“Hero classes” after release

Good news turn into bad news for World of Warcraft. The patch isn’t anymore coming this week. Plus Blizzard announced that the Hero classes will be implemented after release. “Sometime” after release.

First feature being cut off. First confirmation that the rumor of Vivendi pressing on Blizzard to release the game is true.

At the beginning I thought they were removing the Hero classes for good. And it was a positive news since this feature will break the game at best. Instead it’s just a delay.

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Patch incoming for WoW

Announced on the boards: the patch should arrive this week.

It’s expected to rise the cap to level 55, add content and zones, add the new Hunter class, talents for rougues and druids and changes to the PvP, in particular the guard system.

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Katricia leaves WoW

World of Warcraft’s Community Manager Katricia leaves the team to chase “other opportunities”. I wonder what’s better than working for the most fun and promising game that is going to enter the market.

I really cannot understand this. She was doing an awesome work.

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Battle System – A design idea

Version 2.0 of my Battle System.
Less messy and more organized.

I’ll try to not be too boring like I usually am (and despite the horrible english). The idea comes from a long experience in DAoC, from its mistakes and what could be taken and developed from there to build something different but more *fun and compelling*. I’ll take an idea that went terribly wrong in DAoC: the Master Levels. Everything, from their achievement till their role in the game are seen by the community more or less as a disaster. What I think is that the idea is still awesome but with an awful implementation. Now I thought about “salvaging” what’s good and use it to “fire” my imagination and suggest a complete new system for WoW. With these goals:

+ Provide a good reward system/treadmill for PvP
+ Give the players a reason and a concrete purpose to fight for, avoiding to provide excuses to “host” completely faked and maningless battles
+ Develop a number of skills that will be used exclusively on -large scale- battles, leaving the PvE aspect alone
+ Add depth to the system so that it will involve a complex strategical gameplay and not a sudden zerg instant pointless battle
+ Develop this system so that it will be deeper than just access a set of determined skills. The idea is to build a battle system where everyone has a concrete different *role* based on the achieved rank
+ Epic feel, endless possibilities to expand the system (patches and/or specific expansions) and the sense of wonder that the current game misses

In DAoC the reward system is based on Realm Points. By killing enemies you earn these points and by collecting more of them you earn ranks and cumulative points that you can spend to gain directly new skills. This system works nicely because it gives you a concrete reason to go fight in a PvP environment. The “treadmill” feeds the fun as the levelling does in the standard PvE: killing monsters must be fun but you also need to provide reasons to excuse the gameplay and hook the players. Levelling and gaining skills are hooks. In PvP you need both the hooks and a reason to give depth to the PvP, like a conquest system where the battles have a purpose aside the single encounters.

Considering WoW, it’s obvious that copying DAoC’s system isn’t the best way to go. WoW will have “Hero” classes and they sound already a pain to design without destroying the game. Another new system that gives more skills to the players and that need to be extensively balanced isn’t a good idea. My opinion is that there should be a completely new “battle system” that will offer its own gameplay and rewards (and also define differences between battleground and a possible, different endgame). How to achieve all this?

1. Ranks, squads and generals

The PvP should be defined by “ranks”. These ranks will not only give to each player the access to new sets of specific skills (creating a specific treadmill, undependent from PvE), but they will also define the role of each player during a battle. Opening possibilities and setting specific goals depending on your role. These ranks depend on points you can gain during the PvP. And these points can be gained in two ways. The first is by killing opponents, the second is by accomplishing set purposes (like specific missions). This shapes already the structure of both the reward and the gameplay system. The ranks not only define the new treadmill with its own rewards (the “hooks”) but they define also the gameplay since both your goals and possibilities in a battle depend on your rank. Plus there should be a visualization system for them. There should be graphical elements that will allow other players to “read” the rank of a player just by looking at them. This should be done by just setting a zone on the armor (like a shoulder or the chest) where the ranks are graphically displayed.

At this point the players could organize in “squads” and each squad will be able to choose a player (between the highest ranks) to become a “general”. When a general is set, a big flag with the symbol of the guild will appear on his back and will vanish only when he’ll disband the squad. This flag is both an advantage and a disadvantage. Advantage because a general has access to skills that will produce bonuses for everyone fighting around him (bonuses to magic, resistence, defence, attack..). A disadvantage because a leader with a flag on his back is easily recognizable, enemies could just focus on him to kill him and wipe the bonuses he’s infusing in the allies.

To conclude this section a few words about how PvP points should be gained. As I said, aside specific missions and goals related to a whole squad (like killing a leader, forcing a retreat and so on), points can be gained just by killing opponents. How the amount of these points should be defined? This is a complex part that I define more precisely here. The idea is to reward group survival. If a group survives an encounter (51% alive) it will gain a bonus multiplier (with a diminished return softcapped at 2.5). The more a group survives the more the bonus builds up (and the same group will be worth more if killed). If the group flees from a PvP battlefield OR is defeated (only if 50% or more of it dies) the bonus is lost and resets to zero.

2. Battle System: skills and spells

Each rank you achieve gives you access to new skills and spells. This is a brand new system that will coexist with zero impact on the PvE. How? These skills and spells don’t affect a single character nor a single group. They are ALL area-based. They can affect: – The environment – Allies – Enemies. The three targets are general. This still doesn’t prevent the use of these skills in the normal PvE or PvP. The point is that the effectivity of each of these spells is extremely limited. Each of these skills and spells is designed so that it will have a radius and a *stackable* effect. If only one player cast one of these spells the effect will be nearly zero. But then more players could “add” to the spell and strengthen it, building up its effect and affecting more and more players. So these spells and skills are planned to have an “impact” and a purpose only during large battles or sieges. With a nearly zero role in small and fast encounters. This to leave unaffected all the PvE and group-based PvP. The system I’m defining is about creating a battle system with its own tactics and dynamics. Working toward building a depth where the game usually becomes just a pointless zerg clash.

To prevent balance problems the effectivity of each spell works again with a diminished return value and a softcap. So that the cap will prevent these spells to become too overpowering and out of control while the stack will give a sense to each player contributing to strengthen the spell effect.

That’s the general structure. To this I added a “spellcrafting” system working like alchemy. Each spell cannot be casted at players’ will. There’s a complex system below. The first “stage” is about creating a “recipe”. Recipes are general spells based on different “magic schools”. They define just the general “type” of the spell. Recipes can be casted only with a communal effort of the players (rituals) and they need to not be interrupted for a certain amount of time. When a recipe is ready the players will then be able to add “ingredients”. And these ingredients will just modify the final effect, for example by expaning the range, invigorate an effect, add an effect and so on. Recipes will only be able to affect the three targets, only one for each recipe (environment, allies, enemies), but they can still be casted for different purposes (you could define recipes that follow the leader of an army, recipes that will be casted on the ground to affect the zone and prepare ambushes or defend hotspots, recipes that can be used in sieges, recipes as divination to “see” what the opposite force is doing… and so on). While the ingredients define the concrete effect and behaviour (add effects, increase the power, increase the radius, increase the duration, add movement, boost effectivity in rushes etc…).

3. Resource system and geomancy

If you look at my goals you can still see that the system misses something. It misses a real purpose and something concrete to fight for. To achieve this I imagined a resource system linked to geomancy effects. I haven’t defined every single detail here because a lot depends on how many resources you can use to add and expand this part. My whole design is built so that it’s easily expandable and this section is particularly near to this concept. The general idea is about giving the players the possibility to fight and conquer “nodes”. These nodes not only are structures with defenses, creating the base of a siege system, but they also work as a resource system. Each node affects a geomancy power. If you control a node it means that various characteristics of that zone will change (and they can be monitored and regulated). These nodes affect directly the “recipes” of the previous section. So, each geographical zone will have a different effect (and gameplay) by boosting or hindering the various “recipe” spells. This both based on the location of the battle (so, naturally) AND on who controls the various nodes.

The system is really more simple than how it sounds. Each zone will have by default a “natural” specific effect on the “recipe spells”. But the players will be able to conquer and control nodes so that they will be able to “tweak” these general bonuses and maluses at their advantage (boosting a magic school for example). The effect is not out of balance because pushing a magic school will make another one weak, the balance is already *inside* the system. Who doesn’t control the nodes can still use the strategy, the difference is that they won’t be able to control those bonuses and maluses directly.

The idea is simply about adding a concrete purpose and reason to fight for. The system can be expanded at will, by creating a real siege system and adding more purposes to the nodes (you could extract resources to build defenses and different structures. Building villages and so on.).

Housing anyone? :)

4. War machines

Here I’m leaning even more toward the endless possibilities to expand the system. This idea is about creating more differences between “casters” and “tanks” during a battle: The reward system, then, isn’t limited to new spells. It should be planned with various possibilities, where casters will have a *prevalent*, but not exclusive, access to the “ritual/recipe/ingredient system” and tanks to a different one. What is this new system for tanks (but not exclusively)? War machines.

The idea is to plan a real battle system where tank classes will be able to fly or drive more or less large steampunk machines, from zeppelins and dirigibles to large motorized rams. Bringing back Warcraft’s soul to this game. Casters will use the “ritual system” described to produce collective spells, while the melee classes will have access to major engines to drive the sieges. Obviously to move one of these machines the players will need to organize, they will move as a communal effort (same as the ritual system), making sure that each players still has something to do (since sitting there just for “presence” isn’t good gameplay).

This is all. The result is that we can forget about a dumbed down zerg-combat and really create an epic scale war with strategical and fun elements. And, once started, the possibilities are endless.

I hope it’s not too late for suggesting some ambition :)

Less biased than me

Over @ Anyuzer’s lair:

World of Warcraft is actually brilliant on a lot of levels. Brilliant. Wish I could tell you why, but it�s complex (like 10 pages complex) and I�m too annoyed at losing my little manifesto to tackle it right this moment.

I�m indescribably impressed though, so it will be interesting to see how the other games fare against this juggernaut. And by other games, I mean EverQuest II. I ragged on Blizzard for so long, and they�ve managed to impress me. Now I�m looking at EQII and the beta which is supposed to be around the corner, and wondering whether they are really prepared to meet the newfound bar that Blizzard has set for the industry. I damn well hope so, because if they can, we�re going to have two amazing MMOGs come out this year. And let�s face it, that�s just good for everybody.

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I plan WoW

I posted this raving bit about a PvP system that would fit in WoW:

I’ll try to not be too boring like I usually am (and despite the horrible english). The idea comes from a long experience in DAoC, from its mistakes and what could be taken and developed from there to build something different but more fun and compelling. I’ll take an idea that went terribly wrong in DAoC: the Master Levels. Everything, from their achievement till their role in the game are seen by the community more or less as a disaster. What I think is that the idea is awesome but it had an awful implementation. Now I thought about “salvaging” what’s good and use it to “fire” my imagination and suggest a new system for WoW so that I could also be able to “fix” a few problems that are already in the game. Because WoW needs:
– A reward system
– A better dynamic system that adds some depth to epic encounters between armies

In DAoC the reward system is based on Realm Points. By killing enemies you earn these points and by collecting more of them you earn ranks and cumulative points that you can spend to gain directly new skills. This system works nicely because it gives you a concrete reason to go fight in a PvP environment. The “treadmill” feeds the fun as the levelling does in the standard PvE: killing monsters must be fun but you also need to provide reasons to excuse the gameplay and hook the players. Levelling and gaining skills are hooks. In PvP you need both the hooks and a reason to give depth to the PvP, like a conquering system where the battles have a purpose aside the single encounters.

Considering WoW, it’s obvious that copying DAoC’s system isn’t the best way to go. WoW will have Hero classes and they sound already a pain to design without destroying the game. Another new system that gives more skills to the players and that need to be extensively balanced isn’t a good idea. My opinion is that there should be a completely new “battle system” that will offer its own gameplay and rewards (and also define differences between battleground and a possible, different endgame). The idea comes from DAoC’s Master Levels because the purpose is to earn a set of skills based on ranks in a similar way to the Realm Albilities. But these skills won’t be designed to offer new sets of possibilities but, instead, to have a role ONLY in battles between armies. The good idea about the Master Levels is that they don’t affect only a player or a single party, but they spread out, like healing fields effective at a range. In WoW it will be a pain to invent and develop another new set of skills but this could be done if these skills will be really designed only around big battles. So that they will affect only this type of gameplay, while they’ll be completely useless in a single-party dynamics.

I’ll make a concrete example so that you can understand better the idea. One of the common ML Ability in DAoC is the healing field. You drop it and it will heal tot number of hit points every so seconds based on a range. Everyone inside the range is affected (aside the enemies). The implementation is horrible in DAoC because you cannot drop more than one field, because they don’t stack. So the situation is that: it is useful if you are in a single party, while it’s less useful in a zerg because someone else will probably have it anyway. My idea is to revert this horrible design so that it fits the real model. The healing field should be developped so that if a single player casts it, it will have a really worthless effect. To the point that noone should bother to cast it if playing alone in a normal group. But it WILL stack. Each player with that skill should be able to strengthen the effect by casting its own on top of the other. This means that these skills/spells will have a role only in the dynamics of a large PvP battles between armies, while they’ll be forgettable in 1 Vs 1 encounters. To fix the obvious balance issues the statistics of these spells must be variable. They should stack but in a progressive, diminished return. Each spell casted will strengthen the previous but not excactly doubling the effect. The purpose is to make every single spell be effective (opposed to DAoC where once one is casted all the others are ignored) but beneath a set cap that will mantain the whole dynamic under control, avoiding exploits.

This can be chained to different ideas to produce a really deep and interesting system. My suggestion would be to develop these new spells like an “alchemy system”. Listen. Instead of creating a spell with a set, precise effect, like it always happens in these games, you develop each one like an “ingredient” or “recipe”. You’ll be able to set various recipes (which should be linked to magic schools and player classes). When the “main recipe” spell is casted (perhaps as a commonal effort of different players), other players will be able to set and add their own spells to the main one, providing different effects or combining those to create new ones. The result is a mess but also loads of fun. It’s a battle dynamic absolutely original with a nearly infinite potential. While right now zerg battles feel absolutely dumb and boring, a system like this could provide not only the “reward” that the PvP needs (since these spells are aquired by practicing PvP) but it will also add depth to a battle system. It will actually create a battle system, as opposed to what the market offers. Easy to balance because it’s big-scale only and, above all, set with precise caps (as explained in the previous paragraph).

It’s not all :)
If you open up the system there’s a lot more to make WoW be original and innovative. If you implement at this point a conquest system where players will be able to conquer and control structures, you can develop, on top of that, a resource system similar to “geomancy”. Controlling nodes on the landmass will have an effect on the magic schools, boosting or hindering them. This means that the location of a battle will affect directly these “Realm Abilities”. Controlling a node will give resources and, at the same time, produce a weakness (or the system becomes too overpowering). And I could go on more and more to suggest the many possibilities a similar system has. After all the game will be developed even after its release, the idea is to set the framework where the PvP isn’t an afterthought but a compelling system that could push the genre, then you have endless possibilities till you have resources to expend on this part. The early goal shouldn’t be hard to achieve since it doesn’t seem to be “too much” demanding from a development point of view: something small and solid but with the design already projected toward the future.

To conclude this reasoning, a last (awesome, I think) note about different classes. The system I described revolves around spells but I don’t think that every class should follow this idea. Aside the recipe/ingredients system I think you can develop another one that I bet would be LOVED by the community everywhere. Spellcasting classes should use “mainly” the system described, they have their role in a battle due to that system. What do the poor tanks? They do something cool: the rank system won’t give them access to spells, it will give them access to vehicles. The idea is to plan a real battle system where tank classes will be able to fly or drive more or less large steampunk machines, from zeppelins and dirigibles to large motorized rams. Bring Warcraft’s soul to this game. Casters will use the “ritual system” described to produce collective spells, while the melee classes will have access to major engines to drive the sieges. The reward system needed in the game is exactly the access to these new gameplay systems, working only on these battles and leaving the normal PvE uneffected to the point that you can simply not care about the PvP. Even if I’m sure *you will* if such a system will be developed :)

The result is that we can forget about a dumbed down zerg-combat and really create an epic scale war with strategical and fun elements. And, once started, the possibilities are endless.

I hope it’s not too late for suggesting some ambition :)

General summary for who cannot be bothered to read all the above:

+ Reward system based on ranks
+ You can gain ranks by killing opponents and, in particular, by accomplishing set purposes (like specific missions)
+ Gaining ranks give each player access to a set of battle-related “skills”, coordinated to give each player a different role in a battle, based on the current rank (defining squads with different purposes)
+ The most common version of these skills is about spells that have *no* impact on a single party encounter but strong impact on large scale battles (by actually creating a complex “Battle System” with its own dynamics, as opposed to a pointless zerg rush)
+ Each spell is designed so that it will stack with a diminished return of effectivity below a set cap
+ The cap will prevent these spells to become too overpowering while the stack will give a sense to each player contributing to strengthen the spell effect
+ From a design point of view these new spells will work as an alchemy system. There are “recipes” (based on magic schools) that will be casted as a communal effort of more players, then others players will be able to add “ingredients” to the main spell, creating a bigger ritual with the time which will affect the whole area of the battle (you could define recipes that follow the leader of an army, recipes that will be casted on the ground to affect the zone and prepare ambushes or defend hotspots, recipes that can be used in sieges, recipes as divination to “see” what the opposite force is doing… and so on – where the ingredients add effects, increase the power, increase the radius, increase the duration, add movement, boost effectivity in rushes etc…)
+ This new spell system then should be linked to a resource system based on the possibility to conquer and control “nodes”, similar to geomancy zones
+ So, each geographical zone will have a different effect (and gameplay) by boosting or hindering the various “recipe” spells. This both based on the location of the battle (so, naturally) AND on who controls the various nodes
+ Nodes will provide different resources. The system could be complex since it could be used to expand a settlement, build bigger protections etc…
+ The reward system, then, isn’t limited to new spells. It should be planned with various possibilities, where casters will have a *prevalent*, but not exclusive, access to the ritual system and tanks to a different one (still not exclusively)
+ The prevalent reward system for tanks should be about the ability to use various war machines
+ The war machines go from zeppelins and dirigibles to large mechanical rams. The idea is that each of these war machines will need more than one player to be moved around
+ At this point everyone should still have something fun to do, like driving or commanding turrets or whatever. For sure not just standing there

The goals of the system I imagined are:

+ Provide a good reward system/treadmill for PvP
+ Develop a number of skills that will be used exclusively on large scale battles, leaving the PvE aspect alone
+ Add depth to the system so that it will involve a complex strategical gameplay and not a sudden zerg instant pointless battle
+ Give the players a reason and a concrete purpose to fight for (nodes and resources based on a conquer system involving land control on specific zones), avoiding to provide excuses to “host” completely faked and maningless battles
+ Develop this system so that it will be deeper than just access a set of determined skills. The idea is to build a battle system where everyone has a concrete different *role* based on the achieved rank
+ Epic feel, endless possibilities to expand the system and the sense of wonder that the current game misses

Then I could go on forever. For example you need to give a very important role to the guilds inside this system and the rank system should regulate not only the access to new spells but really different roles in the actual war. The idea is to shift the game toward an RTS where each player will still have fun by playing a single soldier/role.

I don’t really pretend someone to read all this and even comment but I think it’s not a bad work and perhaps it deserves another attempt at visibility (ahh, stupid hopes..). It provides what a PvP system needs, from the general gameplay system, to the fun, the endgame, the rewards, huge selling points like vehicles, etc…

Even if it needs a lot of work it’s still a skeleton that could become rock solid easily, with a huge potential for being expanded as you like, with whole expansions or patches. Plus it’s not a problem because it coexists with the PvE flawlessly and without consequences.

I really would like to receive some kind of feedback:
– You think it’s too ambitious?
– You think it’s out of the aim?
– You think it’s written so bad that isn’t even readable?
– You think that it sounds horrid and stupid to say the best?
– You think it’s the most foolish thing you have ever heard?
– You think it’s a “convoluted ESL brain twisters”? (this is J.)
– Your eyes simply glaze over pages of dense posting on game theory? (This is Lum the Mad)
– You think it’s simply not possible?
– You think it’s simply broken and confused?
– You think that you don’t care simply because it’s a complete waste of time since Blizzard has its own plan and won’t change it even if a fool posts something (horribly written and confused) on a forum aimed to invent a completely new game just a few months before the launch?

(well, my opinion is the last one)

I like a lot “playing designer” but it’s also something that frustrates me a whole lot because I know that I’m only playing with impossible, distant dreams. If someone at Blizzard is reading: I envy you.

P.S.
Yes, I’ll resist the temptation of using my 20 characters to simulate infinite praises to what I wrote here. I don’t really like talking with myself. I’m another kind of fool, but this is another story that will be told in another occasion.

-HRose / Abalieno
http://www.cesspit.net/
In testing: http://www.cesspit.net/drupal/

WoW isn’t a MMORPG

I managed to find and save this old post I wrote in the beta forums

The starting point is that WoW is offering a new way to deal with the treadmill. I discussed about this in the past and I won’t repeat here. The fact is that the feeling of “grind” is noticeable a lot less in WoW than any other mmorpg. Why? because WoW is based on a very well thought and planned quest system. Instead of “camping” a spot you are pushed to move throughout the world “to do things”. Doing things feels a lot better than repeating the same action over and over and over. It gives you a better feeling of accomplishment. And the final result is that you are “having fun”. Something new to the genre. And it’s not sarcasm, sadly. My opinion is that WoW offers the best treadmill on the market due to these solutions. We can argue that a good treadmill isn’t a perfect dream but it’s already something different and improved from the general, poor level.

The first error that Blizzard has made on this phase is to introduce the “rest state” rule, which has been discussed extensively *everywhere*. One of the reasons why the system has been planned is, quoting: “To reduce the pressure for every area to be perfectly balanced experiece/balance wise. With rest states and questing, the world should stay more evenly distributed.” Remember it, I’ll return on this point.

I already explained why the “rest state” is wrong and shouldn’t be kept nor tweaked, here.
In this case I’ll focus on something else. I pointed out that the rest system was coming in a game not ready for it. And the concrete proof is here.

The players are starting to complain. The rest system has given even more importance to the quest system, exactly as I expected. There are only a number of places and quests to do at any level and everyone is following more or less the same path, finding various bottlenecks in the game. So the players are starting to complain because the server feels overcrowded. They have to wait to finish a quest because there are already groups waiting in line for it. Something I know quite well since it happens regularly in other mmorpgs.

At this point everyone is asking to cap the population on a server, or even to instance completely all the content. From a side there’s the rest state system that is wrong for various reasons and has been added when the game wasn’t ready for it, from the other side there’s a more complex idea. The first part is just a demonstration that the quest system isn’t strong enough to hold the load. I expected this: the number of quests is limited, the spots where you go to accomplish your duties are also limited. Simply put, there’s not enough content to support the whole treadmill in a game with the ambition of WoW. In particular when it comes to variation (and the well-known concepts of “gameplay”, “grind” and “treadmill” have their soul in the variation).

While many players are reporting the population as an issue, I think that the population is just the consequence of a real problem. The real problem is that Blizzard has put too much load on the quest system when it still wasn’t ready for that. There are many reasons. One is the introduction of the rest state, one is the arrival of many new players in the beta and another is the fact that nearly everyone is playing in the Horde, since the old Alliance characters are “freezed”. All that contributes to break the soul of the treadmill. And the treadmill is also the soul of WoW, till now. When things are broken you notice a lot of problems and the “fun” is affected. Often the players start to rant just about the end of this process, about the last part, so they see that the collection quests are unfun, or that the server population needs to be capped.

But, again, those are just consequences of a bigger problem. The fact that, for a number of reason, the quest system has reached a limit and now claims attention. I already suggested various obvious ways to ease the situation. Multiplying the spots where you can go to accomplish your quests, so that, for example, many goblins camps can help to spread the players, instead of being forced to go in a precise spot where the quest pointed you. Another is to add more variation to each zone, so that they offer content for a wider range of levels, organizing the spots. I noticed that the world feels quite big and repetitive in some zones. You can use the large spaces to offer more POIs (points of interest). When you are designing and implementing a quest you should measure the average time it takes to finish it. In the case of collect quests it means that you need more “space”, so that the players won’t overlap constantly.

What I’m trying to explain is that the sense of “overcrowding” that the players feel isn’t because there are “too many” players, it’s because there’s a problem in the gameplay. And you can solve it only if you address the gameplay itself.

This rings a bell for me. I see something strange and the footprint of a bigger, deeper problem. Why the players are complaining about too many players on a server, when it’s supposed to be the *strenght* of a massive multiplayer game? Why peoples are asking to go back in a supposed “evolution” from the soul of the mmorpgs to the old Diablo concept where everything is simply instanced? I’m the only one to see that as something interesting? We started from Diablo simply because the idea of a massive, alternative world wasn’t still possible. It was THE dream of every single pen&paper roleplayer. To live in a world that you could only read about in a book. Instead, now the players are asking for a smaller scale. For something where their action are limited. Why?

I have my own opinion about this. EverQuest and Ultima Online created the genre. At the same time they killed it. There’s nothing interesting in the infinite treadmill of EverQuest. It worked to give a form of dependence to a big number of players, but it killed at the same time the spirit of a mmorpg. It killed the soul of a mmorpg. It’s all faked.

Quoting myself:

The general model, which everyone is adopting, is to focus on the character power.
The only thing that changes is that your character gains power.
This is the single element that is dynamic in mmorpgs and the single element around which every game is built (till now).

The fact is that you can go kill a dragon. And the dragon will respawn. The dragon isn’t dinamic. The dragon doesn’t exist. What exists is the ph4t l3wt. What it drops. The experience. Your power. That is what will last. Your dynamical growth as a character. Measured in levels, skills and items. Exactly where all the interest of every single player is aimed.

The players want instanced content because that content doesn’t exist. It doesn’t have a life. It’s faked. It’s plastic, or, in this case, “bits”, numbers. What exists and it’s not faked is the real, dynamical consequence: the power grind.

The truth is that everyone is still playing a single player game. PvE isn’t a part of a mmorpg. PvE is archeology. It’s ballast. If you think the general idea of a mmorpg like a rocket, that aims toward the stars where it will realize its complete potential, you can imagine the PvE as the platform from where the rocket has been launched (EverQuest). Now that platform is STILL attacked to the rocket. The rocket is starting to move and the platform is risking to make the whole thing crash on the ground.

One player asked to make the whole content that Blizzard is offering in WoW, completely instanced. Everyone, me included, pointed to him that there are already many games out or in development that offer that. The fact that WoW could offer a polygonal city instead of a text chat like in Diablo doesn’t change the spirit of the game. The players are asking for “hubs” where they can gather (and show off their toon, because mmorpgs exploit a lot the narcissism of the players). The rest of the game is about elements that don’t need the presence of others. Other players are a problem, because they steal your mob, leech your experience, grief you. And so on. If your aim is to “achieve power” and every other player is an obstacle between you and your aim, it’s *obvious* and consequent that everyone will ask for *less* players, or a completely instanced content.

The problem is that we are still playing single player games. With the difference that here you can brag about “your story” among the population of a whole server. So what’s the role of the population? Firstly to satisfy your loneliness, or narcissistic needs (they are exactly the same). Secondly as a competing environment. And that’s where the catasses attacked the “rest system”. They want to be the best, before everyone else. The “rest system” is an obstacle because it gives advantages to their “enemies”, the other players with less time to spend in this “race”.

That’s your PvE. The perfect way to exploit the weakness of your players and hook them in a dependent relationship. (dependence problems are being discussed here)

It’s something sad, it’s not the soul of the mmorpgs, it’s the starting point that now needs to be left to aim somewhere else. The starting point is bad when it starts to assume the control of your whole game. Making the real aim sink and die. We need to fly but we are sinking in a swamp. And that’s our rocket.

It’s sad that a city in WoW is seen just as an “hub” and it isn’t basically different from the chat you have in Diablo. We are fiddling with concepts that are already dead. Instead of moving on, we move backwards and the players are starting to ask for that. Why? Because the players are aiming right to the center. You offer them a power grind? And they aim to that. The reaction of the players simply uncovers the truth. The truth is that PvE is the concept of a single player game. Your friends are ok, any other player is an obstacle or a problem. And this is wrong on many different levels.

The result is that what is faked is not only the PvE, but the whole game. It’s double-roleplay. You roleplay your character, then you roleplay a mmorpg. Because what is offered is a faked environment even for a game. It’s a sinlge-player/cooperative game that is “roleplaying” and imitating a mmorpg.

What I see is that the whole genre is collapsing on itself. Now we have two parts, PvE and PvP. They aren’t two types of mmorpgs. The second is a mmorpg, the first is just a derivation of old gameplay. PvE is what everyone has played till now, before the idea of online games has born. Pulling the PvE in a mmorpg is having an obvious result: the players don’t like it because the “massive” part of it is simply seen as a problem. And so they ask for a smaller scale. To bring back the PvE where it belongs. As a single player/cooperative game.

Why are we playing a massive game when its massive aspect takes off the fun? Really, why? Why would I ask for a massive PvE game when the content is obviouly more fun if completely instanced? Instanced is equal to faked. But remember that non-instanced PvE content doesn’t make it real (the example of the dragon). The players feel that, so they ask for the content to be brough back where it belongs. Where Diablo is.

I see a question for Blizzard. I have many ideas about all these aspects, but the starting question is one. Do you want to make a single-player game or a mmorpg?

The answer is important. Each choice brings to games that should be designed in a *completely* different way. What I read in the last days made me think about all that and I realized that WoW, till now, isn’t a mmorpg.

Many of the design choices should be taken considering that. The players are demonstrating that WoW isn’t a mmorpg and many of its parts should be tweaked in this direction, if it’s Blizzard’s aim.

Why, really, all the content shouldn’t be instanced if it brings only advantages to the gameplay?

EA spying Blizzard

Bwhahahaha!

I’m currently downloading the 2Gb of WoW’s client and I have to use a program to manual terminate TCP connections because the client is a disaster and doesn’t work in another way on my computer. Well, while shutting down connections here and there I’m able to see really strange IP downloading the same file from Blizzard tracker and one of them was ending with “ea.com”.

Many eyes are on this game :)

EDIT: Okay, this is funny. Just switched to the monitor to see “us.atari.com”. For the sake of the statistics I also see an humongous number of “comcast” and “cox” connections.

EDIT2: Also Lucasfilm is downloading now…

EDIT3: Sony joins the fun as I finish the download.

P.S.
FUCK YOU BLIZZARD! – (for the lamest patch system of the history)

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WoW like an heavy elephant

I’ll go with a cheap attack this time, but still about something that could play a major role in the long distance:

In the last months I’ve been in this beta I’ve seen a very good product, both in what’s already delivered and its potential (which could be improved or not). But the image I have of the game is of a painfully slow and heavy elephant.

Surely the game is playable and most of the testers are having fun on a stable platform, but I haven’t really seen a test environment. More than three months and I’ve seen just a single patch that broke more things than what it solved. And I guess how Blizzard will manage a live environment if this is the pace of a beta.

This slowness is and will probably be a strength of a solid game but it seems also its weakest spot. Other projects can surely have a different, lower ambition but they are also a lot more alive and dynamic. More stimulating and responsive. I’ve read about a live team that will offer new content but I’m really starting to fear that the expectations (at least mines) are set way too high.

That live team could work on more monsters, quests and new dungeons pushed “live” from time to time but this feels to me as more and more of the same that won’t really add anything to the game.

I have the perception of this heavy elephant that barely moves but that also suffers from its weight. It seems tired. And we are just starting to walk.

Perhaps just a wrong impression from a tester (me) that has a lot more interest in the development side of a game rather than playing it directly. I surely feel bored by what is going on and the lack of interesting developments.

Perhaps just a personal rant :)
Or not.

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