still do that, but for now, since “the reader writes the book,” please allow me to write your manifesto, as I’ve read it from your site. Corrections, of course, are welcome. I’m sure I’ve left some things out, but for now, here are my Eight Key Ideas and Sixteen Sidenotes Derived from an Excursion into the Cesspit:

Key idea: Developers should be more tied to their MMOs

An MMO is an evolving kind of game — it never entirely leaves the design phase. How it grows post-launch is a development issue and the lead developer (and ideally, everybody who makes design decisions) should stick around to deal with that. Lead developers and other people who make design decisions should be held accountable for their performance on their past games. This doesn’t mean that bad developers should never be removed, but depending on the level of influence they’ve had with the game, it may already be too late. (The whole “when is a game irrevocably fucked” issue is a difficult one, and I won’t really address it here.)

I believe in authorship and I’d like the developers to feel more part of the process. The idea of “accountability” is there so that when something wrong happens the developers don’t start dodging their responsibilities and unload them on someone else. Or feel “estranged” from what happened. I’d like them to have more control over what they do, more responsibility, more involvement. They should care about the game, they should feel part of it. When it’s time to discuss the long term plans and current status, everyone should be involved, free of strict work roles. Teamwork should be promoted and there should be an open, unrestrained communication everywhere, without distinctions of merit or prejudices.

If someone makes a mistake, even a huge one, he shouldn’t be fired. People should be fired as a very last measure, when this person is really damaging the project more than adding to it. Having people accountable about the game isn’t a way to put at risk their work. It’s the exact opposite. It’s a way to expose the problems so that the developers can learn from them. It’s a process of education, not a process of exclusion. A problem coming up is always a way to learn something, it’s important that they are exposed and discussed. The desire to do better should never come from a menace (if you mess up, you are fired) but from the desire to contribute to a team in the better way possible. And to achieve this it is important that the discussion is free from “taboos” and that everyone feels involved in the creation instead of just a passive executor. Make people participate, open up the communication, remove ranks and roles in the development.

The keywords are: participation and collaboration. Both between the dev group and outside with the community.

About firing people: Naguib Sawiris is an overly ambitious, emergent Egyptian tycoon who says something I agree with about this topic. “I fire only who is dishonest. If you have someone stupid, you don’t fire him. You just give him a stupid work.”

Sidenote: Raph Koster is better at theory than he is at practice. His games ought to be more consistent with his goals, and he should stay with them as long as he can.

I agree that Raph shouldn’t have left SWG, but this is an universal rule, not something about this precise case. When it comes to Raph, and not his games, I believe that the bigger problem is the lack of “cross examination”. I don’t really believe that he is “better at theory than he is at practice”, I believe that he needs someone at his side that is able to counterbalance and regulate his ideas. A “measure”. Someone who can nail his feet to the ground. Keep the ideas tightly tied to a functional goal with solid premises.

Think to a balance. Raph is a weight all on one side, so you need someone else, with equal value, but at the opposite side, so that an equilibrium is achieved.

The idea I got is that there are too many “yessir” around Raph. Too many taking him in high consideration, with the fear to truly criticize or create an actual debate. I think Raph would do his best when his ideas are truly considered and criticized. I believe he needs “antagonism” and I always had the idea of placing at his side someone with a completely different attitude and mindset, a nemesis. Then force them to work *together* and watch them brawl :) I think the result could be good. More than an abstract mmorpg guru I’d like to see him as someone serviceable for a concrete project.

Sidenote: Brad McQuaid sucks. In the long term, only catasses will enjoy his games. Even they could probably be seduced away by something better. Fuck his “Vision” bullshit. Putting Diku into 3D and requiring massive time investment doesn’t make him Joan of motherfucking Arc. The main “innovation” there is a monthly fee — which previous games already had (for example, the original Neverwinter Nights).

Well, I don’t agree here. I already wrote my overall point of view on the supposed “vision”. I’m skeptical about Vanguard and Brad himself but far from blaming both openly. My biggest worry about the game isn’t even about the design. It’s about the current state of the systems, the technical side. The design only comes later and we always forget the crucial importance of the technology. We’ll see, but my suspect is that we won’t complain about game design at launch, but about the technical issues, the client, controls and so on. Blizzard was extremely successful also because they had a long experience with single-player games and “battle.net”. They had already rock solid technology and experience to build upon. A mmorpg for them wasn’t a beginning, it was a finishing line. Brad “is supposed” to have an experienced team with him but they still had to start from scratch and they’ll have to demonstrate again that they have the competence.

I respect Brad and I’m even ready to bite the leaf when it comes to some of his foolish ideas. But he still has to demonstrate me that he has the resources to pull all that concretely and make a “mainstream” game. I fear that their technology is still rather rough and immature, far from being able to compete with the firsts. Which is again why I’m much less worried about the design.

Key idea: Communities should have meaningful relationships with developers

“Your players will know your game better than you do,” as the saying goes. Players are a design resource. They will test and critique the games they play. Their playing styles will adapt based on the strengths and limitations of the game (and its competitors). Attention must be paid to such phenomena. Furthermore, players want to be treated with respect, and most players behave in a manner deserving of such treatment. Developers should relate to players in as transparent a way as possible, disclosing all the raw data, design documents, and various internal efforts that they can. When something goes wrong, they should tell the players what it is — not “there will be no service for at least a week,” but “a lightning bolt struck our server cluster, so we’re replacing everything, which our site people say will take five days; characters are all backed up, so they’ll be fine, but we may not be able to recover world data, so guildhalls and houses may be lost (and we’ll post our communications with the site people in the forum as things happen, so you’ll know as soon as we do what the deal is; if it turns out data has been lost we will try to compensate everyone as best we can, and while we wait for the replacement to go through, we’re looking into lightning-proofing our building and sending a delegation to Zeus to ask him to hit churches instead.” Developers should frequent the boards and be visible and known there, even if they don’t have time to read everything that gets posted. They should be aware of memes and behaviors within the playerbase. They should be in adequate contact with real players to know how the game is actually played, and if problems are discovered this way, steps should be taken to fix them. No important development figures should be seen as inaccessible, nor should they be seen as bullshitting spinmasters who can’t be trusted to tell the truth. Players want information, not propaganda. We’re in your forum to think and to learn, so don’t read us the back of the box.

No, people aren’t a design resource. I believe that a community should be always interpreted, not just directly seconded. It’s always wrong to make a community set your development schedule and direct the game through polls. Authorship isn’t a democracy and a community should never become a substitute for game designers. What I’d like to see, instead, is about them interacting. An open communication and involvement is something positive, a resource. The community is an occasion to test and elaborate ideas, discuss positives and negatives. But it should never replace the creation process. The line should never be crossed (making people design and lead the game) but it would be a good thing if that line is felt less as a barrier of misunderstading, contraposition and conflict.

I’d like to see more disclosure and less “fear”. Less scruples when it comes to disclose something. The point is to consider the feedback as legitimate and give it a priority. The discussion on those points should be brought back in the community, the plans shared, the design goals pointed out clearly. Let’s discuss about other games, let’s make comparisons, let’s confrontate. Let’s discuss different ideas and solutions, let’s discuss failures and successes. Without filters or articles that need to be “approved” before they can be posted. Without community managers in the middle. Sanya is doing a good work with DAoC but what a community manager does should never replace a direct communication with the devs. So the community managers should work parallel to the other forms of communication, without substituting them. They should be an aid, not a replacement.

The more the communication opens up and is felt as normal, the more these communities will *lose* the overdramatization we see now everywhere. I believe that a more direct and continuous communication would normalize the relationship instead of rising the conflict.

Sidenote: “Players will tend to automate the parts of your game that are fucking stupid.” Ultima Online could have done away with macroing if the developers had felt like bothering.

Yes, I always considered the use of macros as a design problem. And it is where this problem should be solved: in the mechanics, not on the surveillance of players and enforcement of “rules”.

Sidenote: Memory Holing your forums is a piece-of-shit tactic. All this message control bullshit is a substitute for actually fixing problems and providing a place for players to discuss the game. Both of these things pay serious dividends if pursued, leading to a better game, so developers are only hurting themselves with this Orwellian board-pruning.

There are a number of ways to move the discussion in better ways. I think the developers should come to a forum and create discussion instead of answer passively. The moderation is needed but it should focus on the actual content rather than the “tone” and “politeness” of a message. I would erase in a heartbeat all those “first!” posts and everything that is off topic or doesn’t contribute in any way to a discussion, but I would never moderate negative feedback or critics. Not even harsh attacks if they hold a trace of legitimacy. The point is to understand and interpret the feedback coming from a community and let them understand clearly the situation. The goal isn’t to agree and convince everyone. The goal is to avoid misunderstanding and help both sides to understand the reciprocal positions.

The conflict isn’t a bad thing when it is motivated.

PvP theory in Warhammer

Arthur Parker continues to leech informations, this time from the May issue of CGM. I’ll quote the relevant parts and add some comments:

Being Green In the Warhammer universe, there are 14 known armies and lots of other races that are references, but in the initial release, we’ll see only six (seven if you seperate Orcs and Goblins, which most people do not.) There are two loose aliance: Agents of Order – Empire (Humans), Dwarfs (not “Dwarves”), and High Elves – and the Agents of Destruction – Greenskins (Orcs and Goblins), Chaos (Humans), and Dark Elves. This provides for three battlefronts: Greenskins vs. Dwarfs, Chaos vs. Empire, and Dark Elves vs. High Elves.

This already says a lot about the RvR structure. Orcs and goblins are clumped together and count as one, so it’s basically two factions that can then be branched into three different contrapositions.

I’m not sure they are planning this smartly, though. It looks as the beginning of the game will have unique zones by race, so the PvP will be about the “one vs one”, instead of the “three vs three”. If this is true it will bring to problems. We already know that the “levelling game” (Warhammer seems to have no levels, but I’ll come to this point later) tends to work like a wave of water that progresses uniformly till it reaches a “wall” (the level cap) and then starts to stagnate. (see the second graph)

It makes sense, in particular in a PvP environment where you depend on other players to have fun, to clump together the players in the newbie zones so that they can meet more easily, then opening up the endgame, where there are more played piled up, so with the possibility to spread them more without having population issues. This already happened in DAoC, where they had to consolidate the starting points to one per realm because the early game was desolate and it was impossible to meet other players and group.

This doesn’t happen in WoW for other reasons. The newbie zones are fragmented because the game starts as “single player”. The newbie zone is nothing more than a tutorial and it is perfectly balance to have a single player flow, without your character depending on other players. You can easily do all the content available in the game without grouping till level 10, when you move in a larger zone and where you can find more complex quests that may need some collaboration.

But WoW at level 10 isn’t a PvP game, not even on the PvP server. This is why Warhammer will have problems if Mythic wants to support PvP from the first minute without consolidating the players as much as possible.

A model similar to a branching tree would be more appropriate, with one zone for each faction (three vs three) and then branching up in more selective battlegrounds and scenarios. For the “flow” of the game it would make sense to just start in your race starting zone. But this would be about replicating the WoW’s model, which is definitely smarter: the game starts “slow”, giving you time to grasp it in “single player” and then slowly moving out to the contested zones where the PvP becomes a reality.

Remember that the PvP in WoW was BRILLIANT. The best EVER.

What sucked (and sucked badly) is the whole endgame development, with those horrid battlegrounds, the ridiculous honor system, the itemization and all the rest. The early PvP (minus the honor system that fucked up everything) was PURE GOLD.

The game will have player-versus-player combat from the get-go, but people who don’t care to participate in PvP can just as well carebear their way through the game entirely. Mythic has designed the content in four “tiers” of areas, each of which will have both PvE and PvP content, except on the PvP servers, where it will be everywhere, all the time. As you approach a PvP area, a mysterious voice says, “There is no stopping in the red zone,” and you become PvP flagged after five seconds. You can then choose to proceed, retreat, or say, “The white zone is for immediate loading and unloading of passengers only.” Once you step back, you’ll stay PvP flagged for five minutes, though. “What we don’t want,” says content director Destin Bales, “is for someone to go across the line, throw a fireball, then step back and go, ‘Neener neener neener.'”

This is exactly what I expected by reading the first hints.

Think to a zone, add two entry points at the opposite sides, one for the good guys, one for the bad guys. Then divide this zone vertically in three sections. The two at the extremities, near the entry points, are the “carebear zones”, where you can do your PvE stuff without getting bothered. The protected space, the PvE game. Then, as you go outside your zone, you enter a PvP space. The transition is seamless but as you cross the border you are flagged for PvP.

They only need to add some sort of objective in the middle that attracts the players, or the whole PvP will be along the borders, no matter of the five minute cooldown (and will also lead to some dull gameplay).

My opinion is that this “recipe for PvP” could work. At least if the players aren’t too spread out between too many zones and if there are some interesting environments with OBJECTIVES to fight for. PvP in a flat plan gets boring quickly so they need really to make the environment have a primary role and create interesting *contexts* to fight for, not just personal rewards.

I still think my model would work better, though. It would be more appropriate for an open PvP server (more points the more you move closer to the PvP hotspot). It would also lead to a more natural and varied environment instead of a silly definite line between PvP and PvE with a voice announcing that you moved to a warzone.

Mythic’s model works, but it could be much better, and easily. It’s still better than DAoC, thanks to a more seamless and natural transition from PvE to PvP.

I had an half-written article but I’ll add here the main point. A PvP game could be successful and dethrone WoW with enough resources. But the key to make the better PvP possible is in the PvE. It’s a countersense but it’s the real secret. A full PvP game won’t go anywhere. A game with PvP and PvE as two separate entities won’t go anywhere.

The key to the success is about using the PvE as a “bridge”. As a “gate” to the PvP. It should work as a smooth transition. Exactly following all I said about the sandbox games. You need to lead the players there, you need to make them understand how the game works. You need to slowly have them getting more “secure” about the game and their character. Confident.

The best PvP game will be the one where the PvE has a great value and accompanies the players to the other, more complex, form of gameplay. The two would be tightly interconnected. And not alienated one from the other as two different games innaturally coexisting.

Warhammer’s model accomplishes some of this, but not everything.

Faction Fiction One thing that you’ll notice is that, right from the start, War is everywhere. The core of the RvR combat is based on four layers of increasing sophistication. The first type is Skirmish Combat, where two guys just cross paths, hate each other, and fight. The winner will collect various rewards in experience, coin, items – they haven’t really ironed out the specifics yet.

The second type is called Battlefields: these are basically hotspots in a PvP area to which players will naturally be drawn. For example, there’ll be a ruined Dwarf village that may have some resources that are valuable to both sides. “We have so many proposals along this front that it’s scary,” says Bales, as he pats literally mountains and mountains and mountains of printouts of gameplay content. The next level is the Scenerio, which is instanced, open RvR combat. The battles here are quick, repeatable, last about five or ten minutes, and will be objective-based, using many of the basic paradigms of CTF, Deathmatch, King of the Hill, et al.

Some of this we already knew.

It seems that the “battlefields” are just a smaller set within a bigger one. An “hotspot” (battlefield) within the PvP area (skirmishes), so again part of the same seamless model that blends PvE with PvP.

Instead it’s the whole idea of “Scenarios” to suck. Noone wants another WoW with that stupid, artificial PvP borrowed from the FPS. It’s not a matter of queues, it’s a matter of scope and ambition. One thing is about adding objectives to PvP. Another is to transform everything into basic, redundant arcades that are just not appropriate for this genre. It’s just a direction that holds no virtue here and an experience that other game genres can and already deliver MUCH better.

So why chase WoW in this absurdity?

But it’s not over, because this stupid part is directly linked with the whole point of the game:

The overall victor of a Scenario will gain control of the entire zone (Skirmishes and Battlefield victories will come into play). This affects the fourth style of combat, the Campaign, which is, at the macro level, the heart of the game. In the fourth tier of zones lies a capital city for each front, and the objective, as you may imagine, is to take over the opponent’s capital and kill the leader and everyone else there (via Scenerio). Afterward the victors will retain control for some arbitrary time, say 24 hours, during which they may pillage and plunder to their hearts’ content. After that period of time, the game rebalances, forces you out of the city, and resets ownership of all the different maps, and the battle begins anew.

It’s here that things start to sound too weak.

Just join one line to the other and you can see how this idea just cannot work on paper, even less in a actual game:
“the battles here are quick, repeatable, last about five or ten minutes”
“the overall victor of a Scenario will gain control of the entire zone”

It is so flawed that it is probably a mistake done by the writer, or an early draft that just doesn’t make sense.

So we have more precise detail about the start of the game, this part looks solid even if not perfect. While the hints about the latter game are still not so encouraging and confusing. A conquest system tied to an overall campaign is an interesting model, one that I’m supporting and elaboriating from a few years already. But tying this conquest system to quick, instanced battles with game-y objectives just doesn’t sound as a smart idea. It’s like throwing the whole potential out of the window.

This “macro level” is based on the wrong parts of the game. The idea of a campaign should be something that slowly progresses, the “context” of the war.

From my point of view Mythic is playing too much with these different models and forgetting that the main objective is to offer shared, consolidated goals instead of spreading the players between multiple zones and styles. I wouln’t be surprised if the game fails because all the players are spread around and there’s little to no actual PvP activity. Leaving the great majority of the zones completely deserted.

What they are hinting here is a model that looks to fragmented and granular. The PvP should work as a set. It should comprise and bring the players together. Create shared objectives. Mythic is putting together too many PvP models at the same time, while it would be much more convenient and profitable to build up a coesive model with a few precise goals. Something unique instead of a patchwork of PvP styles that are badly joined together with purely functional purposes.

Too many plugs. They need to simplify a lot for the PvP model to work and be strong. Focus on less structures and define less, but more solid founding goals to achieve.

C&C The basic character system that Mythic is using is not a typical “class system.” They’re keeping some portions of the Warhammer universe and adopting others. “The career system operates along the concept that we want you to be able to choose an interesting start to your character’s progression, sort of complete the chapter of your character’s life, and then choose a new chapter,” says lead designer Steve Marvin. So they’re using a basic progression tree where you start out as either a Fighter or Adept (read “magic user”) and then, at an arbitrary stage, you may choose your next career step either in the same path as your original choice or in a direction that moves you into a different career.

In essence, a path straight through in the same discipline makes you what, in other games, is considered “pure.” Or if you like a more balanced, hybrid approach, you end up being what most think of as “multi-classed.” You’d think that this sort of thing would be a real challenge to balance, but Marvin isn’t worried. “It would be a real nightmare if we didn’t have this kind of encapsulation that gives control,” he says. “Because we split the Fighter from the Adept, we’re not trying to balance all the magic with all the weapon attacks… that helps us.”


Most surprising is the absence of levels, replaced by a career system similar to that of the tabletop game. You choose a career, then select certain elements of that career which you’ll attain once you have acquired enough XP. So improvements are gradual, rather than an enormous leap with each new level, and entirely in the hands of the player. A character learns four careers thoughtout the game, building a unique class of choosen elements.

A class system. No levels. Hmm…

There’s a lot of vapor in the eyes, I think. They play a lot with the terms but it seems that they are just recovering the system already designed for Imperator. That is the same in the original EQ2 and that was recently scrapped because it didn’t meet the approvation of the players.

You choose a class and then further specialize it. Branching classes. You start from a few options and then the system branches up in more possibilities. Nothing new, just different names for the stuff we already know.

No levels? We’ll see, there are still not enough details to understand the system. We know that you select a basic class, then you’ll move through three other specializations (the four careers total). There will be xp points and probably these will go to unblock gradually specific skills.

Basically is a branching classes system with levels disguised as achevement points. A remix without significant or even noticeable and justified improvements.

This while Mark Jacobs continues to be as fun as ever:

Any PvP flagging we may use, keep in mind that I actually created the PvP flag concept (and called it that) almost 20 years ago in my first MUD.

No, really.

SWG and the lack of consistency

From FoH:

Talk about immersion killing. First thing I noticed about SWG and something I never really heard a good excuse for. I’m can be a jedi, master the force, wield all sorts of weapons, see Darth Vader(!), but this 3-inch bit of rock stops me dead in my tracks!

This always bugged me and everyone else. Noone tolerates the lack of jumping (and innatural boundary boxes) but, despite still criticized, in Guild Wars this problem isn’t so terribly frustrating as it was/is in SWG. I think it’s because this issue is part of a bigger problem.

There was everywhere a lack of detail and attention, you could sit, but only displaced from the chair, on the thin air. There was a sitting animation but you would stand up by rotating in the wrong direction, melting with the back of the chair. The space shuttles used to fly right through the ceiling of the shuttle station, you could bring a huge pet in a tiny corridor with two thirds of the body going out of the roof, you could walk right through chairs and tables, run up and down terrain with absurd inclinations, reach every place without any limitation (if within the boundaries of the zone), the laser of your weapon would shoot at unrealistic angles, the animations and models had constant clipping issues, the NPCs were often stuck half buried in the city walls and everyone could start an impromptu classic dance as a skilled master dancer at any time. Race-specific animations, what are they?

The problem is much, much bigger and encompassing. It’s a problem of consistency.

The whole world was just generic wilderness, most of what you saw was graphic fluff, you could disable most of the “environment”. Everything was just somewhat randomly generated around you, without really “existing”. There was no geography, no roads, paths, environments. It was just generated terrain, but featureless and inconsistent. A “space”, but not space with a sense or justification.

This isn’t a problem of “content”. It’s not about a lack of POIs distributed around the world. Before I canceled for the first time I was following one of the quests for the first events and I had to walk through half a zone. A spread of nothingness, dull terrain, hills and mountains. I was a ranger so I could just walk in a straight line. The world just didn’t exist, it was a technical feature but it wasn’t there to offer something, to offer consistency or something you could relate to. It was supposed to be “pretty”, but with no substance. Even the POIs didn’t help in any way, again they didn’t help to create any kind of geography. A POI was usually just a building spawned somewhere with a few NPCs standing around it. They were dots on the world, but not “world” themselves.

These being all basic structures on which the whole game was built-up and engineered, problems that the game will always drag around, without the possibility to free itself from them.

The combat was also affected by all this.

If you ask me what was the biggest flaw in the original SWG I’d answer: lack of consistency. It is what makes the game “unresponsive”, hard to decipher. The combat was hard to figure out because it reacted in unpredictable ways. It was based on odd variables and mechanics that you wouldn’t expect and that you would find hard to fully understand and manipulate. And those who managed to get past this barrier would become invulnerable, exploiting the hell out of the system.

Everything was connected to that basic point. Lack of consistency and similarity to patterns that the players expected from the game. The lack of Star Wars-y feel and iconic classes was a drift of the same problem.

The “language” of the game felt alien, and not familiar as the Star Wars universe the players used to know (and hype and anticipate). A problem of communication.