The dichotomies of instancing

The fun trio: Brad, Raph and Lum.

I read everything and commented on-the-fly with the result that now I have a bunch of confused notes and no clue about how to organize them in a somewhat, almost-readable form. I go from random comments, to general design theories and my practical ideas as result of those design theories. It’s a pity because that trio did a really good work to summarize the valid points and keep things gracefully ordered.

I guess I cannot escape myself. I’ll just try to follow the order and quote and comment those parts I found interesting. So it will be a recap plus some messy comments thrown in. Starting with Brad:

Then let me touch on a controversial topic that is definitely related: entitlement to content vs. opportunity to experience content. This is hotly debated, has been, and will be. Because, really, nobody is right except when speaking for only them. The reality is there are, in this case, two types of people: those who want to play a game where they are entitled to experience everything, obtain everything, etc. merely because they pay the fee and put some time in, though it had better be time in allotments and at a frequency that works with the rest of their lives. And then there are those who want more of a challenge and don’t mind indirect competition and finite resources and realize, that unless they really try hard, they’re not going to achieve everything, or see everything – but they also think that’s fine – in fact, arguably, it makes the world more real – you can’t see every square foot of the real world, after all – and you always need something to dream about, or another goal to head towards..

5. Stickiness. Retention. By eliminating or severely reducing competition, player advancement accelerates – access to items that help you advance your player are not limited by other players seeking them as well, either legitimately or by griefing. By making items easier to get, human nature dictates that at least a lot (most?) of people will find they value these items less, that their sense of accomplishment and attachment to a virtual character or item is diminished. People tend to value things they had to work for more than things they obtained more easily, or for no real effort.

A game that retains you with less focus on accomplishment and pride but more so, similar to single player games, on devouring the content – getting through all of the levels – seeing it all. In a sense, at least until the expansion comes out, the goal is to FINISH.

5. You may decide that your target audience is mostly younger, expecting a faster paced game, more immediate gratification, and a UI that is very polished (sorry about the stereotyping, but hey). I don’t say this is necessary linked, but they certainly can go hand in hand. This should influence the style and type of content you create, regardless of theme (fantasy, science fiction, etc.). Know your audience. Stay focused on his group, his type. Branch out if you can, but never sacrificing what makes your core audience attracted to your game. (And actually, the last 3 or 4 sentences are applicable, IMHO, to any MMOG – and also forgotten too often as of late – VISION!).

(Brad here leaves out the low hardware requirements that are also part of the “target audience” and another element that is always overlooked in the success of the game. This is also about the accessibility.)

4. You preferably want different race/class combos that truly offer a different play experience in order to promote replayability. Again, you might not plan on having the player around 3 or 4 years from now, but you also would like him to not leave after he’s maxed his first character in mere months. He needs to be enticed to play at least a couple more times. This too means more content, and varied content too, lest the second experience seem too similar to the first.

(What if the player sees ‘past the curtain’ and doesn’t accept to consider recycled and slightly differentiated content as a new, satisfying experience but just more of the same? The whole “been there, done that”, you know.)

7. Instancing is great. Since the goal is rapid content consumption, you don’t want too many other people in the way of others. What should be the precise mixture between Instanced and Non-Instanced? We probably don’t know yet, but it’s a significant amount – certainly not an afterthought. Players need to get those items, to run through those dungeons, to solve those quests. And you want them doing so in a group, for community reasons and the shared experience. So put that group in an Instance. The only negative here, and it’s an emotional response, is that this can lead to people rushing through beautifully crafted areas only once, never truly learning them, and definitely never truly appreciating all that went into them. I hate to see all of that work get zipped through, but what can I say.

(Agreed – the mudflation is not convenient. But I mean this in a wider sense. All the overlapping content tends to get mudflated and out of relevance after a while. So a waste of work. It’s the model to be stale and inappropriate here.)

10. Important: Contrary to what some asserted earlier in the MMOG timeline, years back, it’s pretty much been proven that PvP does NOT equal true and lasting player generated content. Yes, some will entertain themselves by feasting on each other, and fewer for a longer period of time. Feasting on the unwilling is always bad, but also a different topic. But regardless it’s not truly lasting because there is no gain, and there is no loss – or the gain and the loss are trivialized. And it will eventually come down to, like in a traditional twitch game, who is the best player in real life. If PvP is to be truly realized in an MMOG one day, an elegant melding of character development and real life twitch must be accomplished and both remain important. But that could and should also be the topic of another paper, and again I’d probably not write it, assuming I’ve figured out how to achieve this Holy Grail. *grin* Sekrets!

What a surprise. Because “kill ten rats” equals to “true and lasting content”? Come on. To get some decent appeal there has been the need for a whole lot of development. Substance added.

In the *exact* same way you FUCKING CANNOT just switch on the PvP flag and pretend that it is enough for the players to entertain themselves for the eternity. PvP IS NOT a cheap and short route to fix the lack of content in your game. PvP is not something that magically exonerates the developers from doing the work and just getting paid to do nothing because they finally found the “philosopher stone” that turns everything into gold (Holy Grail my ass!). PvP, to be done right and have wider appeal, must receive AS MUCH work and dedication AS that was put in PvE along these years. Then, maybe, we can discuss about its weight and value. But not till the PvP keeps being ghettoized ALREADY during development.

The fact that PvP is not as strong and popular as PvE isn’t some sort of absolute law we have to cope with. It’s just the direct consequence of a single-minded type of development that was completely unbalanced toward the PvE from the start. Because it was the easiest transition from single-player games. With these premises PvE has been inflated beyond belief and PvP has always remained as a smaller niche that seems to exist just as a lesser feature to add to the list.

Without giving both the same legitimacy, the two cannot be compared. This is all.

(The strength of PvP is not about it requiring less work. The strength lies in its “systemic”, and not linear, nature. Which means that all the work you put into it isn’t mudflated out of relevance two days later. So the game gains depth without wasting that work.)

6. Or are you going for longer term retention and stickiness, with an emphasis on character development in any of its forms (skills, levels, item acquisition, etc.). If you do this, and your world is instanced, how do you plan on maintaining rarity, slowing MUDflation, and protecting a healthy supply and demand?

Slowing mudflation? Haha. Brad, along with many other players, has a really funny idea of mudflation. For him it’s all about the gap between a catass achiever and the smaller guy. The e-peen bragging.

Now, what would I know about the “mudflation”? It’s simple, I own the world. If you type it on google this is the site you’ll see at the top (lol!). But then you can even search the word in the Wikipedia and this is the result:

Mudflation occurs when a newer aquired item makes a lesser item lose significant value.

But the most important part is the one that follows:

This is most common when a game relases a new expansion, as expansions tend to have better items.

That’s the point. What Brad writes makes me chuckle because the developers have NEVER fought the mudflation. They have created it. The mudflation isn’t a side-effect of some sort. It is instead a *deliberate* development strategy largely used to artificially excuse new content (in fact the content must “overlap” for the mudflation to trigger).

There is nothing to pretect and defend if not the whole bragging of catassery at the expense of all those players who crash against the accessibility barriers and for the good laugh of who’s on top of the hill. This is really catassery 101. Inner competition through PvE to mimic the social treadmill and give the geeks their own chance to be proud of something. That gap between “have” and “not have” that Brad believes to be essential to nourish his own feeling of achievement. Being part of the community or finishing refused by it. Included or excluded.

So be open and honest about it. The mudflation is (for Brad) not something to fight, but something to *preserve*. That’s the very ESSENCE of his Vision.

3. Ah, the one I personally like, which may surprise some people. A world designed as a conventional MMOG at its core but also with specific types of Instancing planned from the beginning as well. It is key that these systems are worked in with the greater economy, balance, character advancement, etc. Hard, yes, but if you do it up front, MUCH more safe and possible. And then what I personally think is paramount, even though it would be described as Role Playing and doesn’t directly link to game mechanics or design: explain why small subsets of your universe are Instanced as part of the core story and setting. Make it make sense. Don’t rip me out of one reality into another – make it flow, make it expected. An example? The Star Trek Holodeck or the X-Men’s Danger Room. These are environments that are supposed to have pocket universes in them, and they need to fit the world, but not need to fit the chronology or absolute setting.

And this is something I share and that my “dream mmorpg” has. The whole concept of the multiverse and the access to the different planes and worlds.

The same for his other points:

1. What, especially long term, is the true affect of adding instancing? And by affect, I mean on the whole game, including character advancement, the player driven economy (assuming you have one), etc. How do you control access to these instanced areas? Are they on timers? Are they accessible by demand? What are the drop rates in these areas and how does that mesh with the drop rates of items in the rest of your non-instanced world? Making a partially non-Instanced and partially Instanced economy work is challenging but likely surmountable. Tack it on as an after though or rush your experiment, though, at your own risk. I wouldn’t advise it.

My dream mmorpg has instancing planned as a basic concept and following solid (I believe) theories to justify it. The impact on the character advancement is already defined (developing magic affinities and weaknesses based on the permanence on a specific plane), the player driven economy is (and is completely not instanced as it should be), the access to the instances is. The “drops rates” are also defined for the role of artifacts and their “rarity”.

And there’s a lot, a lot more behind those ideas and the reasons why I give them a precise shape. But then I know that it’s not possible to discuss a project that is defined only in my own mind and that noone is willingly to follow in its entirety. So, while it’s always more useful to put things in a context, I’ll have to put my own ideas aside and comment just the points brought up by others who have more “charisma” and visibility than me.

To conclude the first part about Brad (but I’ll return on this point) I’ll add that he seems to be completely achiever-driven. In the bartle test he could score 90% achiever 5% explorer 3% socializer and 2% killer. Which explains why that gap between “have” and “not have” must remain in the game as the very first fundamental principle or the resulting fun would be not as strong (see the first quote here above).

My opinion is again that I don’t believe he is chasing a virtual world. In fact I believe, like I believed back then, that games completely focused on endless progress and constant mudflation to create new gaps pretty much NEGATE the possibility of a true virtual world. They go in two, diametrically opposite directions. They reduce the depth to an artificial trick to rinse and repeat the same arid mechancis and hide the fact that they don’t have much to offer (we used to consider this as “grind”).


Moving to Raph.

The “worldy” games are just ones with a lot of embedded boxes in them.

I strongly agree with this. The difference is that a “worldy” game is a systemic one. Systemic means that there are different parts or “boxes” as Raph calls them and that these parts must be in a relation, forming a complex system:
1- There must be links
2- These links must be meaningful (need to make sense and have a functional purpose)

But then I don’t agree on the rather weak reasons why in the future we should see more “worldy” games than rollcoasters:

There’s been a lot of talk about whether the day of the “worldy” games is over. The above is why I think it isn’t. The trend over time is still, even with World of Warcraft out there, to have more and more embedded boxes in our virtual worlds. We may see that the quality level of each box keeps rising, but I have little doubt that over time, users will demand more “rides” in their “theme parks,” and not just more rollercoasters but more sorts of rides. The rollercoaster-only theme park fails if it doesn’t have at least a few food stands, and while the rollercoaster may always be the main attraction, the whole package includes everything from parades on Main Street to shops to concerts to convention hotels to go-karts.

By that light, calling the “gamey” games “theme parks” points towards the way they will ultimately evolve: towards worldy games.

“Theme parks” are not or, at least, could not be “worldy” games because the links between the boxes would be weak or not existent and because these links would probably make little sense and have a minimal functional purpose. This is for example why WoW’s PvP sucks greatly and is criticized: There are essentially two games going on, one that takes you out into the world, and one that takes you out of the world completely.

(The SOE All Access account that makes you play the two EverQuest, Planetside, SWG etc… is basically a theme park with different attractions. But this doesn’t make it a “worldy” game since these “boxes” aren’t really linked and the links wouldn’t make sense if they existed)

The second point where I do not agree is that games tend to specialize more than ‘reach’:

What I’m noticing is that the trend is to specialize. Instead of building games that try to reach a wide public and create a virtual world that appeals to different player “types” (we had this discussion long ago), we have games that specialize more and more in just one precise direction.

There’s a natural and even obligatory drift to focus more and more. On the thread of Grimwell Brad wrote that he thinks it’s possible to arrive to a virtual world starting from a Diku and by adding progressively more “world-y” parts and move closer to the ideal. But instead what I see is that both the games, devs and players focus progressively and erode the game to the essential. In DAoC the players focus on PvP and the PvE is more and more left out, despite a decent amount of resources have been spent on it with the time.

What I’m saying is that these games seem to become progressively “poorer”, eroded to the minimum common denominator. Specialized and focused as much as possible. I don’t think is exclusivelly a matter of the continue optimization done by the players.

The general impression is that a game offers progressively *less* as the time passes. Maybe the focus helps to rise the quality of that specific part but there doesn’t seem to exist a possibility to move in the other direction and enrich the game instead of draining/exhausting it.

I’m not sure how to wrap all this up, this is just what I observe. Then I blame the mudflation as always.

Ubiq wrote about this in January but I think there’s more than just marketing observations…


And finally Lum. I think I agree with most of what he wrote. In particular:

Unlike Brad, I don’t really believe that people derive much benefit from hearing about the exploits of Uberguild Alpha by proxy.

Which is also what I hinted comparing Brad’s comments to the one from Eve-Online and that would deserve a long discussion on its own. And:

Instancing is an excuse for not having enough content.
I’m not really sure where he’s going here. Players know when they’re going through the same instance for a thousandth time, so I’m not really aware of any game that can claim this as a wedge against the Content Demon.

Here I believe that Brad screwed the concept because I believe that what he is trying to say is exactly the opposite. Instancing forces you have tons of content. In fact it’s exactly what he says when he describes these types of games:

They have some very serious design hurdles to overcome in order to create the amount of varied and interesting and preferably not-repeatable content I think they’re looking for.

Here I think he considers the use of instances like “content of demand”. So you press the button and the content is served. Pretty much what Lum describes as “cheese delivery systems”.

The use of the instances removes the accessibility barriers and the competition. And here I totally agree with Lum because I’m not sure where Brad is going with that. It seems that his whole rant against instancing is because it trivializes the achievement of the players. This happens because there’s basically no competition over the goods and everything can be basically cloned in a series and brought back to the persistent world (these are the problems he hints about the economy in a game that mixes instanced and not-instanced spaces). So the whole logical sense is that instancing *aggravates* the problem of not having enough content. A game that makes a strong use of instancing is a game that would need a fuckload of (as Brad says: preferably not-repetable) content so that the players, free from any accessibility barrier that keeps them back, still have something to do on the longer term.

Now another important point that was *completely overlooked* is that a game that “finishes” (as Raph effectively summarized, copying Darniaq) and a game that keeps going by adding constantly gaps and then mudflating (exactly what WoW is doing) are essentially the exact same thing. They have BOTH a linear progression with a beginning and an end. With the difference that the seconds is stretched indefinitely to exploit its mechanics as much as possible (I define this bait).

But the point is that both of these are DEAD VIRTUAL WORLDS. They are dead already at the start and have nothing to offer beside the drug-gameplay. Again, the bait. The artificial pretence to keep squeezing money out of you.

Which brings to the reason why there are many players that are bored by WoW. “Have you really done every quest in the game?” Fuck no! But after a while you start to see past the curtain and you can anticipate what WoW is going to offer you. Kill ten this, kill ten that. Okay, after a while you know where it’s going. It could have five hundreds instances (495 of which mudflated out of relevance) but I’m not sure if this would make it a better game.

No, really. MMORPG = infinite progression. Are these games JUST that? Well, I may be an unique exception (the unique snowflake) but that’s the very last reason why I have an interest for this genre and I’m quite sure that there are more like me out there that are dead bored about these games just offering a pretty version of ProgressQuest. That’s not fun for me, nor interesting or stimulating. It’s just predictable, repetitive, dull. It’s that treadmill that I’d like to forget instead of being made stronger and more central. It’s a way to drain these game of any decent value. Make them so arid and unimaginative.

The Vision is blurred.

Instead, to go back at the quotes, I think Brad (or Lum’s summarization) is confusing the use of instancing with the drop rates. Absurdly low drop rates are the artificial trick that was added in WoW to force the players to rinse and repeat those instances. So this function (drop rates) is uncoupled with the instanced technology. In fact instancing removes the barriers and offers content on demand. So the accessibility is *higher* as a direct consequence and the demand for new content rises as well (since the players eat content at a faster speed). How to contrast this increased demand when producing more decent content is the very first problem for the developers? By adding insane drop rates that force the players to re-run and reuse the content over and over and over.

Which is truly retarded since the very first purpose of instancing was about increasing a supply that now has to be severely reduced through low drop rates.

Then tell me if I’m not right when I say that this industry is filled by fools. It just makes no sense at all. And it doesn’t even end here:

– What’s the very first problem of these similar games (WoW included)?

That the devs cannot keep up with the production of new content.

– What’s the mudflation?

Well, first you realize that the mudflation is an artificial excuse to replace content. Then you realize that the mudflation is an EROSION of content.

It’s just the logic saying that this model isn’t so appropriate for the current needs. Blizzard just mastered the pattern that was already available. But this doesn’t mean that there cannot be better ones.

In particular, this pattern will be a suicide for ANY new game that doesn’t have the sheer power of Blizzard. So the discussion is rather important outside this game.

I link what I say here with a comment from Brad:

So who makes these current games and why do they include instancing? I think its two groups who often end up working together because they’re compatible: developers who need or want to pitch a less expensive game and also take advantage of Instancing’s advantages, to varying degrees, coupled with publishers and other entities that are willing to fund MMOGs, but not $30M-$75M ones.

And it is correct. With the difference that it is that the whole ProgressQuest model to not be anymore viable without having a fuckload of founding. You just cannot compete against WoW on its own field and the whole model of mudflation and endless character progression is already boring as hell for many players that believe this genre can offer something more than that.

Maybe the mudflation and continuous “level up” mechanics are NOT so appropriate for an online world?

It’s the model to be limiting and not appropriate, not the implementation.

Really. Are we at the point where we just cannot imagine a game that isn’t completely and totally focused on a overstretched character progression? This game industry has killed the expectations till this point?

Moving on the next part:

Instancing harms player retention by making the game too easy.
“I finished the game, I’m done, I can cancel my account now.” If your MMO is designed in such a matter that you can say “I’m done” at some point, then yes, that is a concern. And I tend to agree with those designers who believe that you DO need to have an end. At some point you want to bring closure to your players. If they continue on for the community that forms within your game, that’s great – but is an embittered player who’s sick of your game after 3 or 4 years worth the customer service cost they’ll start to inflict on you out of sheer boredom? But more to the point, trying to drive player retention by making the game painful is a bad plan. Players that hate you tend not to give you as much money. And if the game is shallow enough that you can race through it in the space of a few weeks, making people wait in line to finish isn’t going to help matters that much.

This is *extremely* important and probably outside the scope that Lum intended.

Beside the impassable barriers between each server and that prohibit the players to meet and play together (“Hey! I play WoW too.” “Great! Maybe we can meet and play together!” “That would be really cool. On which server are you?” “I have characters in Silvermoon, Azgalor and Elune.” “I’m on Cenarius and Arthas..” “Oh well, nevermind..”) there’s also the gaps created by the levels which basically make IMPOSSIBLE to play together with someone if you don’t build specific characters and organize so you play exclusively together.

This is why some games have “platforms”, like at the endgame, so that you can finally gather with friends and achieve/play something together and without the game mechanics *getting in the way* of the fun. I’d like these gaps to go altogether, myself. But this bad habit is one of the most enrooted and I don’t see the situation changing in the near future. Getting worse, maybe. My dream mmorpg is focused to have all players playing together and at all times. Reducing these artificial barriers as much as possible. But then my dream mmorpg will also never exist.

Instancing harms the formation of community by segmenting players into virtual cocoons.
This is the usual argument of those who champion true virtual worlds – if there aren’t enough shared spaces in the world, players won’t come together to form the communities around which virtual worlds grow.

This might be a valid argument if everything in a game was instanced. But I’ve seen very few games structured this way. Some games, such as City of Heroes/Villains, Guild Wars and Everquest 2, do instance large swatches of the world. But they still encourage shared spaces. They’re not shared amongst the entire community, yes. But past a certain point, this isn’t something you want to encourage. There’s no attraction to a huge area where thousands of people gather, because you physically cannot talk to thousands of people.

And this is finally the reason why instancing must exist in a form or another to keep the communities manageable. But this isn’t anymore about the developers and the need to preserve content or the technical needs. This becomes just a need for the players.

What is truly indispensable, and that is the core point of the whole discussion, is that these types of instanced fragmentation to help to maintain the community (and, yes, also the lag) on a manageable level must remain permeable. So that the players can still move, meet together and organize without, again, the mechanics getting in the way. This is why in Guild Wars you are secluded into different districts, but you can still access the menu and move wherever you want to meet with the other players you already know. And this is also why in my dream mmorpg I discarded the impassable barriers to transform them into useful mechanics:
From a side the artificial walls and boundaries are removed, from the other they are progressively rebuilt in order to recreate and respect the natural (complex) behaviour of a “world”.

This is a fundamental basic structure that I still have to see recognized as important and worth the planning-ahead needed to realize it technically.

And finally I quote something old that Raph wrote and that I think could somewhat fit with the discussion:

Legend has MANY quests of similar magnitude and comparable storytelling. It’s worth pointing out some things here: quests that change the balance of entire areas. Quests that naturally reset in bite-sized pieces so that many people can be at different stages at the same time. Quests where the characters can be killed, rather than artificially invulnerable for fear of mucking up the story. The use of puzzles. Quests which do more than just link kill and delivery. The use of special items for quest completion. The ability to opt-out. The increased use of interdependence with other characters. Am emphasis on cinematic moments (FFXI does this well). Constant use of badges and other profile elements, so that others can see what great deeds you have accomplished.

I am pretty sure that a sandbox game can contain quests like the Beowulf one.

I am also pretty sure that a game built around quests cannot contain a sandbox.

One fits inside the other; you can have a section of a sandbox that is theme park rides. But you can’t have a world jammed inside a theme park.


To really conclude I’ll repeat my point of view without going with pages and pages of explanations:

The dichotomies of instancing

“Instancing” is a tool (and I’d say more symbolic than technical, contrarily to how Lum defined it) and should be used when this use is appropriate so that we maximize the advantages. It is already used in every game in the most inappropriate way: the fragmentation in shards (yeah, even Vanguard). So it’s rather silly to nitpick every detail when already the basic implementation is done wrong. Again I believe that a lot could be done by “repositioning” the parts of a game where they belong.

PvP – Not instanced: persistent, dynamic, emergent, contingent, systemic, player-centered, toys, unbalanced, competitive, killer/socializer, player economy, sandbox.

PvE – instanced: static, identity, myths, stories, authorship, control, linear, handcrafted, world centered, balanced, cooperative, achiever/explorer, definite with a start and a conclusion.

(some other recent references, mostly for myself: on Q23, and on Nerfbat, here, here and here)

Gold Farmers turned into prey

There’s an interesting article on TerraNova discussing the game that is drawing more attention and curiosity recently: Eve-Online.

The article linked repeats concepts that I already know and some that I find almost irrelevant and that are instead once again brought up as if the whole game is focused around them (all these discussions about the economies go nowhere and bore me to death). But there’s a part I want to quote and that has a weight in the recent debate that rised with the announce of more content that 95% of the playerbase will never see, most likely (see Zxyrox’s rant, for example):

A solo career in EVE can be just as rewarding a thing, but there is also a vast stretch of the game (most of it?) that is not accessible unless you’re part of a player corporation and even an alliance of corps. The benefit of social interaction in EVE is much greater than in WoW. (In a sense, what it comes down to is that CCP isn’t afraid to make a good bit of its game off limits to most of its players. In fact, this can be seen even at the early stages, given that the game’s learning curve is so much steeper than almost any other MMO.)

And here is where I have 20+ Firefox and Wordpad windows open and following way too many lines of thought and things I’m writing at the same time. So watch this daring association:

Then let me touch on a controversial topic that is definitely related: entitlement to content vs. opportunity to experience content. This is hotly debated, has been, and will be. Because, really, nobody is right except when speaking for only them. The reality is there are, in this case, two types of people: those who want to play a game where they are entitled to experience everything, obtain everything, etc. merely because they pay the fee and put some time in, though it had better be time in allotments and at a frequency that works with the rest of their lives. And then there are those who want more of a challenge and don’t mind indirect competition and finite resources and realize, that unless they really try hard, they’re not going to achieve everything, or see everything – but they also think that’s fine – in fact, arguably, it makes the world more real – you can’t see every square foot of the real world, after all – and you always need something to dream about, or another goal to head towards..

This was Brad McQuaid on the recent debate about the use of instancing. See how it fits? I’ll have to return on this topic because the real point is that these two comments are strongly clashing together even if they seem to agree. The “accessibility barriers” in Eve are completely different from those that Brad is hinting and it’s all about the actual scope of the world simulated. Something that is completely lacking in the world that Brad has in his mind (exclusively focused on achievement). While in Eve (even if with an high risk of failing) the bigger toys available only for a minority are supposed to indirectly create content for everyone else as well. There’s A LOT to delve about this, for now I’ll just let you guess what I mean.

But what is more interesting is what was written in the comments of the thread I linked above and that is actually pertinent to the title I wrote:

Ronald:
Between EVE’s highly specialized, organized economic system and WOW’s one-man-shop economy, which one is better in reducing farmers’ activity?

My first impression is that EVE’s system enables a higher “entrance barrier” for farmers. However, a well-organized farmer corporation with workers working 24/7 will be very efficient in making money in EVE.

Repub Arnaz:
The difference is that farmers are hunted in EVE.

There are several ways for players of EVE to profit by destroying/reporting/griefing the macro miners.
As soon as you find one, you send out a petition to cover your butt, then steal all their ore if they’re doing jet-can mining (where they jettison an open container and drop their ore as they mine into it). The jet-can is considered “trash” and you can very easily steal it.

If they’re doing it in Empire (high security) space, and they shoot at you (this is quite common since oftentimes they’re not “up” on the game system), you can then shield boost and wait for CONCORD to blow them away, allowing you to then pick up whatever high-end components are left of their ship(s).

Macro miners are PREY, and EVE is full of hungry predators. Quite funny that they’ve been turned into targets by the rules of EVE.

Bingo.

I find this comment interesting because it proves one of my ideas correct. When I wrote about it I didn’t know that Eve-Online was already using that model successfully and so I’m glad to find a confirmation.

This is the comment I added:
“That’s the fundamental point, in WoW you are protected and farming is just about tapping resources and waste your time.

In Eve you are exposed. The farmers would be excused right in the game and have to bend their behaviour to the game rules. They become in-game entities and won’t be able to disrupt the game through external intervention. So they are somewhat “digested” by the game.”

And this was already discussed for my “dream mmorpg” with the exact same purpose: solve the RMT “plague” at the root by “repositioning” the game systems where they are appropriate. In particular in the comments I wrote down more details about my stance on this.

My ideal game has three layers to defend itself from this negative external intervention. The first is the one that now I find in Eve and that is confirmed as valid (PvP exposition). The second is about the division between “player-centered tools” and “commodities” so that the farmers would be forced to organize and relate with the community (while the farmers usually isolate themselves and hide from it) and the third is still secret :) (it’s about the role of the “fallen houses”, aka player created factions)

Knowing that the first already works as intended is a confirmation that my goals could be possibly reached and aren’t all that foolish.

Rolling the red carpet to insane ideas and projects

Saving some comments I wrote on a thread on F13 about the settings that would fit best for a mmorpg. Plus another couple that were triggered but didn’t belong there.

Of course my comments are about Elric/Stormbringer, around which I shape my dream mmorpg from a couple of years. Nothing new that I haven’t written already in the various entries but I always like to summarize and consolidate some basic points so that I don’t lose track of what drives my ideas.

Btw, I forgot to say that beside the steampunk and dark fantasy setting I would also love to do a mmorpg inspired by Macross (with those frigging huge battles around the mothership). That’s another one that would totally rock if done properly.


Nausicaa would be fucking great (airships! steampunk!).

But then I wish I had the founding and a huge group of talented people to do Elric/Stormbringer (Michael Moorcock, which is rather dark fantasy). That’s my dream.


The game is pretty much complete in my head since it’s a couple of years that I shape my ideas around that setting.

I consider this a very powerful licence, not only because it’s truly evocative and already rather “graphical” in the books (the descriptions are absolutely awesome and Melnibone would be worth the price alone) but also because it’s still available (Moorcock wouldn’t be against the idea and some exposition) and because of the potential of the Multiverse.

I’ve done a whole lot of work but some of the traits are:
– Some raw game mechanics taken directly from “Elric” the pen&paper ruleset made by Chaosium and completely skill based and realism based (no infinite hit points, no levels crap, no infinite treadmills).
– A game world separated in two. Shards (the implementation of the basic world in the books) with factional PvP where the guilds conquer and control the land and spawn NPCs themselves (no passive NPC lore, it’s all in the hands of the players) and portals that link these shards together (realm-crossing) and open access to planes (static, not instanced). Then from these planes (working like hubs similar to Guild Wars) the access to other PvE dimensions, worlds and adventures. These completely instanced for full control and authorship in the stories.
– The implementation of powerful artifacts that transform the player into a demi-god (hello unbalance). Think of Strormbringer (the sword). These can be taken/summoned from the PvE instances accessible through the planes (exactly as Elric got Stormbringer) and then brought back to the PvP shards. These artifacts grants insane powers and change the whole aspect of a character (more fearsome, huger etc..) but they are also lootable in PvP. To remain in the game world they have a maintenance cost that can be paid only by killing people in PvP. So no hiding. The opposite faction can also use divination to track the current location of the artifact, so you are always hunted and cannot hide.


Well, my implementation is pretty loose. It borrows many elements that I find functional and inspiring but then I ditch everything that doesn’t fit in the model.

As I said the world is split in two. The PvP/conquest world has no directed story and is enrooted with three static factions (Law/Balance(crafters-traders)/Chaos), plus the possibility for the players to form “fallen houses” that will work like independent factions. The players start here, the PvP is the first and main purpose.

(This PvP world is cloned on different servers like it happens in every other game. The difference is that the players can open portals to the planes and then, from the planes, travel to a different shard. But then you can own landmass only on one shard set as “home” and if you set a new one you lose what you previously got.)

Then there are the planes and the access to the multiverse (which can shift from horror to fantasy but wouldn’t go past the setting boundaries) where there’s space for directed lore and stories to follow, like pieces of “dreams” that you gather progressively (discovering the story). Like a web with many ramifications.

I used the setting for inspiration, then the actual rules depend on the game needs only.


– While the respawning of mobs still exist in my game, forget the lame pulling tactics. The rule is that if you can see a mob, the mob can probably see you (you know, innovation). So you can try to “pull” a scout near an orc camp by attracting its attention with some noise, and maybe he will only call one other orc to explore the area. But if you shamelessly start a fight, the whole orc camp will run at you to hand your ass back to you. At least if they consider you enough a menace to move their lazy asses all at once. Realism.

– The portals are one of the part more defined and that I like more. It’s rather complex and articulated behind the scenes but rather simple for the player. There are two types of portals, one “in”, and one “out”, sending players to the planes. Basically you press “M” on your keyboard and you bring up a fullscreen map of the world, pretty much like it happens in WoW. This map shows the location of each portal with a symbol next to it (stop lights):
* Red means that the portal is sealed and cannot be opened in any way (at least for the next few hours).
* Yellow means that the portal is inactive but could be opened if set conditions are met.
* Green means that the portal is currently active and available.

These portals are faction based so each faction will have a different copy. Plus there can be clones at various locations so that the players can access them without crossing the whole map. From “yellow” to “green” the portals open as result of PvP goals. Think to Darkness Falls in DAoC.

Enemy faction players cannot conquer the portals themselves but could conquer the region where they are and send NPC guards to camp them so that the access won’t be too easy. (NPCs respawn but on very long timers and only at their origin, so if you send them somewhere else they cannot return to that place till you send a new batch).

– On, and then there are the ideas about naval combat (with realistic boarding and ramming), dragon flight and the collision system. It’s a dream, right? So let me dream. Lets assume this game has the founding of WoW. Well with all those subscriptions and money you get, what will you do? In WoW they’ll rise the level cap to 70 and then create more 5-man up to 40-man instances and loot. Then rise the cap to 80 and create more instances and loot. Then rise the cap to 90 and create more instances and loot. Well, I find this a total waste of precious money that isn’t used to accomplish something worthwhile. If you don’t have new ideas you can as well go back to sleep and goodbye. Instead I have those ideas and with the money I would do what it isn’t possible right now: naval combat, dragon flight and the collision system.

Mezz Me and I Kick Your Ass

I gave a look to my enlarging notes file where I write random stuff and I found an old note that I just couldn’t figure out what it meant: “mez in Star Wars”.

Just that. I really don’t know what I was thinking while writing those four words but at least I’m not the only one taking notes and forgetting what they mean. Then the other day I suddenly remembered from where the observation came from and what I was supposed to say about it.

In general my design ravings start from a simplification of an observation. I isolate a problem, something I don’t like or something I do like and try to figure out what are the essential reasons that make something good or bad. Then I try to “reposition” these elements to see if it’s possible to maximize the benefits, reduce the problems and move the design toward a more positive direction (potential, from that point onward). This pretty much summarizes most of what I do. In fact the great majority of my ideas come directly as a revision of what’s already available more than rabid creativity. I try to put things so that they are more appropriate. Starting from what I see to move on what I’d like to see.

In this case the problem was about the “mezz”. Of course with the focus on PvP since it’s where most of the complaints and problems are concentrated. For a long time I sticked with the standard opinion “mezz is bad” because the most annoying thing possible in a PvP fight is about losing the control of your character. In fact in my bundled ideas about DAoC I was proposing to reduce considerably the timers so that they could have been more manageable. But with the time I’m radically changing my opinion and I’ve tried once again to detach myself from the commonplaces in a similar way to what I did when I reevaluated the “unbalance”. In fact “mezz is good”, it adds a whole lot of depth to an encounter and could be an exciting element building up the fun, if used properly.

Here starts the observation. What are the cases where being mezzed is annoying and frustrating? Are there other cases where it’s instead something positive and exciting? In WoW it’s hard to say, or better, too easy. WoW’s PvP is too “disconnected” and lacking strategy and class interdependence and organization. I’ve seen a few recurring tactics like 4-5 mages rushing into a zerg spamming AOE while shielded/healed by priests and the organized stun-ganking groups of 3-4 rogues, but besides these trivial patterns there isn’t much going on and it’s mostly an open field combat where everyone goes on in his own way (and where raids and groups are simply used to share Honor points and a chat channel). This is different in DAoC, instead. There’s way more interdependence between the classes and teamwork. The classes have more defined roles and the encounters can be won or lost based on the performance of the single. This applies in both 8vs8 and the larger battles and it’s in this second case where the use of Crowd Control becomes more of a factor. There’s more organization and depth. The raw combat in WoW is more interactive, smooth and satisfying. You have access to many more “tools” and the actual combat has a better flow (since you have plenty of time to react and enjoy, while in DAoC the combat could just last a matter of seconds and get engulfed in a lag spike between a frame and another). These superficial, coarse observations are already enough to reconfirm a rule. We like the combat to develop and open up possibilities instead of rushing to get resolved as quickly as possible (which comes directly and reconfirms another old reasoning). Like an inverted direction (the “inverted tree” I also commented here).

What I noticed in DAoC is that it is true that the Crowd Control adds depth to a PvP encounter. In particular I’ve seen experienced groups fighting successfully against 2-3 times their numbers and not just with /assist trains. I’ve seen awsome fights that lasted a good amount of time (also because they happened on the classic server, without buffbots and I-WIN artifacts) and it was also thanks to a clever use of CC. What I think is that WoW’s combat isn’t superior to DAoC because of the reduced use of CC, in fact I believe that this is one of the unique strengths of DAoC that it can still hold agains the numb PvP mechanics in WoW. So I think the CC is not the problem itself and doesn’t need to be “solved” (it will surely be a predictable mistake for the upcoming games). But maybe it can be improved once I figure out what isn’t fun about it and how it’s possible to maximize the positive points.

In my experience I’ve been in both 8vs8 and larger fights. In 8vs8 the CC is mostly used to isolate the players out of the fight so that the other group can pick targets one by one. This is the most frustrating example of CC because it *removes* the combat. Once the CC lands and is not purged, the combat is over, you already lost. This is not fun because all the gameplay is trivialized into a first-sighting. It becomes just a matter of fast ping and reflex and there isn’t much more involved. The “combat” here is missing, it’s just a routine to end the fight because it stops to be interactive as the mezz lands and puts the other group out of business. In the larger fights, instead, the situation may change (in particular if you have a keep or a tower to support a defence). The mezz, most of the times, isn’t anymore equal to a timed death. You don’t stare anymore an unavoidable end. In these cases the mezz becomes effectively a “timeout”.The fight goes on, you are forced to see it without being able to contribute but you are anticipating the moment when the mezz will break and you’ll rush in the fight. The fight is there, is awaiting you. The wait builds up the tension and your desire. And these are wonderful premises for the fun.

What I see is that in the first case the CC erases the interaction. You have the “timeout” but once it triggers you have also already lost. In the second case, instead, the “timeout” is still there, but as a premise to the combat and not as a premise to an unavoidable death. So what I think is frustrating is *not* the timeout itself. In fact this timeout not only is required to give some depth to the encounters, as explained above and largely acknowledged, but it also builds strong premises for the fun. It’s a valuable addition to the gameplay and not something that should be minimized or removed. On the contrary what doesn’t work is the definitive removal from the combat. The CC used as an I-Win button too unbalanced and powerful compared to the other skills and spells (which also brought to highly specialized classes that do just CC, another wrong point). So my conclusion is that the negative points of CC are not about the wait it directly implies (the wait), but more about what comes after (the combat). The timeout should lead to some sort of “comeback” where the mezzed player can recover his gameplay. This can make CC work without being annoying or frustrating.

The meaning of that cryptic “mez in Star Wars” had its origin here. I wanted to underline how the final fight between Darth Maul and Qui-Gon Jinn/Obi-Wan Kenobi is a perfect example of the mezz and its positive “narrative” qualities. In this fight Obi-Wan is cut out by the force fields and can only watch the duel between Dath Maul and Qui-Gon. In that moment the point of view of the observer is the one of Obi-Wan. We see the action through his eyes and this narrative stratagem is used (and is successful) to build up the tension of the combat. In particular to build up a tension that WILL get discharged (liberation) in the following fight between Obi-Wan and Darth Maul.

This pretty much explains clearly two basic and crucial points. The first is the one I explained above, in order for this mechanic to be effective and successful, the combat cannot be negated. The tension accumulated MUST be discharged or the game (or movie scene) will be just feel frustrating, unfinished. The second point is that, from a functional point of view, Obi-Wan isn’t just waiting there doing nothing. He is building up some rage and when he exits the mezz he is different from when it entered it. He is angry, more determined. The following duel will be a discharge of the tension of both the spectator and the protagonist (empathy+catharsis).

How to translate all this into a game and once again maximize the good points while removing or minimizing what doesn’t work? My ideas are just the direct result of all those observations. And more goals set to reach. As I often repeat what is important is to set goals, then the actual implementation to reach them may vary. The first goal I defined is again that the combat must follow a mezz and cannot be negated. The tension has to flow somewhere in order of the “timeout” to be satisfying and tolerable. If the mezz just leads to a sudden death without giving back the control to the player, the result will be terribly frustrating and nowhere fun. The second goal is tied to the first. It’s about giving the mezz abilities some side-effects so that the players have to stop to abuse this mechanic and add some more depth to it. The purpose is to add side-effects that benefit the victim of the mezz and that counterbalance the power of the mezz.

This is also a perfect example of what I mean with In-Character design compared to Out Of Character design. Here I just observed a movie (or imaginary) scene and imagined, from the perspective of the spectator or the player, how to translate those mechanics into a game. And not planned an abstract formal system out of thin air to then retrofit into a specific setting.

The practical implementation is just an example. I shaped it around DAoC because it’s the game I know better and the one where the mezz has a strong purpose and gameplay role. /and it’s also the game where it was more harshly criticized. A topic still well alive today and rather important for the games of tomorrow.

To begin with, the system I imagined doesn’t include the stuns because they are too rooted in the gameplay and too short to fit in the observations above. So the changes are isolated to two cases: the root and mezz.

In the case of the root:
– If a character is rooted and not in combat (receiving, dealing damage or casting spells, specifically) it will build up an “haste” buff that will trigger as the root breaks and that will last for 1/2 the time the character remained rooted. The buff grants a 20% bonus to melee attack speed, casting times and running speed, plus a “freeze” of the mana and endurance pools (shown graphically by making these pools shine brightly) for the duration of the buff. So that the character can use styles and cast spells without losing mana or endurance.

The buff will trigger only if the character remained rooted for at least five seconds and it will have a minimum duration of three seconds and a max of fifteen. The “purge” RA or similar effects will interrupt the buff build-up as they land.

In the case of the mezz:
– If a character is mezzed it will quickly regain health, endurance and mana at fast speed (in 10 seconds the pools should be completely replenished) Plus, it will build up a “liberation” buff that will trigger as the mez is broken (or fades out) and that will last for 1/2 the time the character remained mezzed. The buffs grants immunity to stuns, immunity to interruption for casters, a freeze of the endurance and mana pools, and a 20% bonus to the damage of melee attacks and spells.

The buff will trigger only if the character remained mezzed for at least five seconds and it will have a minimum duration of three seconds and a max of fifteen. The “purge” RA or similar effects will interrupt the buff build-up as they land.

The purpose is to not affect the duration of the mezz and roots in the game. After a long observation I decided that it’s not that the problem and reducing those timers will just remove the complexity of the encounters. Instead these changes are aimed to counterbalance the power of these spells and offer the victims a “way out”, so that the focus doesn’t stop on who lands the mezz first but on the actual combat that follows the “timeout”.

Of course this is focused to improve the specific mechanics. It’s obvious that those classes that right now are too strictly specialized only on mezzing skills should gain more active “toys” to contribute to the fights.

The proposed implementation is, once again, just a rough idea of what could be possible. It should be tested thoroughly internally so that the system is balanced and fits the goals set. The details I wrote are just the result of approximate simulations that I made in my own mind and with the little experience I have from the game. If they come out realistic and balanced it means I’m cool, but that wasn’t my purpose.

What concerns me is to demonstrate that the goals are valid and should be taken into consideration. The practice, then, may vary based on the experience and what comes up through the testing.

Random, useless thought

While I was doing some other thing I started to think about traps and traps.

For example there could be a trap at the entrance of a dungeon. The trap may or not kill you but it probably should be set to trigger during a combat or it wouldn’t make much of a difference. It would just add another downtime while you are sitting to recover some health points (or run back, if it was a deadly trap).

And then there’s another type of trap. Like in EverQuest, you target a random NPC to hail but instead you “fumble” and press “A”, starting an attack and getting killed in no time.

While I was thinking all this I also started to think about “skill” in games. Right now I think the new combat of SWG really requires skill with its clumsy hotkey+right click interface. Even more skill requires the use of the powerful secondary effects on DAoC’s artifacts. Since, as I often ranted, you have to exit combat, right click on item, left click on macro and reenter combat. See? Skill. It requires a good amount of skill to go as quickly as possible through that sequence in the heat of a battle while you are also trying to coordinate with your group and use all your skills at best.

The rule seems to be: the more you fight with the interface and controls and the more the game requires “skill”. After all you are fighting with the interface even when in a FPS you try to aim at a running and jumping player. Or not?

So what ties together the reasoning about “traps” and the one about skill in games? Well, I was just trying to discover the difference between the two types of traps. What’s the essential gameplay value of a trap (like the one in first example)? It should be the fact that, once you fall in the trap, you learn how to avoid it. An unexperienced player would risk its life on the first run, while he should be able to avoid the trap or at least try to counter and minimize its effect on a second run. This can be fun because it adds an interesting element in the gameplay. Essentially we are back at the basic concept of Raph’s “fun” (and mine): we are having fun when we learn something. Then we can practice and reiterate what we learnt. The trap is the ideal example, something that can kill you if you are unaware of it but that it’s easy to bypass once you learnt the proper pattern. The “design masterpiece” under the name of “God of War” is completely designed following that simple rule. All the encounters are almost impossible till you figure out the proper tactics to beat them. Once you have mastered them, the game becomes rather simple even at the highest level of difficulty. The game is never frustrating because it encourages you to master the (wonderful) controls and discover the proper patterns through a continued, varied exploration of your possibilities (types of combos, use of the environment, timing, positioning etc.. You have many, leaving space for a lot of “creativity” in how you decide to face a situation. Another fundamental trait of that game, in fact).

And what’s instead the basic trait of the second type of trap? I guess it’s obvious. The difference is that in the second example you are facing an “UI trap”. To begin with this trap is “OOC”. It’s about the player, not the character. So it breaks the “fourth wall” and the whole purpose of a game (simulate stuff). Then the other fundamental trait is that you aren’t really learning anything. You may actually know that “A” is used to attack but that doesn’t prevent you to fumble and keep pressing it by mistake. I fumble nearly always on every game, in fact in WoW I set meticulously my hotbars so that they are “fumble friendly”, plancing the buttons so that they usually activate when those surrounding are off (my keyboard is also a nightmare, since it has almost no space between a key and the other). So the difference is that in this second case you may be totally aware of the trap, but still this doesn’t prevent you to fall in it. There isn’t a lesson to learn, and, even if you do, you are still not put in the condition to use what you learnt as an advantage. In fact this trap is not fun and rather annoying.

The main point is: you have no control over the second type of trap. In the same way (here’s the tie) you may have no control over your actions while you are “fighting against the interface”. Maybe you know exactly what to do, maybe you know that to make a successful jump in a platform game you have to run till the very limit of a platform and then jump. But the controls may lag and your character drift too much and fail even if you know exactly what you are supposed to do. This is damn frustrating and, while tremendously successful games (from Super Mario to Wonderboy, those games really required “skill”) have been built completely around this concept, I believe it’s a thing of the past and cannot be used anymore today.

We aren’t playing anymore Pac-Man. We play past it. We play in a story and a context. We like to be heroes or demons. We want things to happen as we plan them. We don’t want to see an interface between us and the simulated world and we get even more angry if this interface gets in the way and goes against our will, forcing us to fumble and fight with clumsy, overly complicated controls. We want to think and act because what interests us is the action itself and its consequence, not the skill of the fingers to press multiple keys with a right timing. We don’t want to play anymore the controls. We only want to play the shared myth. The “symbolic shared system”.

And if we like a FPS it’s *after* we have master the type of controls, not before. It’s when we are finally simulating the aiming of the marine (and not ours) and when we are running and jumping like in a second skin. *Only then* the fun begins. And not when you are still fighting with your mouse and WASD, trying to learn how the hell these games work.

What I wanted to say with all this? Nothing at all, just a totally random, useless thought.

I have many of these…

CCP lectures on how to develop a mmorpg

We recently discussed a lot about “change” in MMO. I explained that I love to see mmorpgs evolving and I support when game companies make daring choices. But at the same time I support a type of evolution, more than revolution, that builds on top of what you did already. Learning from the experience and reiterating the process to move the game more and more near to an ideal. That you never reach, because that’s the nature of the dreams.

So I hate when one of these games stands still just hoping to preserve its status quo or stretching its life-cycle as far as possible. It’s frustrating, it’s simply a way to choke the potential and handing out the competition the opportunity to fulfill those dreams that should belong to you. After all building games is exclusively for those who chase silly, unrealistic dreams and don’t feel like fitting in the real world. Building games is already an utopia in the concept.

Lum summarized prefectly what I could only explain in long paragraphs:
“MMOs are living worlds, living worlds grow, and players — and designers — should embrace growth and change as part of the game’s life cycle.”

CCP (Eve-Online) offers another example about how it’s possible to put those silly ideas into the practice. This is another dev blog I save from the feeds. Taking the parts I find worthwhile.


My presentation was about the upcoming content expansion, Red Moon Rising, slated for December this year and our full expansion, codenamed Kali which is tentatively scheduled for late Q2 2006. We wanted to divide and conquer, splitting Kali up into two releases.

We have a lot of optimizations, fixes and general improvements that we want out and releasing the Kali features which are already done decreases a lot of risk factors. It also enables us to focus on the major things we want to release in Kali.

– Red Moon Rising –

The name signifies the total lunar eclipse where it turns blood red. It fits well with the escalation towards war and the arms race of the factions. What we’ll see in Red Moon Rising is mainly optimizations, fixes and improvements but there are a couple of features in there and a lot of content.

On the Optimizations front we have the Turrets & Effects system rewrite ongoing and much of that will be released in RMR. We also have the Next-Gen Manufacturing & Research Facilities rewrite which should result in 5% of 140 cpu’s being freed up.

On the Improvements side, you’ll see Starbase Roles, MK2 Ships and a number of UI Improvements both new stuff and feedback from useability tests and of course we have tons of bugfixes. We’re also adding more Corporation logos and if we have time, we’re going to check out if we can make logos viewable on the ships when you do “look at”.

We have a number of Tech 2 ships coming in Red Moon Rising, The Interdictor, which is the Tech 2 Destroyer and is a warp scrambling bubble ship, the Recon and Force Recon cruisers Tech 2 Cruisers, EW platforms where one of them has covert ops cloaking ability and bonsues to cynosural field generation.

We’re also doing two Tech 2 Battlecruisers, the Command Ship and the Fleet Command ship, where the former is more combat focused while the latter is a pure tanking and leadership platform. In addition to that we will probably be able to get Tech 2 ammunition into RMR.

Needful things for mining coming in Red Moon Rising, 4 skills, 3 leadership modules, 2 mining upgrade modules – one for Ice and one for regular mining. 4 hardwiring implants and a leadership implant (mindlink). We also have Tech 2 Mining Barges and we added named ice-, strip- and Deep Core miners in addition to named mining upgrade modules.

With the Nex-Gen Manufacturing & Research Facilities coming in RMR, we will deploy Manufacturing & Research Starbase structures which allow for specialization, a reward for the added risk. If we have time, we’d like to add special manufacturing modules for some of the Capital ships allowing them for example to replenish their supply of Fighters but currently we’re focusing on the Starbase structures and getting them ready.

We have 4 new bloodlines coming in RMR, one for each race, male and female. They look quite good at the moment but as was frequently asked about, you will not able to switch between bloodlines.

NPCs are revisited, we’re adding elite pirates in Tech 2-ish ships and adding a number of ship classes like Destroyers and Dreadnoughts, too. We’re enabling players to affect them with cap drainers and other offensive modules, but the NPCs are going to be able to retaliate in kind.

We’re trying move to fewer but stronger NPCs which not only should make it more fun but also drastically reduce server load and client performance in high-end encounters but this is more of a long-term project so don’t expect everything to be like this in RMR.

Eye for an Eye is a new system, which allows you to revenge the podding of your character if it happens under unlawful circumstances, such as in empire and not at war. You get a time limited contract, most likely a month, to revenge your death.

We’re also flagging can’s by ownership, criminally flagging you against the owner of the can, enabling him to shoot you without CONCORDOKEN for stealing his ore or loot.

Combat Revisited is a big and ongoing project, now focusing on prolonging combat by adding new defensive skills and improvements on a lot of defensive modules. We made some modules useful, like the damage controls and are looking at a number of other modules, making them a more viable choice in combat.

Prolonging combat should not only make it more fun but also enable us to take new paths in future expansions to deepen combat, like allowing players to overload modules at the risk of them getting damaged or destroyed and even allowing targeting of certain ship sub-systems – something which the current combat times does not offer you.

The flagship features of Red Moon Rising are Carriers and Titans. They fully personify the arms race of the empires, where you have the massive fleet support ships and a newer, more practical version of Titans which don’t require depleting moons (well, not as much anyways).

There are 8 Carriers coming in RMR, 2 for each Empire eace. The Carrier is quite affordable in terms of Capital Ship and we expect most major corps to have at least one or two of these in their engagements, but we also have the Mothership which are considerably bigger version of the Carrier.

Motherships feature Ship Maintenace Array functionality allowing you to store ships and fit modules in space around it. They also have an corp hangar-ish ability so that you can get modules from it in space depending on your access rights.

You also get X-Large logistics modules for Carriers which should have drastic effects in fleet engagements and Fighters, the X-Large drones. We’re also adding new drone functionality, which ones will make it into RMR is unknown at this point. The often mentioned salvage drone will not come since we’re planning on doing a tractor beam for RMR allowing you to drag in your loot cans.

Player Titans are a less resource intensive version of Empire Titans requiring less depletion of the universe’s resources but are just as big and more powerful in many ways than the older empire versions. They feature most of the main benefits of Carriers but have the added ability of fitting X-Large turrets and has a massive Superweapon.

Both Carriers and Titans are Tech 1 ships, so they will be available to everyone from day one. We might do something else with Titans but I think the sheer mineral logistics and costs associated with it should in itself keep them few and rare.

Kali – Q2 2006

I went over our main features for Kali and a couple that we really want in there. We’re focusing on Factional Warfare in Kali since it includes Combat Organization, the project name for better fighting hierarchies and gang abilities, Medals and Certifications both for awarding by EVE through factional warfare but also for corps or alliances to give internally, Ranks for better visible organizations which should also benefit corporations and a number or ranking lists, such as the EVE Combat Rating which is ELO based.

One of the biggest changes to EVE in Kali will be the Contracts system, which not only enables complex contracts between parties which do not have established lines of trust – such as BYOM manufacturing contracts – but also enable organizations with established trust, like corporations or alliances to create “mission” like contracts, milestones and allow them to track achievement and empower players which are even more trusted without having to give full access to corp hangars.

We also have Combat Boosters. Think time-limited hardwire implants with drawbacks. They are creating a whole new value chain since the foundation of Combat Boosters are new ingredients found in 0.0 COSMOS regions, which then require Starbases with Drug or Chemical labs to create.

The 0.0 COSMOS regions all have the basic ingredients gathered with mini-professions, have a single unique ingredient, which allows you to create that regions special line of Combat Boosters and formulas for creating them all.

Get more unique ingredients from other COSMOS regions and you’ll be able to make even more powerfull Combat Boosters. That should either lead to trading contracts – or simply people killing each other for them :)

On the list of what we really want to get into Kali is Next-Gen R&D moving us away from the free dish outs of blueprints and involving the player more in the gamplay. It also includes customization and modding of ships as well as more complex research of bleuprints and branding of the products.

We’d like to do rewarding Exploration, with system scanning and escalating paths (both seen under the drawingboard, New Environments which are also listed there but are really big projects requiring a lot of effort which we haven’t been in the position to do and probably won’t be in the near future. We’d also like to see Tier-3 Battleships and Tier-2 Battlecruisers.

Planetary Flight will not be in Kali, the effort required to make that the way we want to do it and how EVE deserves it makes all of Red Moon Rising pale in comparison. We might have to notch it down a bit in the end but it’s currently post-Kali and requires a full expansion in itself.

– China –

The first major decision is that the universes are twins, they are identical except for a new resource distribution. There are a number of reasons for this. First and most obvious, is that all content and features created for Tranquility work directly in China, minimizing all porting and integration to a China universe, so we can instead focus our resources on creating rather than adjusting it all to fit both universes.

It’s also financial and manpower. With a unified development path for both universe, we can leverage all the incoming revenue on increasing the team to create more content and finally be able to do bigger projects like Planetary Flight without it taking three years and half the company’s manpower.


Notice how it’s all about or around systems. As new features or enhancements.

Notice how they plan to revisit the combat by slowing it down and opening the way for brand new mechanics and possibilities to make it more meaningful and involving. Not scared to death about moving something they shouldn’t, but just looking ahead to those goals they set and that they want to reach.

Notice what they say about China. They aren’t planning for sequels, new projects or new markets. They aren’t planning to make money hats and swim in the money pool. Eventually they’ll do that in the spare time.

They’ll reinvest the resources they may acquire to finally reach and fulfill those ideas that aren’t possible right now. This is a type of development that doesn’t know what the mudflation is and doesn’t waste the resources on it. Instead it naturally creates the conditions so that the game can grow and embrace new ideas and possible developments in a positive, steady way.

And that’s only where things start.

So I dream

This is something I definitely wasn’t planning. Just a derailed thread on Q23 that I resurrected only because I was curious about one of the board members getting involved with the game I manipulated to trigger my own reasonings. So here more reasonings. I was accused about not being coherent and then defended because what I wrote was a few months old. Come on. The basis of my ideas are *years* old now. with the time I delve deeper, expand and learn new things. But I’m coherent and not an hypocrite. You can say my ideas suck and that what I think is retared, but you cannot say that I contradict myself and there isn’t anything consistent behind what I babble about. The ideals I chase are strong, very strong and consolidated. They definitely aren’t volatile trends. I even think I’m awfully redundant most of the times.

(“the graphic is the game” reference is here)

Unrelated observation: there’s an increasing interest everywhere about games appealing to women (the last reference I read is from Raph). The believable commonplace (I simplify here) is that women seem to love in particular three parts: the social aspects, the character customization and personalization and kick-ass PvP. Have you noticed how these last two are merely subsets of the first? PvP is Socializer, not Killer. And women love to kick asses. In particular they love to find out and demonstrate they can.

The two, awesome screenshots that triggered everything can be found here.

These ideas are bland a superficial but they also distill the essential so that I remember from where I’m coming. The ideal. The actual valid “pitch” of those ideas.

Andrew Mayer:
Amazing. After all the scoldings you’ve given over the last year or so you’re seduced by a couple of pretty screenshots.

And what other parts of the gameplay are you referring to? Do you see the irony in the fact that in that very sentence you manage to totally avoid any specific details on the “other parts” but clearly define what you mean by combat wth specific examples?

I give no scolding, in fact I’m not between those ranting loosely about the lack of innovation and I believe more in the evolution. I also dislike commonplaces and I wrote in other occasions that I believe that “the graphic is the game”. Like if we could go to see a movie and say that the image isn’t important, only the story is.

My old comments about the screenshots were the result of my own awe and my own impressions that those screenshots simply suggested me. It’s just what I “saw” into them, not what the actual game will be. It doesn’t mean that the game will be like I imagined it by looking at the screenshots, in fact they have nothing to share. I just put them out of context to illustrate my own idea, even if that idea is completely ignored in the actual game.

That said, those two screenshots illustrate perfectly the two most important aspects I would like to see in a mmorpg: 1- The “virtual world” scope, not just limited to combat (first screenshot) 2- The large scale PvP and conquest system (second screenshots)

Now look at the first. There are farmers, animals (and not xp bags), caravans, big and small boats, a lighthouse and a general natural, countryside quiet mood, with warm colors which, already in the screenshot, look absolutely stunning and immersive. That first screenshot has a strong charming impact, imho. I started to think about that.

That’s what I see and all the rest is triggered from those stimuli. What if we start to design a (even graphically) believable, recognizable world opposed to one built as a set of squared boxes labelled as “level 1-5”, “level 5-10” that you have to follow linearly, without any pretense of cohesion and self-consistence. What if those animals, the farms, the caravans, the lighthouse and the boats all had even a gameplay relevance instead of just sit there as “pretty scenery”. What if a player could own that farms, sail those boats, lead along those caravans and build a believable commerce system between the countries that just doesn’t teleports all the items from “x” to “y” or regulated through an artificial UI named “Auction House”. What if all those abstract and alienating intrusion of game systems could go away to put again the actual players at the *center* and as focus of the game world, instead of just gliding on a fixed, rendered background. What if we could drop all these buttons, quickbars, health bars, text messages and generally clunky and counterintutive, heavy interfaces that are just a huge limit of accessibility for most of the players and an intrusive curtain between you and the actual game world that you can *see*. What if these games could finally emancipate from their MUDs heritage and leave behind that type of cumbersome geekdom to move toward a more natural, believable and even visceral (guess why sex and violence and even the tactile world of Katamari Damacy are successful nowadays?) type of gameplay that is directly fun and accessible for everyone. Because it draws hands down from our real experience and the most natural feelings?

All that is just a start. Because all the rest follows, like a chain. Once you trigger a line of thoughts and dream about a potential, all the rest will follow naturally. You are chasing an idea that links together all these parts. An idea that can be started just by one screenshot to then move on its own. When I think about mmorpgs in general, that’s what I see.

Then there’s the second screenshot. The ideas above, for me, melt with this second part. Because in that type of world I described I want also the conflict and the conquest. The PvP is the most fun, social and satisfying repetable content possible. It just needs better environments where the players are, once again, the focus. Where they OWN the world and not just move around in one ruled by NPCs.

In that second screenshot I see once again the luscious scenery, a town with various buildings, defensive walls, watchtowers and an army moving to war. There seem to be archers, soldiers and huge dinosaurs used like huge war machines to siege the town. The awe here comes from the *scale* of things and the idea of a conquest. Two elements that are severely lacking in the games of today where the focus is always the single player and where the scale never changes. That scenery suggests “breadth”. It suggests a battle that will start shortly after that may remind what we saw in the Peter Jackson movies (which also strongly exploited z-axis movement of the camera to underline the sense of scale and dizziness).

We are excited when we buy a mount in WoW. What if you could drive one of those huge dinosaurs? What if you could charge and pound against those defensive walls and breach them? What if you could sweep the place with the tail and tear both men and buildings with the jaws (and here we would need a true physics engine and not intangible character models)? And what if all these actions were possible with more natural controls instead of a bunch of quickbars cluttering the screen with fancy, retarded effects like DOTs, mezz, stuns, buffs, debuffs and other totally absurd abstractions?

Think to a truly epic battle and conquest suggested in the second screenshot, with smooth, fluid and intuitive controls and visceral combat like in “God of War” and all within a cohesive, believable and consistent virtual world with an unmatched breadth as suggested in the first screenshot.

That’s what I “see” :)

Fundamental problems in SWG’s wannabe twitch combat

I’m not sure if I wrote it clearly enough here but what is fundamental in the choice to go twitch is to incorporate progressively gameplay elements that aren’t too abstract and that MAKE SENSE. Like adding elements that can give the perception of the space a decent value. And this only because we are human beings who like games that simulate experiences that we can understand and relate to. This isn’t about fancy design hypothesis, this is a nature we cannot negate.

Twitch is good not because you have to break your mouse to play effectively:

Ethic:
I aim and left-click on a trooper and my laser pistol fires and hits. Click, click, click as fast as I can.

It feels like it will be a click-fest during combat.

But because it integrates a pattern (you have a pistol, you have to aim at target, and shoot) that people can relate to. That is somewhat visceral. Not made up, constructed or abstracted.

Now there’s a video that has been linked and that shows what I fear about this last change. But this “danger” goes beyond the problem pointed in that video.

In fact a decent (and fun) simulation of ranged combat isn’t just about the one element of aiming. That’s probably the less important one. The combat in “Jagged Alliance” (a tactical game) was great and realistic, but it didn’t include aiming, or at least not directly. But it included many, many other fundamental gameplay elements that are totally missing from SWG. Like arcs of fire, rates of fire, positioning and range. In particular the environments become a strong part of the gameplay and don’t just sit there as empty boxes with walls. The place sets the strategy, the situation. You can use walls and objects to take cover, hide, barrage fire. And then camping a zone, sending out other people while you cover them and so on.

ALL these elements are what make a game fun. Often just a different environment and layout is enough to present a whole new situation that you’ll have to study and solve. But this can happen only because there are *many* elements that come into play and that you have to consider. The good FPS aren’t those game that limit the action to a dull but frenetic clickfest, but are those that integrate all those elements right into the gameplay. The “first person” becomes then an optimal way to remove the abstractions and feel and understand directly the scope of the gameplay. These types of games are more successful because of the lack of abstraction and the presence of gameplay elements that are felt more natural.

Now the core point is about trying to integrate all those basic elements that the players expect from a situation like the ranged combat. It’s totally irrelevant if we build a system that is twitch, or one that is turn based or something else. We still need to integrate those elements that make sense, that the players can understand and use easily.

So it’s a terrible, superficial mistake to consider “twitch” as just “aim and click”. The player who made the video is complaining about the blaster bolts following the target, but he is not complaining because it’s simply ugly to see. But because this implies that the movement, positioning and range are elements completely irrelevant in the game.

This is why I believe that the very first priority should be about readding some of the elements I listed above to the gameplay. And it’s also the reason why the current games try to incorporate more and more of those visceral elements of the reality, like the physical consistence and all the new physics engines that are now trivialized as nothing more than a trend. And this is also why I believe that Prey is an extremely interesting game that will introduce some truly new and interesting patterns into the genre.

Which also brings back to my: “The graphic is the game”

These games need to renounce progressively to interfaces and abstraction to incorporate those elements (that cannot be lost or discarded) as a direct feedback and type of gameplay.

“Twitch” doesn’t mean that the game will be dumbed down. But a superficial implementation of twitch could do that.

Design as a practice of reality

With the whole discussion about SWG, a few recurring comments were resurrected. Which gives me an occasion to nail down the heart of the issue from my point of view and link it with both the critique to OOC-design and the problems of the interfaces and people’s expectations. Starting from my critique to Richard Bartle and concluding with the medium and its future possibilities.

Megyn:
No man, lack of jumping is a serious problem. To this day whenever I get asked about guildwars or SWG: “You can’t jump” is the only answer I can come up with. A 3d game that you can’t jump in. Fuck dude, you could jump in side scrollers.

But the problem is beyond that. The lack of jumping isn’t the problem, it’s the symptom.

The observation about the side scroller is perfect, a comparison with a MUD would fit even better. The perception of the space is one of those unique strength of this medium (as 3D game environment). People NEED this because the perception of the space is strongly deep-rooted in the expectations we have about games. And these games must provide patterns we can racognize and feel at ease with (and not just formal system abstractions) or we would just underutilize the potential of the genre, as Raph would say.

Now the problem of the jump doesn’t exist on it’s own, but it’s the sign that the game is “nerfing” a fundamental element. If this was math we would deal with a postulate. Something we cannot argue about and that we cannot disrespect.

Just notice this: both in GW and SWG the players don’t complain just about the jump, but about the jump as “symptom” of the perception of the space.

In fact: in SWG what is annoying is the impossibility to move through even a minimal barrier, while in GW is the impossibility to move where you want and always feeling “trapped” in a labyrinth that continuously tries to stop you from going where you’d like to.

So the problem isn’t because “people like to jump”. But because people expect to use this action as a “creative” pattern to solve a situation. While the game itsef *forces* another solution that isn’t felt as direct, intuitive and natural.

It’s not so different from how people get pissed off at the “monster closet” in FPS. The designers force patterns that the players refuses to accept.

Merusk:
The lack of any kind of functional jumping in a 3-d world is stupid beyond all measure. It reduces the world to nothing more than a side-scroller. “OOps.. twig in the way, have to go around.”