Do not leave a game in the hands of these guys

I just bumped on two (popular) blogs suggesting ideas for World of Warcraft. Both of those writers are way more near to the possibility to become actual developers than me (the second guy is supposed to work somewhere), so the fact that their ideas suck greatly reassured me a bit :)

The first two ideas come from here. And they are both out of place and not directly relevant for the game (I believe he doesn’t know that WoW runs great in a window or it’s another failure from myself at getting bad sarcasm).

The other two ideas instead at least make sense. Still they are poor. The first is a database hog and again a work on fluff that doesn’t add anything. I still think that an archive where to browse the completed quests would be easier to implement and more useful to have.

The other idea is better even if poor in the proposed implementation. He basically suggests to shift some of the treadmill progress on the equipment. So that the use of a weapon makes it improve and “grow”. This idea is actually the reason why I’m writing. To begin with it’s nothing new. Just the last example (with another awful implementation) is about the artifacts in DAoC, but it’s obvious that the concept has been used many times even if it failed to become a major system (for all I know).

The fact is that this idea is also the origin of one of the systems on which my dream mmorpg is built. It’s between those ideas that I haven’t already fleshed out and written completely but, at least in my head, I have already all the basic elements organized.

A few details are described in the piece where I started to shape the combat system:

Each type of attack is obviously based on a weapon, assuming that even a fist is a weapon. Usually the player will have a different skill for every weapon type, but this isn’t directly true because there will be also a side-skill that will measure the “fondness”. So a character loosing a short sword will have the “fondness” reset to zero even if it will grab and use another very similar short sword. The weapon skill is the skill of the *weapon type* (short swords, long swords, axes, 2h swords, etc..) then the skill is modified by the “fondness” that is instead dependent on that specific weapon/physical entity.

Here you have already the proposed idea fully implemented, with the use of a specific weapon slowly improving, but it’s just the bottom of the system I built. The “fondness” just regulates the behaviour of ALL the weapons. While the advancement system that I have in mind will apply only to magical items, with the possibility to transform a normal item into a magical one.

The idea is that you can start with just a normal weapon and make it not only special but also unique. The first problem I had to face is that the original plan was about transforming a normal item into a magic item through the use. But this means a pure form of grind, so something to dodge. The consideration of this problem brought me the core system that I explained on the link I pasted above. All the progress related to a character (skills, magic, weapons etc..) is *strictly* goal-based (and here I’d be interested to know if Turbine came up with the idea before me because I discovered they “stole” it months after I wrote about it). In general (but not only) the progress is based on quests, never on the repetition. So you can grind the quest system and find the best path but you cannot sit in a place, killing the same mob over and over and expect something to happen (aside rising the “fondness”).

So, moving through special quest lines, you can transform a normal item into a magic one. Now my game detaches itself from the current games. The magic system is one. Every magic item in the game (with the exception of the artifacts, that are lootable in PvP and extremely powerful), dropped, player-made or quest related, is equal in power and possibilities. This means that nothing is directly more powerful in potential than something else. A rusty dagger has the possibility to become the most uber item around (again with the exception of the artifacts).

As per the idea above, the “magic” items aquire and provide new skills. The fact that they are “magic” is simply to define that they have access to a dedicated advancement system. This system is very complex to explain with words but will be straightforward and clear in the use, retaining a lot of depth and producing unique items. The progress is based on “skill trees” similar to the talents in World of Warcraft, but where each step is always directly connected to the next one, if the connection misses you cannot move on that point. The complexity depends on a few factors. The main one is that these “skill trees” are three dimensional. Concretely not only you can move horizontally (in the 2D space of the graph) to unblock more powerful skills, but you can jump also “up” or “down” to parallel skill trees (think like overlapping different sheets). Each overlapped layer will correspond to a school of magic (think like “fire”, “ice”, “shadow” etc..).

Now the movement of the progress along these graphs is, in general, casual. The player will have a limited control in two ways. The first is about fighting (and solving quests) that are linked to a particular sphere (each school of magic corresponds to a skill tree and also to a physical plane that the players can access, as I hinted here). The second is about blocking the way in a direction he wants to avoid but considering that there are always more than two possibilities, so offering only a partial control. Doing so the item will grow and gain power in a semi-random way. At the end the system will be deep enough to create many unique items. Things like graphical effects (items glowing, fire effects, usable skills etc..) will always be the direct consequence of the progress of the item through particular schools of magic.

There’s also a last element that will affect the progress of an item. It’s about an invisible DNA code unique for each item. This code will affect the % of possibilities for an item to move in a direction or the other. It represent a “destiny”. The players will be able to drive the progress with the tools I explained above but at the end the possibilities of movement will always be restricted in the “space of possibility” given by the hidden DNA code. Something that the players will have to discover through the observation and research.

What happens to the mechanic of dropped items? Nothing in particular. Dropped items are no different from player-made magic items. The difference is that the dropped magic items are in a “frozen” status (so they have an “history” already set that cannot be changed). This means that a dropped magic item is an item that already had a progression through the skill trees. It could have just started or even be near the end of its path. These items can be “unfrozen” but then they’ll move only “onward”, with their previous skills already set.

I guess it’s all. I just took the occasion to write it down before someone else steals me the idea :)

Blizzard breaks the servers list by population

Till now it was possible to sort the servers by population. So you were able to see from the most crowded server till the most empty or vice versa.

Today Blizzard disabled even this. Now the servers are still divided into three groups (high, medium, low) but the servers in each group cannot be sorted anymore by population. So now it’s impossible to say which of the “high”-marked servers is the most crowded.

Just reporting. I hate these things, but I can see why they did it.

(I suspect that even the groups are broken, Froswolf is listed as “medium” and still has a queue. My server is “high” and no trace of one)

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Got numbers?

Ethic spotted World of Warcraft‘s numbers:

In less than three months, it had already sold over 800,000 copies in North America. With a subscriber base of more than 750,000 players and peak concurrency of over 250,000 users, World of Warcraft is now the biggest online game in North America.

[…]

On January 18, 2005, World of Warcraft released in Korea, and in just one day had achieved peak concurrency of over 100,000 players.

[…]

Most recently, the game launched in Europe on February 11, 2005, to even greater success than in North America. After just its first weekend, Europe had already hit peak concurrency of over 180,000 players.

Hey Brucie, time to update the charts. And, yes. I was right.

Now lets see how much those numbers will sink in the next months. Because that’s what will happen, even if slowly.

(despite it’s still selling like bread)

I paste here an excerpt from Dave Rickey:

To explain how I get the 440K-550K number, what IĆ¢

Good graphic is possible

Tell to the SWG team that good graphic is possible.

That wookie looks finally great and the armor it wears doesn’t look just like pieces of junk glued together with two dicks coming out from the ears.

All the other screenshots from that game reconfirm the same concept. Fill a demand to get Lucasarts artists, please.

But I guess I’m repeating an old concept.

(btw, the wookie grabbing and lifting the droid is the same concept of interactivity that I still preach as the future of this genre)

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Here’s your fluffy cloud of vapor

Blizzard released the first informations about the upcoming patch.

Call me unimpressed. There’s already a lame pic around but the point is that this patch really doesn’t sound worth the wait.

To summarize:
– Battlegrounds and Honor System dealyed, see ya
– New dungeon (Dire Maul 56-60)
– sidebars and quest tracker (ripped from the user mods)
– Chat bubbles on screen
– *Amazing* fixes to classes:

# Mage – New Spell: Mage Armor allows mana regeneration to function while casting and increases resistance to all magic schools
# Druid – Cat form damage per second increased
# Warrior – Rage will now generate when attacks are parried, dodged and blocked
# Priest – Power Word: Shield can now be cast on all raid members

– Meeting stones


Who wants to bet that the meeting stones will be forgotten by the players in less than a week.

More than two months for a patch filled with fluff.

Moral: when you see the devs and community reps go all silent it’s not because they are working too much. It’s because they have nothing to show.

This announce is really a cover-story to hide the fact that both the honor system and the battlegrounds are, again, delayed.

I guess my prediction

When Blizzard will finally release a content patch it will be rather big. Peoples will stop complaining about the lack of updates in two seconds (till the next month). Instead the servers will decide to explode and everyone will start to scream about them releasing it too soon.

…was a bit too optimistic.

Btw,
I WANT THE LEET SPEAK FUCKING OUT OF THE GAME.

(The message also hints the plans for a test server for the battlegrounds and honor system. It isn’t clear how they’ll deal with it but it’s possible that they’ll target or mirror one of the live servers)

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Mudflation as antibody of a “stain development”

As an observer in this industry my duty is to analyze what happens from a personal point of view, that is equal to my sensibility and limited knowledge, and underline the tendencies. So that I’m able to anticipate if something is supposed to go in a good or wrong direction. This is the direct reason why I often play to foresee the future and predict how things will go. Peoples usually mock me (rightfully) at this point. In most of the cases what I repeat is glaring obvious as predicting that the sun will rise the next day. Now the point is that I’m still an observer, till the game companies will keep doing obvious mistakes I’ll have to keep predicting the obvious.

The fact that “the servers will crash” isn’t obvious till I won’t see the problems addressed at best. So I’ll keep underline it. How am I supposed to know what is “at best”? It’s simple. In the case of World of Warcraft I preached since August that their choice to divide the servers by timezones would make the overcrowding problems more serious. This problem isn’t trivial as it seems, there are a large number of implications. What was the result? The result was that what I predicted was ignored till Blizzard got swamped in the problem and had to start to suggest the players to log in servers that do not correspond to their timezone and relative peak times, disrupting directly their plan and even a few important design implications, like the 24h clock, GM support and scheduled downtimes. A couple of weeks later they released an emergency patch to remove from the UI the timezones.

Again, it was obvious. Again, it was ignored. Now let’s move on. The game is now released and we hit another prediction I made. Blizzard is not correctly prepared to sustain the scope of this project. They somewhat admitted it and I don’t have the knowledge to judge if what they are doing is the best possible or if they are committing errors in the process. But I can still observe the game and understand what it needs. The direction that will help it to improve and not just decline as all mmorpgs are supposed to with the passing of time.

Maybe, they aren’t committed enough to this game. Maybe they are moving the focus on other projects, leaving only a small, not adequate, team on this one. The reasons and the choices depend on elements that I don’t know and I cannot control so the best I can do is to point out a doubt and the reasons of this doubt. And I move forward of another step.

This another step is about a “direction”. The game needs work. As I often state the release is just the beginning for a mmorpg, the real development and challenge (with yourself, not with the competition) start now. But what is the best direction to move to? What will damage the game? What will improve it? These are the topics of this new step. Peoples everywhere claim for “content” but this path isn’t that obvious. I believe that one of the worst things that may happen to World of Warcraft is a rise of the level cap. If everyone reaches level 60 and starts to whine because they reached an endgame that sounds like a “game over”, the most direct solution is to push forward the finishing line. Let’s move the cap to level 70 or more.

This is a common process that can be assimilated to the concept of “mudflation”. The keypoint here is that the term defines in particular those games that are generally considered “content-intensive”, EverQuest for example. You aren’t supposed to complain about the lack of content in a world like EverQuest but the fact is that, concretely, the lack of content is its main problem. And here I said once again an heresy. The reason comes exactly from the meaning of the world “mudflation”. Its meaning is about an “erosion” of content. The mudflation is an active process *on the content*. It means that the elements in a game are replaced and made obsolete by something new. It’s true that *apparently* there’s load of content, but this content is actively eroded and forgotten.

Why does this process exist? Because it’s a recursive process. You cannot stretch too much the treadmills or you shatter the community. If the whole development is about adding terrain for the treadmill, it will become increasing hard for the new players to join the game and integrate themselves. The space between the first levels and the last increases exponentially representing an unending ladder to climb just so that you are supposed to join your friends and their activities. These treadmills are barriers between the players. They do not work by definition because they break the accessibility and uncover the true, emptied nature of the model. The mudflation is a process that exists to solve this situation. The mudflation is a positive “antibody” developed directly by the game itself to survive. It’s the only way for the game to remain cohesive, to not finish fragmented into too many pieces.

So there are two elements to consider here. The first is that the mudflation is a direct, positive consequence to fight back a process that was started “outside”. It’s an auto-defence of the game. It’s “wrong” only because it is reacting to a damage from the outside. The players still need a communal ground where to meet. Communal goals to achieve. Too much content would actively shatter this. Spreading all the players everywhere without them joining to reach their objectives. This would produce a dispersion, a desert. The mudflation is the consequence of a *problem*. This is the second point to consider. The problem is elsewhere, in a broken model of development. To excuse this development only new goals to achieve are added. These goals, to be considered worthy, need to become bigger rewards. The development model here is the one of a stain. The original release of a game is the center, then the developers keep adding stuff (areas, monsters, items) around it, like a stain that is slowly enlarging.

The mudflation is an antibody to this model. It’s an attempt to keep everything together. The erosion of content is needed to sustain the expansion. An expansion that isn’t mirrored by the expansion of a server. The players become just drifting ships on this stain. The more the time passes the more the ships will crowd the borders of the stain (the end-levels). As new content is released the stain will expand again and the ships blocked on the border will drift once again till the new border. This while the center is exsiccating. Noone looks the center anymore. Even if the center is the game. The center is the heart and, still, it’s ignored because all the ships are on the border, not anymore in the center.

Soon this heart will die but noone can see this because there are still the boys surfing on the borders. Where the game seems still full of life. The mudflation is a desperate attempt to counterattack this unexcused expansion process. To keep its heart alive this growing stain tries to cut away what it can. The less important parts are abandoned so that the life sources can still be focused elsewhere and sustain the unending, pointless and foolish enlargement.

At the end the moral is that this cannot be an optimal process. There must be something better. The games modeled on a stain give only the illusion of content because the truth is that they are kept alive thanks to the mudflation. The truth is that the erosion, so the loss of content, is the reason why they still survive. This rings a bell? How it is possible that an old game can only survive through a loss of content when that content is supposed to be its main strength? How it’s possible that this loss underlines a quality (and probably the only one it has)?

Those are the questions that is useful to answer. If they will remain unanswered the unacceptable and inexplicable destiny of these games will remain the same: die of age.

About factional balance

(and I swear that I’m done for today)

I save here a discussion before it’s lost. The topic is the factional balance in a PvP game but from the perspective of “why one side is more appealing than the other”.


Oh, I wrote too much about it on this thread.

My idea is that the players choose deliberately specific archetypes:

I’m saying that the race is not relevant. What is relevant is the alignment.

The alignment is a constant throughout all the different mmorpgs. Here’s a “rule”. A pattern repeating in different contexts at a glance.

If you allow each race in WoW to chose if to be alliance or to be horde you’ll have, at the end, that the alliance outnumbers again the horde. This is the point.

An orc and a troll aren’t choosed not because they are ugly, but because they do not incarnate a ‘good’ alignment. Not a case that the most choosed class (and by far) is the paladin.

And I want to add:
The only way to “fix” this at the origin, as you say, is to build in the game factions that cannot be linked easily to archetypes. And, believe me, you don’t want to go this way.

Archetype means that a “figure” acquired with the time a cultural meaning. This meaning becomes an archetype that goes beyond the boundaries of a single game, it becomes a concept by itself.

So these games are unbalanced because they work on consolidated archetypes. When a player chooses one it doesn’t choose just an image at the log in screen. The choice is about a cultural, shared background.

In general players want to be heros:

The other reason is that human, elves, dwarfs and even gnomes are standard fantasy setting. While undeads and taurens aren’t. Plus the trolls don’t look like trolls and are (arguably) the ugliest race.

In WoW this unbalance is just about the perception and the ‘good’ faction will always be more popular than the ‘bad’ faction.

Calistas then wrote better my concept:

No need to be metaphysical, they are just ‘bad’.
Show pictures of the races/cities to anyone and ask them to pick the baddies and the goodies and is, largely, obvious.

People aren’t going to ponder which one to chose. Many will just chose the goodies out of habit.

ALL this genre has value JUST because it’s archetypical. That’s the only reason why this stuff is “popular”.

This is also why I strongly criticize Raph when he thinks to these games just as formal systems. It’s the culture to permeate and give a meaning to the formal system. The formal system is nothing without the other part.

Group Hug

From the Mannoroth forum Sato, a level 59 undead warlock, says:

Goodbye Mannoroth :(

To everyone I have played alongside, its been great. To everyone I have played against you have been worthy opponents. And to everyone I have been ganking in the Wetlands with my 34 Rogue Archangel, I had a blast with my final days.

I will be logging in one last time this Friday to change leadership of my guild and say goodbye to them. We have been together for over 2 years, and through several games. I hope our website comes back up again so I can keep in touch with you guys.

Special thanks to Necrocyde, Aradesh, Deathgaze, Kilour, and any of the other warlocks that I have had such a good time with in the Warlock channel.

A bit below:

Where are you going? :(

What do you think?

I have to focus on school. Its also time to end my addiction with video games and get back into the real world.

I dont need to fail another semester of College because of MMOs.

Aww…

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Even FFXI patches HARD

Can I STOP writing today? (also considering that this site is a fragment of what I write everywhere)

Final Fantasy XI, also known as another painfully slow mmorpg to release relevant changes, has massively patched today.

Just the new Fishing System deserves a page on its own. Squaresoft is starting to do something about the farmers. Not only they began to take actions against them. But now they are finally also addressing the awful mechancs that *produced* that situation. So we have changes to the notorious monsters and this new fishing system that finally looks interesting. Probably superior to the timid attempt in World of Warcraft.

Now you have to actually “fish”, reacting to the movement and the stamina of the fish in order to successfully pull it out the water. I guess the default AFK-(macro)-fishing will be a bit harder now. A right step to deliver some more gameplay and address the farming problems.

I also noticed that these patch notes make sense and are more detailed. Maybe Squaresoft is also reconsidering the communication process. Maybe they saw as well the subscriptions numbers sinking.

There’s also a new, rather complicated, search system that allows the players to set categorized messages. It doesn’t sound so straightforward in how it’s integrated in the UI. Probably one of those features forgotten and abandoned by the players in two days.

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