It has to be the players

Recently there was a discussion about the relevance of the “story” in a mmorpg that I haven’t considered directly because what was being said was obvious and I didn’t feel like adding something.

Now there’s another excerpt from the NY Times article that adds to this argument and allows me to offer another point of view:

“It’s the difference between an immersive experience and a mechanical diversion,” Mr. Metzen said. “You might spend hundreds of hours playing a game like this, and why would you keep coming back? Is it just for the next magic helmet? Is it just to kill the next dragon?

“It has to be the story. We want you to care about these places and things so that, in addition to the adrenaline and the rewards of addictive gameplay, you have an emotional investment in the world. And that’s what makes a great game.”

No, it’s not the next piece of loot, nor a linear, fixed story. The story is zero. Yes, zero if it doesn’t add to the gameplay. If the setting (and the immersion that Lum discussed) doesn’t become gameplay, doesn’t defines rules, doesn’t become interaction.

What keeps players coming back? The community:

Lum:
And now we come back to MMOs, where their particular form of pattern involves other people being involved. If you ask any dozen MMO enthusiasts which MMO they prefer the most (or, depending on how jaded, despise the least) and you will get a dozen different answers. Because the dirty little secret that designers don’t want to admit is that the actual game is completely irrelevant! No one cares, really, how well the pattern is crafted. Because what brings people back to MMOs isn’t the game, but the people within. No computer can come up with AI unpredictable enough to emulate your average bazaar shopper. Which is why, if you ask those dozen people which MMO they prefer, you get a dozen different answers. Because it’s where they are from.

So what does all this have to do with anything? Well, reading the links I started with, I read a great deal about the minutae of design theory. Gamers want their games to be hard! No, they want them to be easier! More casual friendly! More aimed at the core!

No, gamers are going to be bored. Because these things run on computers, and no matter how many pixels you cram into the pixel people, they’re still just pixels. Now, the community behind the games – they’re not quite as pixilated. And maybe perhaps that’s where we should be focusing.

But while this is fascinating and positive in a way that makes everyone agree, it’s still not directly useful from the ‘desinger’ point of view.

How you build a game that enhances this basic aspect? How you build the rules of the system so that the community grows strong and involving? I wrote many times what’s my point of view (like the “communal goals” debate) but the basic trait is that the setting, the story, the immersion, these elements together must go in the hands of the community.

Beware, it’s not about unloading the work to shape the world (aka: building content) on the players, like Smed suggested here below. It’s about shaping an interesting world but then immersing the players so that they interact with what you created. PvP, construction of cities, conquest of territory, politics, administration of the properties etc…

You can build a wonderful story and setting but then you don’t let the players glide on this like on rendered background in a SquareSoft game. The players must be THERE. They must interact with the content you created. They must affect the rules of the world. They must make the difference.

All within a closed system where the goals are set. No fancy sandboxes exploding out of control, but diverse tactical elements planned by the devs to follow precise rules. Still interactive and deep for the community.

Shift the focus to the setting and immersion, but not in the form of pages of text. Focus on: Interaction, living world, control, conquest.

This article doesn’t make sense

This article doesn’t make sense but I believe that if you have the patience to read through it you could discover, or at least focus better, some core elements of game design (sorry for the amount of text but I’d still be interested in feedback).

This is an article that I started to write with a few points to follow on my mind. Through progressive and direct simplifications I try to reconstruct World of Warcraft success from the perspective of game design and the theory of fun of Raph Koster. The “mistake” is that while writing all that I finished with completely different conclusions. So this is a comment about the article. I began comparing MMORPGs to ‘hot chicks’ and it’s where I did the mistake. An hot chick is a monolithic goal, it comes all together. The basic difference with WoW is that this game is fragmented into an infinite amount of mini-goals. It’s pulverized.

While I started to focus on the “lack of challenge”, I discovered, going on, that WoW doesn’t need any form of it. Because what matters for the game isn’t the depth or scope of a single goal. It’s not important the challenge factor of it. What is important is the sheer number. So we have a game shattered in an infinite amount of mini-steps where each is just slightly dispalced. None of these goals is out of reach, so none delivers frustration. It’s accessible. At the same time the pulverization allows the game to be vary, so with the ability to renew itself through what is the classic grind but perceived in a completely different way.


MMORPGs are like HOT CHICKS! (or not)

The topic isn’t really a banalization, it’s simply true. Everyone knows, without me explaining, that a girl that doesn’t show interest for you may become way more attractive and appealing than a girl that is after you and it’s all over you all the time (well, maybe I shouldn’t write this when the possible readers are all geeks…). The reasons behind these behaviours aren’t complex, it’s about a ‘desire’. A desire, by definition, is something we do not have already. This is why we look a magazine with an hot chick, or dream about an expensive car, or like super heroes who can fly and blow things up. We desire what is there, but slightly away from the range of our actions. At the same time the object of the desire loses this quality when it comes too near. When it’s within the range of what’s already available, the object of the desire isn’t anymore so. It vanishes. The desire is fulfilled. Not so interesting anymore because we can desire only what isn’t already where we are. So it’s about a space. A displacement.

MahrinSkel:
For the first time we have a definition of “fun” that is useful in an engineering sense. We can use it to direct our planning and evaluate our results, we can agree on methodologies for achieving and measuring it, and so on. I’m just saying it can’t be complete, because there are forms of fun that it can’t account for.

But it may point the way towards others, for example what he describes is ultimately an argument that the feeling we describe as “fun” is our brain’s way of rewarding itself for figuring something out.

The ‘jump’ I want to do is to tie what I said here again with the argument of Raph’s book. “The theory of fun”. The basic point where I completely agreed is that the pivot of the whole dynamic is “learning”. Learning is the core of everything. Learning is about a movement, it’s again a displacement, it’s an history. You were here before, now (and hopefully for the future) you are there and you’ll move again further. To describe all this I often imagine a man and an area. The man is at the center of this area but the area isn’t absolutely uniform. This area, from the center to its limits, is the space of possibilities of that person. The things that are “easy to do” are those near the center. They are at “arm’s range”, they are trivial, they aren’t compelling and lasting desires. As we move away from the center the difficulty increases, each new point will require an hard work, a commitment.

I believe that men are lazy. This is why the evolution needed a tool to push the men to do something, or they’d sit on their asses all the time. No really. This is a principle. The desire is simply a reward that makes the brain work. So it’s the fun. It’s the carrot on a stick. The carrot is there so that it keeps us moving to reach those points in our space of possibilities that are far away. The “Theory of Fun” of Raph plugs in here. I believe that something, to be fun, must be within the space of possibilities. The best fun possible is about something that IS possible. The best reward, for us, is to achieve those type of “conquests” that are near the border of our space of possibilities. It must be *hard*, but at the same time it shouldn’t move outside that space, or it becomes frustrating because we see it too far away (the perception of impossibility is equal to frustration, see the disclaimer of my site). The challenge of a game designer isn’t easy because peoples aren’t all the same. Something hard for me can be extremely easy for someone else and this is one simple reason why it’s hard to balance correctly the games. Even in the best case you need a ‘target’ that you assume as your audience. One of the reasons why the “marketing” isn’t completely to wipe as an element in the development of the game. The target defines the game because the target is the model on which you’ll calibrate the fun.

Now I link all this to discuss World of Warcraft again. This game lets you play it. It lets you love it and it doesn’t stab you whenever you do a slight mistake. Many have stated how easy is powerlevelling and I also directly attacked the trivialization of the content in the instances. Is it too hard? You can still call an higher level player and do it easy. This type of approach permeates the game. I already stated that this is directly a renounce. A renounce of challenge. If you set an objective without any form of rules, the challenge doesn’t exist. Because it’s a choice. You have to choose to enter an instance and NOT group a player high enough to do it easy. If you want the challenge you’ll have to deliberately group with lower levels characters and refuse to group someone a few levels higher. But this breaks the model because the challenge is by definition something you CANNOT choose. When you choose it you have control on it and when you have control on it you lose the property of a challenge because it is, again by definition, something that doesn’t depend on your direct choice.

So, again, words have precise meanings and “challenge” has the trait of “not a choice”. This trait becomes often a “rule”. By definition a rule is an imposition, something that comes before and you have to respect. In this case the rule is “not a choice”, so it’s about a rule NOT set by you. Where this leads? It’s simple. Challenge, in a game, is an imposed situation, within strict rules, that the players have to “solve”. They have tools and they have to use those tools to win. The more a developer has control on the situation, the more the difficulty can be calibrated. So the result is more or less fun as per above.

My conclusion is that WoW breaks many basic rules. The ease of powerlevelling and the lack of any form of restriction in the game makes the challenge a choice, so bland. It’s not how you do something, it’s that you do it “nonetheless”. The challenge in WoW is never an obligated path, it’s just a distance to cover, from here to here, from “x” experience and loot to “y” experience and loot. One-way, without returns (loosing progression is worst than frustration because not only it’s hard to learn, but you can also “forget”). The ease of the game made it insanely successful because what was before out of the space of possibilities of many players, now is within (like the ease of solo). But on the long term WoW is the type of woman that always please you, always says yes. It’s there for you, giving what you desire all the time. It’s easy. It’s at arm’s range. It becomes something you have already. Eventually.

It vanishes as a desire. This comment I’m writing is the result of the complaints about the endgame in WoW. What is a MMORPG in its true nature? A game where the players pay monthly. -> What’s the real purpose of a MMORPG? Keep the players in, so they keep paying on the long term. -> What’s the easiest way to keep them doing so? Take the gameplay of a single player game and stretch it so it will take a lot of time to finish -> a timesink.

Obviously I do not believe AT ALL that this is the only possibility but what I’m saying is that WoW is no different. We imagined it was but the endgame will reveal that Blizzard is still using a broken model. What happens when you are level 60 in a game world where the challenge is a choice and where the desires are always possible or accessible, eventually? That you need a type of gameplay where you HAVE to offer a real fun. The real fun is a real learning process and a learning process means a type of content that is always vary, always interesting on completely new premises. This is equal to -> an insane amount of work to pile up, reinvent and shape up the same standard mechanics of combat and encounters. The system cannibalizes itself because it devours the illusion of the timesink. There isn’t anymore an artificial boundary that prevents us to reach the next point. So WoW is more fun than a grind, a step forward. But to keep being fun in the long term it needs to avoid repetition and the repetition by recycling the same type of content is impossible, again by definition.

How many types of encounters based on the same mechanic they can possibly invent? How many different items they can push into the world? How many baits? This is where we finish at the end game. The 60 levels are indeed filled with fun content, at least if you tackle it at a right pace without an indigestion. At level 60, though, you’ll face what was pushed forward till that point: the lack of challenge. It has already been stated everywhere that all you do at level 60 is about hunting down that particular phat leet that drops in 0.1% of the cases. Guess what? Repetition. You’ll return here again, doing the same stuff a billion of times. Just to get the new carrot, again repeating the same mechanics.

The revelation is that they overstretched a model that didn’t fit in the beginning. It’s the best MMORPG to date but still founded on the same wrong premise done better. They just engulfed an insane amount of players that were out of the genre by tweaking the premises and following a plan that made sense. They made the game a possibility for those players that couldn’t play (hardware requirements to begin with). With a challenge based on achievement more than gameplay, but achievement that looks diverse through a well-thought quest system. There are so many steps, all these steps are accessible and vary. So fun. There are always more to achieve.

But the end? The end is a wall or an infinity. They are assimilable. It doesn’t directly matter. The point is that they didn’t solve the problem. A MMORPG is still an overstretched game. A game with an insane amount of content but still a game based on the same premises. A fat game but not a different game. The cliche’ returns in the end game. You’ll start to repeat stuff, you’ll see insane drop rates. Now they can rise the level cap, add tons of stuff to do but it will be again about overworking and overstretching. The game will become more and more fat and all the challenges will become less and less diverse. And back at EverQuest. Gaps between the players in a game with 100+ levels with better mechanics, better graphic, better atmosphere and all the rest, but still EverQuest.

So. Can a MMORPG really become a MMORPG? A genre with a specific quality that isn’t just about being fat? Offering a type of depth that isn’t about a timesink, a repetition or an infinite ProgressQuest? A real challenge? WoW is again a game that offers you all it has. It pleases you, it doesn’t trick you artificially away from the baits with the timesinks. So it’s more accessible because the desires within the game are always possible, more fun as a consequence of this and, so, more successful. But despite it does a step forward in the performance, it still does nothing to solve the “riddle”.

Or maybe there’s no riddle to solve. Blizzard found the perfect recipe through a pulverization of goals, all possible for everyone. The game sucks you in with just the pretence of leeching money for as long as possible. From as many peoples as possible.

The Filth (garbage)

This is long.

I archive here a self-discussion about SWG, about writing blogs, about the armchair designer, about being a loser, about the frustration, about the passion, about combat systems, about the ‘virtuality’, about organization and observation, about self-consistency, about the communities, about dreams and nightmares.

Hopefully hidden in the “read more” link on the right so that it won’t contaminate the rest (if there’s still something uncontaminated around here).

Geldon:
If I were in charge, I’d be solely tempted to halt development on SWG and work on SWG 2, and this time redesign the flow of the game from the ground up to have the same kind of pulse-driving lightsaber and blaster action that KOTOR has.

Everything can be fixed with some dedication. A few adjustments in the core points can already improve the game by far, then getting more time to start addressing the roots.

Considering their plans, like the new PvP system and the changes to the TEF, I believe that they are still going in the wrong direction, maybe even worst than before.

Geldon:
Heh, it appears we’ve swapped positions. I seem to recall it was me debating with you that SWG’s combat needed balancing, not a total reimplementation, at some point in the past. Now I’m suggesting perhaps nothing short of a pre-release redesign may do the trick to make SWG’s combat exciting and you’re telling me that SWG just needs a few good adjustments?

Raph Koster:
(as a provocation)
What would be the right direction, to your mind?

My point of view is unchanged. What I write about the class system and the combat system still applies.

Recently on Terra Nova Jeff Freeman wrote:
“SWG’s creature handler is a profession which satisfies a variety of interests, for example. By comparison, other systems are less appealing, or appealing to fewer people.

I think we should have designed every profession and every activity with the idea that it should satisfy multiple motivations. I believe that would have given them all more depth.”

And my reply confirms what I wrote on this forum long ago:
“Or maybe transform these relatively closed professions into different roles that can be impersonated with the same character. So that I could chose to have one role in the combat, one role in the social aspect, one role in the crafting and so on. Including and delivering all that the game has to offer.

As discussed on Grimwell months ago.”

About the combat system I always criticized that it must feel as ranged combat with weapons instead of Pie Wars under hallucinogens. Same stuff I wrote on F13:
“The comments are obvious. Before this conquest system matters the combat itself must be fun and interesting on its own and ‘feel’ like a proper combat system instead of a misplaced simulation of Pie Wars with hallucinogens (that again is the aim even of this combat revamp, like I commented on its thread).

But on what is based the conquest system? You can really conquer terrain and destroy sturctures? Or it’s just another roleplay into the roleplay where you have to pretend you are controlling this zone so that an ‘x’ more amount of NPCs spawn somewhere else?

Obviously this would be a wonderful idea for the game we expected. Believable range combat, fighting around structures, combat with vehicles, turrets. Organizing squadrons, strategies, moving troops. Blow things up, conquer bases, fight within them, shooting from behind windows, taking cover.

I guess this is still a distant utopia.”

The TEF system needed to be adjusted in the annoying parts, not dodging those problems and bypass that design choice to go back at the separated models.

Obviously all this is about the cheap commentary. But I’d like to delve if it was useful. For example, imho, the very first step for the combat ‘revamp’ should be a rework of the interface and the controls, along with the animations. Most of the problems of SWG are in the ‘feel’ of the character, how it moves, how it interacts. The combat in general must be redefined in this feeling. It must feel real and not again that formal system dressed with graphic that Raph is still pushing forward.

Once the basic of the controls are redefined the gameplay should be revamped to shift its focus more on the elements of ranged combat that can be translated directly in the game. Work on the arcs of fire, work to give a role to the environment and so on. It’s a start and there’s no definite end. Just a long list of progressive stages.

About the classes it’s the same. Replan them into three groups as we already commented, redefining the roles so that the same character can access various sub-sets of activities but still with one role each (one role in crafting, one in social, one in combat… etc..).

With the resources they have you have NO LIMIT. The core point is how to employ those resources at best and I simply have a different opinion of what should be done and how it should be done.


To add a few other ideas:
Sometimes I fancy about ‘interviews’ for a work in this industry. And I imagine general types of questions like “If you had to pick just one element of a mmorpg that you’d consider the most important, which would you choose?”

My imaginary answer to this silly question is: “The LFG system.”

This is an obvious meta-link with SWG. The game has a terribly weak LFG system, one of those that you could remove from the game without saying and noone would notice. It was the first aspect of the game I criticized as I started to play and wrote on the old WT.o. In general these minor aspect are ALWAYS overlooked by designers while they are terribly important for how the game plays, for its flow and its life cycle.

An LFG system isn’t just a detail. It brings up a nearly infinite list of related issues. Each strategically placed in a core point of the design. An LFG system means reconsidering how your class system is built, in which cases the players need cooperation and how this cooperation works concretely. What the players feel the need to search? What they miss? What they have too much?

This brings directly to another aspect that SWG *strongly* needs: a reconsideration, reorganization and valorization of the content already in the game. One of the biggest flaws of the game is that you don’t know how to access most of the content. You don’t know it exists, you don’t know where it’s located and you don’t even know why you should go to see it (why you need it).

All these aspects need to be reconsidered, they need to be analyzed and organized. Build a table to show where are the strengths and the weaknesses and how to organize everything to improve the general feel. To offer and show clearly to the players what the game has to offer, without hiding or trivializing it.

So the “LFG system” isn’t anymore a detail with zero relevance for the game. It becomes the *final* result of a long process or reorganization of the elements already in the game. This brings to the actual changes to the game only on a very final stage because 90% of the work is pure design and organization.

From the result of all this you’ll have the traits that your LFG system needs. So you build it and you’ll finally organize the content itself so that it isn’t anymore wasted, dispersed, ‘mudflated’ and forgotten.

This is a rough demonstration of RADICAL changes that don’t involve a direct work on the game (as coding, production of new content, new art, animations etc..). The replan of an LFG system, from my point of view, may have a STRONG impact on the game, along reorganizing the content, the roles of players, the classes and all the various interactions. And without the need to build a NEW game, without recoding directly everything and all the rest.

Also. When I say that the game need just a few, well-put changes, I don’t mean that after you do those the game is perfect. I just mean that if I was “in charge of everything” I’d NEVER wipe off what they have already to begin from zero a whole new game. Instead I’d start to work with different layers and stages. At the end, in the long term, the game will be completely different but capitalizing on what I have already available.

(and I also wrote just maybe the 10% of what I was thinking because for example I left out another important layer tied to the LFG system: the ‘consideration’ system. It’s another topic I was thinking about recently because it’s not a problem of SWG only. Eve-Online also has no form of it. This because I was thinking again to WoW. WoW not only solves perfectly the problem of the /con, since it has the levels but it also solves directly all the (connected) problems I rised above. How you organize the content? How you valorize it? Why the players need each other? What exactly they need from someone? How they can they find each other? Where they go to meet? How they know if someone else can use their help? Why they should help someone else? etc… In a (infinite) list of correlated questions you touch every single aspect of the design of the game. The whole structure of the quest/zone/travel/public channel systems is the very final result.

For example it will be HARD to come up to the same good design of WoW in SWG. Why? Because WoW is extremely focused, SWG not. You have to level, everyone else needs to level. There’s loot and experience. All the questions above have DIRECT answers because the system is focused. You know what the players will do, you know why they’ll build groups, you know what classes they’ll search, you know in which zone they’ll go at a precise level, you know which quests they’ll do. Etc… What is the consequence of these observations? The consequence is that zone-wide public channels become an optimal way for an LFG system. Because the zones of the game become “boxes of content”, directly organizing and grouping the whole server population within a precise level range. The quests in that zone will form a few, organized and easily manageable (both for devs and players) list of quest-lines. So the parties will be organized following this general plan and you know directly, as a designer, how to develop the content, where to put something soloable, where to put something for groups, the types of the reward you should offer, consider the downtimes, place down on the map the NPCs quest-givers and so on. you can regulate the social interaction, you can regulate the quantity, quality and ‘flow’ of the content, you can regulate how to show this content to the players so that they are aware of it and are willingly to experience it (for example by showing directly the final reward with all the stats on the loot clearly visible).

The “organization of content” is again strictly tied with all this. And in SWG you need a completely different work (hence the reorganization). Because it’s way harder to define the classes, this makes way harder to define how the groups interact, this makes way harder to define where they’ll meet, this makes way harder to define where you’ll place the content and how you’ll instruct the players so they know why they should desire to see and experience it, this makes way harder to define a proper /con system (a re-iteration because the /con system directly defines what type of character a group needs, how many characters in total the group needs to face the encounter and so on…).

At the end all this makes way harder to define how you’ll build a proper and useful LFG system.

If all those points are correctly analyzed, considered and restructured, the game will make a *significant* step forward. The game itself will know where are its own strengths, what it lacks, if its social aspect is fun enough to involve the players and, finally, where the development should focus to make the game evolve and improve its success.)

(and about the consideration system: my point of view (and I know that SWG has already one but, yes, as poor as the LFG system) is that this difficulty of not being another EverQuest should be directly considered. So the design solutions that will come as a result of the observations I described above should be completely different to the structure of other games. I believe that it’s directly from those core differences that SWG should draw its own personality and specific traits. Exactly the opposite of imitating other genres and other designs. It’s not a case that I dislike the direction of the game. To find the fun you don’t start to develop dungeons and offer ph4t l33t as it happened after the launch. For me SWG failed at that point, when, instead of learning from its mistakes and start going in its own *unique* direction, it began to copy the other games, hoping to please and content the general audience, offering this and that in “bags of mess” without a clue and an aim.)

So this message became more like a stream of thoughts that noone else aside me will be able to follow, maybe I’ll try to rewrite it in the next days to pick each point and explain it more simply and logically. The conclusion probably ties with all I write above only in my head:

I wouldn’t criticize Raph because the game ‘sucks’. I’d criticize him because he stepped back. The mistakes are the health of every process, SWG needed even more a precise direction, analysis and plan *after* the launch. It needed even more a unique trait and personality.

Raph stepping back (it doesn’t matteras if as triumph or not) has been, from my point of view, the biggest loss for the game. No matter how much I criticize his design and his approach.

Maybe the real way to improve the game and transform it in a phoenix would be about putting at the wheel both Raph himself forcefully along with a designer that hate his work on the game. The result would be amazing :)

fallingdownv:
I was actually always amazed by the group gathering tools in SWG. I mean come on, you can search for people to play with based on blood type! If that’s not a LFG system, I don’t know what is.

Idiocy, maybe?

fallingdownv:
Not really sure what that means but I’ll take it as an insult if that will make you happy.

As you wish. If you actually read that long post I write you’ll understand that my point of view of an LFG system is the end result of a long and complex process of evaluation and reorganization of every element of the game.

The fact that in SWG you can search for a blood type is the exact demonstration of how they NEGATED the process I described.

CmdrSlack:
EDIT : Bonus points — Actually list them in detail as opposed to just blathering on about how you’ve posted a bunch in a ton of places.

The difference between you and me is that I read and remember what other peoples write. I remember what Darniaq wrote, I remember what Geldon wrote, I remember what Dundee wrote, I remember each single word that Raph wrote. I follow all of them, I hunt the comments, I make my own opinions on those words, I remember them and I value them.

I do not feel the need to rewrite everything every two month because the history has been wiped again and the same arguments are being brough up and the exact same stuff has to be repeated and then forgotten one month later to be again rediscussed the month after.

You can tell all you want that my idea are crap but you CANNOT tell me that I just criticize for the sake of it without having my own point of view.

I criticized already the details and I’M NOT going to rewrite everything I did in the last year AGAIN so that peoples can have fun mocking me.

The details you want are there for those who are interested, those who cannot see them are just those searching something to mock me.

– I’ve said how the classes and roles need to be reorganized in the game
– I’ve said why the forced interdependence of the classes to stimulate the socialization is a broken model
– I’ve said why the previous TEF system works better and should be improved without going back at Trammel/Fellucca
– I’ve said that the fancy effects in the combat system do not fit
– I’ve said on which gameplay elements the combat should focus
– I’ve said how the interface should be reorganized
– I’ve said how the controls and the concrete feel of the character should be redefined
– I’ve said how the meta-game of the proposed conquest system is weak and not consistent

But who cares about SWG? Mocking me directly as a person, dismissing all the possible arguments is way easier, more fun and less demanding.

Remember, you are here for a good laugh after a day of work, not to discuss game making a too serious face.

I’m here to please you.

AFFA:
You definitely have your own point of view, but I sometimes find it difficult to follow.

That’s my own problem I know already. I try the best I can since I have no advantage at being obscure. There’s the problem with the language and there’s also the fact that the struggle to be understood I finish to write too much. As an example Margalis on F13 was able to write effectively and directly in a few lines what required me many pages of explainations (the discussion between MUDs and graphic mmorpgs).

AFFA:
I have also noticed that while you have good insights into a game’s problems, your solutions tend be vague.

Because to go in detail I’d need a lot of work, think more, plan more, write more. Is worth it? Often what I write is to test the terrain, if I find useful to delve, I do it. I like a lot roleplaying the designer and suggest concrete ideas, not long ago I posted an idea for a combat system for an ideal mmorpg. So I’m vague because I put down a general direction of how I’d approach a problem. This doesn’t mean that I don’t want to delve, it simply means that I want to see before if it’s worth the struggle or not.

The other problem is that to not being vague about the general design of SWG, in particular, I’d need a lot of informations, data and studies I do not have now. My playtime within the game is terribly limited so to go in detail I’d need to study directly the whole thing, like Darniaq did. This is the direct reason of the second message I wrote about the LFG system. It’s an approach I described but I don’t know where exactly that approach will bring. The result comes from data I do not know/I cannot have access.

AFFA:
I can count on one hand the number of times I’ve seen someone post a proposal as detailed as a good design document on a gaming forum.

The more I know a game and feel less as wasting my time, the more I do this. I planned and wrote a lot of stuff in the past about both DAoC and WoW. The point is to see where it leads, peoples in general don’t like to read a page of hypothetic design if it doesn’t come directly from the real devs and it just become a self exercize that brings nowhere since you cannot see what was good and what wouldn’t work.

So I like to do this in the rare cases I feel like contributing to something since it’s ,in general, just a waste of time (and I’m the first to notice the flaws and reshape completely my own ideas after time passes and I notice different points of view).

AFFA:
I often have a “feel” for how to fix a problem, but the precise details are something I’d have to work out with a spreadsheet or playing a few hundred “games” against myself. And if I did that, I’d probably find some flaw in my reasoning and have to refrain from posting, which isn’t as much fun. While I care about on-line games, I usually don’t care enough to do serious analysis. There are exceptions, of course, and I’ve sent extremely long “analysis and solution” pieces to game companies and forums before. But I prefer playing games, even semi-broken ones, to doing the work necessary to figure out how to fix a game. Perhaps this is another reason that I am no longer in the industry…

For me it’s just a division between wasting time or not. I prefer a lot more the creation process of games instead of playing them directly. I pass a lot more time reading and thinking than actually playing but 99% of the time I also feel like wasting my time since:
1- Whatever I can figure out has no use aside the one of thinking more (so recursively worthless)
2- I cannot even objectively figure out whether what I thought can be useful or not

So my attitude about going in detail depends on the purpose. If I feel that defining my ideas about SWG (for example) and working on them and then explaining them is just for the purpose of having a chat to be forgotten two days later, well, I give up and like better a superficial point of view to ‘dictate’ a direction that goes along my point of view.

This can surely be useful fro myself. Because discussing directly is already a way to learn, shape ideas, change the point of view and all the rest. But then it falls again too easily on the “wasted time” pit.

I could spend a lot more time to examine things and shape better the zones of my ideas that are more nebulous but I feel like doing that only once I can see it going somewhere and I prefer remaining on the surface (that still matters because it still defines the approach I’d take) in those cases that I do not find useful or stimulating for me.

Raph wrote recently a book because he felt the need to research something, delving more into it. Chances are that he had already a general point of view on that topic and the book was an optimal way to make previous ideas clear and make new ones. It’s also obvious that he felt the need of this ‘process’ because of his work. Because what he did has a purpose and so he felt like dedicating his time to it.

AFFA:
Most of us don’t have photographic memory. I can remember some of the details of your previous posts about SWG, but certainly not all of them. I probably haven’t read many of them. Many people only read one site.

The discussion we had was shaped in a very similar way. I do not know the game but I believe that, as a group, we were able to define and agree on a few core points. I’m also sure than right now each of us will have a completely different way to realize concretely what was discussed.

Again I contributed describing a general approach, then using directly the details Darniaq was suggesting me to delve on a problem I didn’t know directly.

So it wasn’t and still isn’t important for me defining in a precise list how to organize the professions. I don’t have directly the competence to do it and I know Darniaq can do that 10 times better.

What MATTERS FOR ME, is about defining the approach. Once you have the right approach and we agree on the principle, the concrete work will be good no matter what. And this brought directly to the quote I reported:

Dundee:
SWG’s creature handler is a profession which satisfies a variety of interests, for example. By comparison, other systems are less appealing, or appealing to fewer people.

I think we should have designed every profession and every activity with the idea that it should satisfy multiple motivations. I believe that would have given them all more depth.

HRose:
Or maybe transform these relatively closed professions into different roles that can be impersonated with the same character. So that I could chose to have one role in the combat, one role in the social aspect, one role in the crafting and so on. Including and delivering all that the game has to offer.

The CONCRETE implementation of these principles depends on a lot of related data that I do not know. If now I start to build a concrete plan without directly studying all the other tied systems I’ll just confirm directly that I am CLUELESS.

Because what I’d build maybe works perfectly on those core points I defined, but breaks another long stack of other stuff that I didn’t consider because I haven’t researched them.

So, what I mean? I mean that discussing the approach MAY be useful in the case Raph or someone else read it. Because then they can use directly those ideas to study THEMSELVES the concrete solutions. The discussion becomes relevant and each can draw a personal conclusion as a result.

HRose, instead, doesn’t have access to all the data, the team and the concrete work to really hope to be able to define a concrete design that works flawlessly without even a concrete test and adjustments.

So I discuss on the idea-level because it’s the only level I have access. It’s the only level that has remotely an impact and it’s the only one where I directly do not waste my time.


To continue about the problems with the classes. What we discussed was simply about reorganizing the professions on different guidelines, following concretely what Dundee wrote.

The problem with Raph is that often discussing with him is like going against a wall. You cannot say anything because he *agrees* with you.

So when we discussed the playstyles and I stated that the MISTAKE is to design and shape the game around those playestyles Raph replied saying that NOONE does that. Considering the playsyles happens only after.

In a very similar way he commented on F13. Someone remarked that SWG was awful because of the feeling of the grind. His reply is that noone would ever design something deliberately as a grind.

How you counter this comment? I simply said that you CANNOT state this in a game where something called “hologrind” exists. How can you define it if not as “deliberate grind”?

The reasoning is the same about the class system. We have THE WHOLE GAME built to offer “units of game”. There’s the social aspect, there’s the economy, there’s crafting, there’s the combat etc…

While you can mix various roles and profession the game is still built as a focused appeal. You need to choose directly which section of the gameplay you want to access. At least without resetting your skills and starting over.

This is, from my point of view, BAD.

The reorganization of classes we defined on this forum was aimed to put a line between roles and playstyles. It’s GOOD to define different roles within a playstyle. So, taking the fantasy as an example, I can experience the combat in the game as an healer, or I can be a tank, or I can be a bard.

The gameplay will change so the experience will be different for the bard, the tank or the healer. BUT THEY ALL can go *together* and experience that playstyle.

This breaks in SWG because you don’t choose just the role within a system, but you HAVE to choose which system you can have access to.

I DO NOT want to be only a crafter, only a fighter, only an explorer or whatever. I WANT TO access ALL the content the game has to offer. Not only I’ll be more pleased and happy about the game, but the resources of the game itself will be better shown and used.

And we are back to the original mistake, using playstyles to structure the class system. Something that Raph negated but still did concretely (same as with the grind).

A reorganization of the classes is about letting the players pick roles within each system. Pick a crafting role, pick a social role, pick a combat role. But all on the same character and at the same time.

EVERY DAMN PLAYER MUST have access to each of these systems. Each player then needs a specific role to choose within each system. So one role in the combat (these roles should be redefined from zero with the CU since I’m sick of seeing healers, tanks etc… in SWG), one role in crafting (tailor, armorcrafter, weaponcrafter etc..), one role in the ‘roleplay’ (dancing, playing a piano, playing a pipe etc…) and so on.

The mistake was forcing the selection at the development level. Instead of letting the players themselves choose if they like to focus on a particular system like combat instead of crafting. The access to each system should be completely open for EACH character. Then the players will chose if to focus a bit on everything, or just the combat or just the crafting.

At this point the CONCRETE implementation of these ideas isn’t easy and would need a massive amount of work and research to mantain ther game balanced and build the new groups correctly. But this work is USEFUL only in the case SOE decides to concretely pursue this strategy.

ONLY at that point the concrete work and design begins. Before it’s just wasted time.


Also, on a personal level. When Raph ‘asked’ me on this thread what I’d do since I seem just to push out critics, well, I felt exactly as one year ago.

One year ago Lepidus (“Wish” centent/story designer and promoter of the whole “roleplay events” stuff) contacted me on IRC to ask my point of view on what they were working. Expecting to find me pleased.

This after TWO MONTHS AND SIX HUNDRED *LONG* POSTS where I described how ridiculous was to ditch the PvP approach and all that Dave Rickey did to go with the idiocy of live events and GM-driven content.

If what is being done is *completely different* from the point of view that I wrote down for various months, you really cannot expect to find me happy of the result.

I mean, I don’t expect “wonder” if what happens in the development of the game is directly the opposite of the ideas I wrote down for months.

Sometimes I really feel like if peoples read what I write understanding the opposite.

Then they go like: “Hey, this is exactly what you asked.”
At that point I go in the berserk stance.

Geldon:
Put those last two paragraphs together and you’ll see why I’ve come to believe that nothing more than a completely different MMORPG will be capable of really pulling off Star Wars: The MMORPG.

Instead my opinion about the game is unchanged. SWG (and mmorpgs in general) was at launch and still is a building yard. Raph left it at the *beginning* and this was the worst hit and his biggest mistake (mistake for the game, then he is obviously free to choose to do whatever he likes).

While I do not like the game (I guess this is obvious) I still would develop and evolve it trying to capitalize on its strength along adding what it misses/does wrong. This is also why I’d expect my work to be aimed both at those players that still like the game and those who left (like me). More from the point of view of a dev than the game I’d like to build.

I’d develop SWG in a completely different way than how I’d develop WoW, for example. They are completely different types of game and MUST go toward completely different directions.

So I wouldnt choose to take it and transform it in EverQuest or in KOTOR.

Geldon:
So, what is a good direction? So far you’ve been doing a pretty good job of telling them what they should not do, but no definite answer on what they should do, specifically, about PvP and TEF.

I’ve wrote what I’d do (and to a large extent, including a lot more than just the PvP). *How* I’d do it depends on elements I have no control/do not know.

The TEF system is better than the new plan for a stack of reasons. Quickly I’d say that it doesn’t makes sense from the roleplay point of view, secondly I believe in PvE melting with PvP. My approach to this would be about solving the problems that the players encountered with the old system.

To suggest directly the fixes I’d need to know and study the game better because right now I don’t have the knowledge of what exactly the players didn’t like of the previous system.

About the meta-game I said how this silly conquest system/territorial control is a roleplay within a roleaplay where no type of territorial control really exist (everything is virtual in SWG, nothing feels concretely and again we fall in an hallucination with no self-consistence, I wrote about this here). You just assume to ‘win’ and know that some more NPCs spawn somewhere else. For me this is weak, not compelling, not consistent and not fun.

Want the territorial control? So do it, allow the players to conquer cities, allow them to fight for the zones, allow them to attack a city and destroy it etc… Territorial control means this. The extent and the concrete implementation of the various elements that you can use as gameplay (combat veichles, using the strucutures as a real 3d fighting environment, strategic warfare etc..) depend again on informations I do not have. The client, the server, how much coding requires a specific new system, design implication, PvP and PvP contrasts etc…

The combat system itself again STRONGLY depends on what type of work can be done with the controls, how much they can be radically changed, how much the arcs of fire can become a design element, what type of twitch you can add, what type of strategic elements you can still use etc…

The first thing I’d do is about studying what happens outside, I know there are FPS games where you can find medics and support classes and still have fun. I’d start to study how to build different classes that work and are fun in a ranged combat with weapons and I’d directly avoid to transform a medic into a priest launching in the air a sparkling effect, DOTs, AOE attack etc..

All that stuff need to go or be reorganized to make sense. Again the concrete implementation depends on the resources and the possibilities.

I know where I want to go but the number and the merit of each stage of the development is a variable I cannot calculate or define.

Designing a complete combat system with the few elements I have would be just another worthless exercize that noone in this world would consider useful.


First, what you write can be easily dismissed as “WoW battlegrounds”. So I’d like to see something different, again because I believe games should differ and go into opposite directions.

My approach would be exactly the opposite. Whatever will happen to the PvP must happen on a concrete level and affect the world directly.

I agree that the faction population is strong balance problem and it surely needs to be looking at and fixed. Not with instancing though. If you have to search an inspiration go with Planetside. Build on each planet various “centers of operation” spreaded around, transform these into those battlegrounds with fun and deep, interactive elements.

To solve the unbalance you need to develop a new biniary system of resources. As an example the guards system can be one. So you can move NPCs troops around and use this variable element to already strart to address the problem. At the same time winning shouldn’t mean directly loosing, so you the conquest should involve a type of goal that you don’t loose directly as you gain power.

To limit this system you can use a similar strategy I thought for DAoC. Each faction has a limited pool or resources to use (in DAoC you can upgrade the keeps and the guards). This pool is fixed, it doesn’t increase, it doesn’t decrease. This means that if you have just one ‘node’ under your control, you can spend directly the whole pool into it. That node will become nearly invincible.

On the same level if you own all the ‘nodes’ on the planet, you have to use a bit of your pool on each. This means that you have to mantain many different and *weak* outposts.

What happens? It happens that large, powerful realms are hard to manage and lead. They are slow and chaotic in the organization. Instead a small commando group, well-coordinate can quickly start an hit-and-run strategy by assaulting each weak node and then hold it while it becomes more powerful.

Again the solution is to USE the unbalance. Make it FUN to play in the underdog faction, make it possible and compelling. It isn’t written anywhere that a fight needs to always provide the same original starting status to be fun. PvP is fun because of the unpredictability and because of the strategic level. The point is to include these instead of policing and closing the system, negating every type of variation.

Holding these ‘nodes’ can then be tied to the economy, the cities could be modified so that they can really become hubs that could finish in the hands of the imperials and rebels. You can jumpstart here a black market and add many different strategical elements that will include all the various layers of the game.

The opposite of isolating them and transform the game into a shapeless pile of unrelated systems.

Then you add the systems for the players. You start a ranking system, scoreboards, guild listings. You add the possibility to reach a status quo, mantain a role in the meta game and so on.

Again the possibilities are endless and again this is just an useless dream that will never happen and is not worth discussing (so just a loss of time going in a toilet).

So this is as far as I’ll go. I’m done here.


The original thread was here.

The Medium is the Message

This (hopefully) small entry is to save a few comments of F13 boards. The topic is the one I directly brought up when I commented Richard Bartle’s article and recently wrote how I’d like to see the genre improve and evolve.

It seems that this industry forgot all the basic lessons.

Margalis:
I really don’t understand how people don’t get this. Do you also see TV as another form of radio, which is another form of books, which are another form of sign language?

MMORPGS = Mud + graphics is as true as
TV = book + image & sound

It’s a foolish comparison that totally relegates sound, graphics and user input to mere window dressing.

Raph Koster:
It comes down to whether the graphics are significant in your moment to moment play of the game. If you could successfully play the game solely by reading the text putput, then yeah, the graphics ARE window dressing.

In MMORPGs, the main things that graphics have added are

– scenery
– discrete movement (which led to some behaviors like pulling and kiting, and greater awareness of proximity of enemies)
– ranged attacks

To this I added my comment:

I’d like to know your opinion because for me the evidence is how obsolete is the development of this genre.

This is the evidence of a glaring mistake, not an argument to confirm that the graphic is just a dress.

I hope you know who’s Marshall McLuhan, also.

Margalis was able to underline the same point I wrote here and on the previous long comments I linked at the top:

Margalis:
OK, but as long as you keep saying “MMORPGS are just MUDS” that will always be the case. As long as the nomenclature is MUD nomenclature and the “thoughtful” papers are all MUD-centric, that will always be the case.

Most of the writings that focus on MMORPG theory immediately boil down to talking about MUDs, so it’s no surprise that many of todays games are basically MUDs + graphics.

Then again, it’s also no surprise that people will say things like “I will never play a game without a Z-axis again” or “man, movement in COH is cool!”

You aren’t doing the world any favors by interchanging “MUD” and “MMORPG”, and I don’t see any attempt to actually differentiate them in the games you make.

If you think of a MMORPG as just a MUD, and you go about creating it as “hey I’ll make a MUD with graphics” that’s what you’ll end up with, and that seems to be your approach.

You get what you want, if the genre is obsolete and not improving it’s because this is what the current developers want.
They have the full responsibility of what’s good and bad. The overall judgement is a subjective point of view, the result is a direct choice.

Fluff (and interactivity) is fun

The last chunk of DAoC’s patch is interesting:

Herding Time!

Three new people have joined the realms of Albion, Midgard, and Hibernia and they have brought a new sport with them – Herding. In Albion, Pig Herder Stanley has taken up residence in the field south-southwest of Humberton. In Midgard, Tomte Herder Rufus has found a home north-northwest of Fort Atla and in Hibernia, Badger Herder Marcus lives next to Howth. The goal of Herding is simple – be the first team to score three points and win a prize!

[…]

This can be directly filed under /fluff. I haven’t checked but I’m pretty sure that some of the players will criticize this: so Mythic is spending time to add idiotic minigames instead of fixing the major issues in the game?

While I currently dislike Mythic as a whole and made a personal promise to never go back (to play) no matter what, I’m still able to appreciate and underline when something good happens.

Their continued work toward the newbie experience is *terribly late* but nevertheless good, this last ‘fluff’ addition is again a good direction from my point of view. It’s time that these game LOSE the focus they have. Add more elements to the game world to make it live, to make it become more interactive. The focus is good to improve the direct potential but shouldn’t become a leading plan. The game world should be improved on different fronts. The fluff is one of those.

Instead I’m critic toward their form of fluff. An isolated minigame is limited in the scope. I’d work toward adding layers of interactivity that aren’t limited to a small arena and a digression from the rest of the game. You achieve a lot more if this fluff is coherent with the rest of the game world and part of it. This fluff needs a legitimation, a ‘promotion’ in relevance.

One of my ideas about my ‘dream mmorpg’ that I still haven’t written in detail on this site and that is directly inspired by Achaea (a wonderful MUD) is a ‘butterfly’ side-game. Not mini-game but side-game. These butterfly could become a possibility of interaction that is coherent with the structure of the rest of the game, in a similar way as World of Warcraft did with the crafting professions.

You can get butterfly nets from special NPCs and then you can wander in a zone to ‘hunt’ the various types of butterflies, from common to the most rare. The idea is to improve what is already in Achaea and build on it thanks to a three dimensional type of interaction. The various butterflies will spawn more or less rarely, will move and swirl at differents speeds and fly at different heights. The fun should come directly from hunting them, using rocks and jumping to hopefully catch those flying too high, tracking one for long, hoping it will climb down a bit and enugh to be at your arm’s range and so on. The type of interaction isn’t anymore casual as in typing a message and obtain random misses, but it will be direct. The players will have to move, jump and use the net at the right time to hopefully catch what they need. Each type of net will have a set maximum capacity and a percent of possibility to loose one or three butterflies each time it’s being swung.

Again this isn’t a restricted mini-game working as a digression but something that adds a new layer to the game. You play normally and occasionally you’ll see a rare type of butterfly you need. Quests can be invented for this, other types of sub games can too, like offering time-based events or direct competitions. The rewards can range from rare ingredients for enchanting to funny (fluff) types of clothes.

Once this whole direction is choosed you can go on and on. You could create associations, build official championships, mantain server-wide ranks and scoreboards. And this can be repeated with a fishing game.

The point is that there’s no limit to what you can do in a mmorpg and there’s no limit to the type of interaction and the fun you can deliver. Still, this is a dream. The games in this genre are flat and psychotically focused on a single mechanic that directly empties the game world of its ‘world’ value. It’s both sad and frustrating.

The point is to keep dreaming. Here what I did was again ‘stealing’ an idea. Achaea has already the concept of catching butterflies but did it directly invent it? No, all this previously existed as much as the fishing games are popular in the “Breath of Fire” serie (Squaresoft games). I already wrote about this, the point is to get the inspiration to add depth, to let the dreams flow. Completely different from stealing ideas and design from better games because you weren’t able to fix and improve the same parts. “Stealing ideas” is common and useful, but as a source, not as an ending point.

A similar topic was discussed here. My comment:

The point isn’t just the humor. The point is to offer something beyond the real focus. Exactly like Raguel says the point is about planning inefficiently. Why SquareSoft is keeping to fill their games with mini-games and fluff stuff? Because that fluff is similar to the toys that Ubiq considered recently.

In the case of a mmorpg we are really trying to give life to a gameworld. These gameworlds feel often too focused, too limited. They are too obsessed by a group of tight dynamics and they do not offer a depth.

This is why I’d focus more on fluff requiring interaction rather than adding humor randomly.

The last stage is to bring the toyetic gameplay where it belongs: the PvP.
Buried in the comments of a Terra Nova article, saved here and introduced here while discussing instanced content.

The point is to have a plan and know exactly where you want to go. The ‘fluff’ will offer some of the best tools to arrive at the destination.

The problems of a “too balanced” system

Kalgan replied again on World of Warcraft’s forums with another informative post about one of those topics that remained ‘hot’ even after his extensive explanation:
the ‘miss ratio’ of the warrior class.

I added his comment for reference at the bottom of the previous archive.

This time what he writes is interesting because it descibes a system even “too balanced”. In the comments I wrote here below I was tempted to add how in the practice this absolute balance may also become a bad thing.

Recently I tried to figure out if I was more efficient in the battle, defensive or berserk stance (warrior 45). The result is that I didn’t find an overall best solution. The system looks so balanced that you basically cannot do a mistake. The choices you have available are located so well that you cannot do something wrong, producing a relevant error that you can easily understand and correct. Choosing the best tactic is *hard* because there isn’t a best tactic. From my experience the system encourages more a reactive behaviour where you adapt yourself to the situation, instead of figuring out a ‘best strategy’ and stick with it. But this also makes the system hard to learn because those mistakes aren’t easy to spot and doing mistakes is the most effective way we have to learn in general.

In this last comment Kalgan again dissipates wrong assumptions. He explains that the ‘defensive value’ of a creature with the possibility of parry and dodge is exactly the same of a creature that cannot parry nor dodge. The system simply converts those parries and dodges into misses of the player. So the perceived unbalance of the ‘miss ratio’ of a warrior is instead the result of a compensation to mantain the various types of mobs equal between each other.

A similar compensation happens if you fight the creature from behind. From what I read you don’t gain any kind of advantage in this case. The system simply converts the dodges and parries into misses but without affecting in any way the overall defensive value of the creature.

This is bad design from my point of view. Not only it is perceived by the players as ‘broken’, but it also trivializes every attempt at a personalization. I’d better plan a system where I can gain a bonus if I fight a monster from behind and I’d like to fight with different monster types offering different kinds of challenge, requiring me to react in different ways. Instead we have a system that negates every difference to obtain a perfect balance that makes everything equal.

If a creature that cannot parry just finishes to convert that possibility in a miss we really obtain a game completely flat with no personality, no variety and no depth.

Too much balance breaks the game in a similar way that not enough of it.

Virtuality, PvE and story-telling

(lame title)

This was actually a (too long) “comment” to a message written by Ubiq on his blog. The focus is the quest system in World of Warcraft, trying to understand why it succeeded to break the feel of “gind” in a mmorpg and how it became the main activity and gameplay of the whole playerbase when the perception and use of the quest systems in other games had completely different results.

His original article is here. My own is here blow:


On this aspect the game is just a single player game. And it draws from that experience by removing the ‘bad habits’ of the quest systems in the previous mmorpg.

SWG has no quest system. You cannot compare a random generator of spawn points where to go grind your way to a world that is handcrafted from the first pixel till the last. SWG in this case is gameplay built around an “hole”. It makes you believe that you are doing something but in a world randomly generated you feel just like in a box with nothing inside.

WoW has a cohesive world. It’s built exactly like a single player game where every niche of the world has a specific story to tell you, if you want. Removing the ‘bad habits’ (like not knowing where to get the quest, not knowing if it will reward you properly, not knowing how to accomplish it without using spoiler sites, not knowing if that quest is appropriate for your level, not knowing if you’ll be able to finish it alone or in a group and so on…) made the experience of a quest particularly appealing, fun, interesting and gratifying.

One of the general qualities of this game is that it lets you love it, it doesn’t stick its finger in your eye as you attempt something. In DAoC, the game I know better, questing is something you FEAR. Goin on a quest is a BURDEN that you avoid whenever possible exactly because the quests are aimed to be annoying, boringly hard and disappointing.

It’s two years that I write this in my critics and only *now* Mythic is pillaging World of Warcraft of its quest system mechanics because they are blatantly superior.

To summarize my point. DAoC has a quite “flat” world with no depth. The PvE is rather unappealing, but it’s an horrible, badly used quest system to ruin the experience. SWG, instead, is just a box without nothing to tell. There’s no story to tell exactly because it’s shaped as a container, to work as a container. You cannot tell a story when everything can just be everywhere, where elephant-sized mobs wander around happily on mountains with 90% degrees slopes. Where 95% of the whole landmass is just randomly generated content and terrain without a past, a present and a future but just a potential to exist or not and to appear just everywhere.

You CANNOT tell a story, even the most simple one, when everything in your world is in a “potential” status, without something not contingent, with an IDENTITY. SWG negates directly these basic *human* and *world* mechanics. It has nothing to tell because it’s all virtual and again the virtual has no story (no history). By definition.

So from a side (DAoC) we have a storytelling that is *painful* to experience because of an awfully quest system collecting ALL the bad habits of the genre, from the other side (SWG) we have a world that simply has nothing to tell you. It’s “quest system” is a generator of “holes”. And you can only directly experience this absence. Like someone who has a story to tell but who has forgotten what it was about.

The “E” in PvE is about an hadcrafted work. It’s about a book, a movie, a tale you heard from someone. It’s about what you hear, it’s about who tells it to you, what it is about etc… It is about a *strong* identity factor. This cannot happen if the world is in a “potential” status where things can change and be displaced everywhere.

This quest system in World of Warcraft not only works because, again, it’s fun and possible as an experience by removing the bad habits, but it’s also built on top of a world where every nooks and crannies have a story (an identity to discover). The quests actively segment this hadcrafted space and you build your own story and path by intertwining it with the one of the world itself.

The facts that you underline (the segments/quests with a start and a “closure”, along with a “finited” amount of unique segments/quests) cannot exist without a WORLD designed and built to deliver a *strong* identity.

PvP ramblings

In the last days I spent way too much time trying to track back things I remember to have read but forgot where. For example I hunted down something from Lum but after half an hour searching on the forums I gave up (it was a post where he wrote about the cannibalization of subscribers).

Anyway, here I save some comments about PvP models. I wrote extensively about this already and I still believe that the successful model is to offer a constructive experience instead of a destructive one. These comments go right to the core, without being too wordy.

Mediocre:
(about full loot PvP models)
The gameplay is founded on vengeance. Getting hurt and then being able, over time, to hurt the other guy even harder is far more fun than not being hurt at all.

A gameplay founded on vengeance sounds to me unattractive and unfun. And a good way to promote every form of griefing, in particular when a good 90% of the playerbase is built by kids that cannot put a line between RL and the game.

The fun is in making the other guy lose his, and then dropping it in the lifestone so he has to stand there and try fruitlessly to grab it for ten minutes as the inevitability sinks in that the uber sword that was his pride and joy is going to rot.

A game that to be fun for one player needs to be unfun for another is a game badly designed. In the best case possible half the subscribers will cancel. When half of those will go the other half will have to cannibalize itself. This till there will be just one player left.

Zane0:
Now, a more realistic and dangerous world isn’t necessarily a bad thing, and should be explored.

There’s a definite difference between a dangerous world and a world that must be unfun for half the playerbase.

The broken part is to found the fun of a player on the unfun of another.

Mediums and future possibilities

Recently on Corpnews I criticized the way Mythic was defining its latest expansion (Catacombs), not because they shouldn’t pimp their product in the best way, but because of the design approach behind it. This continued when Lum wrote on a comment on Sunsword’s blog that it is easy to build a new graphic engine for a game and deliver an up to date experience:

Lum:
It’s actually fairly easy, as such things go, to deliver a new client engine for an existing MMO. Here’s an example from a certain other game. After all, the server is pretty agnostic about who’s talking to it.

Well, this is exactly the point where I have a different opinion. This is again the point of the discussion between Lum and Haemish (on F13) where Hameish didn’t accept to put on the same level graphical and textual games. And it’s Haemish to be right again. This isn’t a matter of a simple preference, looking at the graphic as a simple form representing something that works below (the game systems, interactions etc..) is extremely superficial. Superficial is both comparing a graphical world to a textual world and superficial is again considering DAoC’s expansion able to mantain the game up to date with the competition (as they stated: a new graphics engine that puts the game right up there or ahead of anything else on the market). The point is that in the case of graphic versus text we deal with completely different mediums. I’m sure that if we shift this argument to something more near to the standard culture everyone will understand my point: are we able to compare directly a program on the radio to a program on TV or a movie in a cinema?

The relationship between the radio and the TV isn’t different from the one between text and graphical games. I’m not directly pointing to the structural differences but I’m pointing to how the products are conceived and developed. We deal with different mediums and each is a new space to discover with its own rules and possibilities. If we think to the text and graphic as “interfaces” we’ll see that their possibilities are completely different. So it’s not a discussion about the content, but how the content is built to take advantage of the medium that we are going to use. I’m sure that everyone is able to understand that the medium we choose will make the difference. How we tell the story, the feelings we want to trigger, the elements that we focus about… Everything changes in the plan and development of a product that is going to fit in a medium. Now the “story” we want to tell may be the same but how we tell the story is completely different. We cannot simply “translate”. Something working effectively on a medium may be completely wrong for another, and again even if the “message” may still be the same.

To go back to the simplicity: the graphic part of a mmorpg isn’t an interface like any other that we can swap at any time with a better one or even transform it into a textual one. I know that this stuff is all “virtual” but it isn’t *that* virtual. There’s still a strong relevance between “content” and “container”. The container is built to be effective for that content and the content to fit the container. These relationships are strong and important, these relationships are the difference between something solid, with a value and something badly planned, out of place and not effective. The graphic is the game. I criticize how Mythic pimped Catacombs because it isn’t a graphic evolution, it is only a “lifting”. They stretched something with an identity (age) to make it seem up to date. But it is only if we really consider the graphic aspect as something superficial. And this is simply false.

In this case the face determines the identity. Because what’s on the face goes then below, it affects elements that aren’t just on the surface. “Graphic” isn’t just an image. It is a way to interact. It changes completely the perception of the world, even if the world is the same.

Now all this simply to express a desire of “what I’d like to see in the future”. My point is that till now the mmorpgs are really just a textual, virtual game plus a graphic interface. The strong potential that is in this medium is only partially tapped. We use the graphic to induce wonder and we are starting to use the graphic to create identity when we are able to build an avatar that looks really unique. Part of the success of games like SWG and CoH is exactly because of how much important is perceived the character creation. It is so important because it’s one rare occasion where we are tapping that potential exclusive of a graphical medium. We give some relevance to the body and its importance for us.

So how can we go deeper? How can we pull out the qualities specific of this medium and genre? From my point of view it’s about the interaction with the environment (linked here to another entry I wrote stating a similar point). Fun that I seem to agree with Richard Garriott (see when he talks about the use of physics). My idea is that here we have something in common that goes beyond a “genre”. What I’m saying is useful for different types of games where the focus is the immersion. It may work for Half-Life in the same way it may work for DAoC. The key is the interaction with the environment. The deeper the better (with an eye to the possible exploit in multiplayer games).

Without making things too complex, what I’d like to see can be applied even to the “simple” PvE. Till now we have seen monsters with linear behaviours. We see them changing shape and their statistics but they are all built generically, mostly because of the tight development time that this genres requires to deliver “too much content” (while the solution is to offer “better managed and planned content”. Read as: more efficient). On the other side we dream about artificial intelligence. I think that not only we don’t need to go there (because the AI adds zero to online games, but I won’t focus on this topic now), but there are better and more efficient compromises that I see as viable in the near future and that will also show a potential that is way greater than expected. And this is again about the interaction with the environment.

Recently, playing with Doom 3 I noticed how the monsters are able to path through a whole level to reach me and it seemed already a work well done. But I couldn’t avoid to notice how this “3D space” is still considered as complex as a “maze”. Rooms and corrodors. With the time we moved from the two dimensional maps rendered in 3D of Doom 1 and 2 to the real 3D engine of Quake and sequels but the logic of these spaces is still the same of a maze. So I was playing Doom 3 and an imp jumped at me from behind a dark corridor. I started to flee to gain some space till I was able to reach a “terrace”. There was another corridor below the one where I was and only a banister in between. So I jumped the banister and landed on the lower level. Here’s the key of what I’m saying: the imp could just start to pathfind me through the whole level because its logic based on the “maze” couldn’t conceive the “jump” I did between the two, supposedly unconnected, zones.

This is why I say we need more interaction with the space. The perception of the space is exactly one of those specific possibilities of a graphical medium that we are currently understimating/not considering enough. And this is one of the key to push the genre a bit forward on a real evolution. An evolution that isn’t just about “dressing” an avatar with a more detailed texture. It’s again about considering the graphic for what it is: an interface. And go to deliver the FULL POTENTIAL of that precise interface: something that a textual MUD will NEVER be able to do, and exactly the reason why Haemish doesn’t accept to “go back” at a MUD pretending to play the same type of thing and put it on the same level of a graphical game.

So I’m now wondering: when we will be able to see games offering some consistency to the graphical bodies? When I’ll see a monster pushing me back (so an *action* affecting me, not just swinging an immaterial sword) so that I go knock on a rock that was behind me and get hurt in the impact? When we’ll see monsters aware of the structure of the space, about the objects, about the z-dimension? When we’ll see a monster jumping in a room, clutching something on the ceiling and then rise itself to go inside an air duct that couldn’t be entered in another way? When we’ll see the monsters starting to cooperate, taking cover behind objects, hiding themselves to stalk players (as opposed to “fade in/out” in the middle of a desert) or blocking a player from behind while another monsters stabs it from the front?

Those are examples to give some “solidity” to the space. Both the personal space (the body) and what’s around you (the environment). I think it’s time to move further and forget players and mosters casting/shoting freely through the terrain or trees or other objects. I want the space to have a consistency, to become a gameplay element. I want the games to develop more the verticality and move away from the “maze” model that in mmorpgs is often translated as a “pretty” open space with no real (specific to space) quality.

Again as applied to the graphic/text paradigm: the “space” isn’t just a “void”. The space is a perception. It’s one of our strongest needs and if games want to be successful they need to give it some depth and relevance instead of making it more and more virtual and inconsistent. We need consistency. We need the perception of the touch. As opposed to games that continue to be immaterial, blurring the space, making avatars sit outside chairs, walking through tables and crates, walking at the same speed on a road and while climbing a mountain, shoothing through bulidings, trees and hills, jumping off mountains, sitting happily on a fireplace without getting hurt, keeping jumping in circles for hours without feeling dizzy and so on…

(about the last example: if i’ll even work for a mmorpg -in this or another life- that’s the first thing I’ll implement, I swear)