Common MMO Myths

I’ve had quite a week when it comes to MMO design. It would be fair to say that I am involved in numerous polite and less than polite discussions on a variety of subjects ranging from grouping to PvP. Given the topics that are flying around I thought it might be fun to tackle a couple of inflammatory subjects and dispel the myths around them (or just outright call them myths). The worst possible case is angry readers with torches and pitch forks arriving at my door. On the up side, however, we might have some solid discussion and understanding on these subjects.

Myth One – Forced Grouping

The biggest myth that I have seen continuously perpetuated is forced grouping. I consider this a myth for two major reasons: it is based around EverQuest and a tiny minority of MMOs but expanded to include anything where someone forwards the development of group content and, more importantly, it wasn’t even true in EQ1. To ensure that there is no ambiguity and that we are all on the same page I would like to define my terms. When I hear “forced grouping” I read it as “there is no way to effectively level in an MMO without a group.” I do not read it as “soloing is not the most efficient and effective way to level and is possible on my (the player’s) terms.” If you choose to reply be sure you qualify on which definition (or give your own) that you’re working. It will save us all a lot of heart burn.

I’m certain a large portion of readers would check that first paragraph and think, “Ferrel, you’re on crack. EQ1 was all about grouping.” To those of you with that thought I would agree! EverQuest did focus on grouping! It, however, did not force you to group. Soloing was not only possible but highly effective! People just want to gloss that fact over, however, because some limits were imposed. You could solo quite effectively right out of the box with a necromancer or druid. Over time shaman, bards and beastlords were added to that list. Other classes could solo but admittedly not as well. I can also argue the fact that twinking further opened up soloing options to players who wanted a second character. Can every class solo at all times? No, they cannot. Was it possible to solo effectively in the game? Absolutely yes if you accepted the terms.

I would also like to point out that EverQuest was also extremely duo friendly. A lot of people write off the “small group” dynamic. There is a large degree of separation between six players and three. You could, quite effectively, level in pairs and in threes in EQ1. That was the way I generally did it. Thus, many of the arguments against grouping in general can be seen as slightly exaggerated. Finding only one or two more players is a lot easier than finding five or six. Even if you were “forced” to level in pairs (by my definition), that isn’t as big of a burden as “forced grouping” is made out to be.

When it comes right down to it I can’t think of any American originated MMO that actually forces you to group (by my definition). There just isn’t some historical precedence of forced grouping to speak of. I can think of a few that focused on grouping and made soloing seem less desirable, but that is a different issue. I maintain that this is an acceptable practice. We absolutely must be able to log on and achieve something alone. That doesn’t mean that needs to be the best way to achieve everything though. Others might disagree and I look forward to the discussion about it!

Myth Two – “Mad PvP Skillz”

Another myth that I see come up a lot is that defeating your opponent in PvP is based more on skill than mechanics. In all honesty this is one of those things that I absolutely do not believe. I say that not because I am a “PvE preferring care-bear” but because of the basic foundation by which MMOs are designed. Those are things you can’t explain away.

Once more I have to define terms to ensure we’re all on the same page. I am not, in any way, suggesting that no skill comes into the playing of MMOs (PvP or PvE). There are skilled players, average players, unskilled players and a million levels in between. When I am talking about skills I am talking about a player’s ability to to overcome another player when they are on equal or semi-equal footing by those skills alone. To make it abundantly clear I am saying that success via skill can only be measured when all things are as close to equal as possible.

It is important to make this distinction because human beings seem to believe that when something positive occurs it was generally due to their direct influence. We feel great when we hit a home run, land a job after a successful interview, or achieve anything else because we used our abilities and skills to make it happen. While in reality that can often be true that doesn’t always translate over to the MMO world. At the very foundation an MMO creates a situation where it is virtually impossible to ensure equal or semi-equal odds between two players. By design there are too many disparities for a fair fight and as such wins (or losses) cannot logically be attributed to skills as often as they are. Lets take a moment and look at some of the more obvious ones.

Level disparity is one of the biggest reasons why a PvP fight will never be fair or based on skill alone. It is also the poster child for what we call “griefing.” When two players go head to head their level has a massive hand in deciding who wins a match. This is especially true in MMOs that give substantial upgrades per level. Even in relatively “level flat” games, however, too much level disparity leads to an impossible to win situation. I am very confident that if you took the best PvP player in the entire world (PvP prime) and then grabbed an average Joe PvPer, put them in WoW as the same class, and then gave the average player an additional 20 levels, the winner would almost certainly be the average player in every occurrence. Some might argue that the skilled player could win and I would agree. That player could win but, despite their skill, they would consistently lose over and over again. Skill cannot over come this disparity consistently enough. If it could you would have a lot less griefers because they would run the risk of defeat.

Given that the foundation upon which most MMO progression is based is inherently “anti-skill,” it makes the argument hard to accept. I will concede that at “max level” that disparity goes away but I’m not done yet! We haven’t talked about number two of the “major disparity trinity!” I am talking about, of course, loot. Once again I have to point out that in a gear-centric MMO, either heavy or light, gear can lead to a huge swing of power. For this one I had to go to real game representation! Lets look at two pieces of loot for a comparison.

Savage Gladiator’s Quickblade
Binds when picked up
Off Hand Sword
136 – 254 Damage Speed 1.50
(130.0 damage per second)
+49 Stamina
Durability 90 / 90
Requires Level 80
Equip: Improves critical strike rating by 22 (0.48% @ L80).
Equip: Improves your resilience rating by 22 (0.27% @ L80).
Equip: Increases attack power by 66.
Furious Gladiator’s Quickblade
Binds when picked up
Off Hand Sword
187 – 349 Damage Speed 1.50
(178.7 damage per second)
+78 Stamina
Durability 105 / 105
Requires Level 80
Requires personal and team arena rating of 1850
Equip: Improves critical strike rating by 26 (0.57% @ L80).
Equip: Improves your resilience rating by 34 (0.41% @ L80).
Equip: Increases attack power by 86

These items are of equivalent level but widely different in power (and I even compared a blue to a purple so nobody would cry foul, it could have been a green). Once more I have to go back to my example of PvP prime vs average Joe. If Joe had the superior weapon and prime had the weaker one, Joe is going to win far more often based simply on mechanics. We’re also just talking about a single item! The disparity can spread across multiple item slots and lead to huge swing in advantage. I know what you’re thinking, though. You’re thinking, “But Ferrel, we could both be max level and have gear of equal power! Then that would actually be a chance to show off our skillz!” Unfortunately, you’d still be wrong, which leads me to the last of the trinity: class disparity.

When it comes to class disparity we have to focus on two major parts: balance and paper-rock-scissors. Both are very important and illustrate how skills have less to do with an MMO PvP encounter than mechanics. Balance is always a sticky issue in an MMO. The more classes and specializations you have the harder it is to ensure a somewhat fair chance to all players during game play. It is inevitable that at all times you’ll have a few classes that are slightly too powerful, a few that are slightly too weak, some that are dead on and one that is so far outside the curve that it makes players balk. That alone will ensure that most classes will never offer a balanced challenge against each other. This is minor when you consider another MMO foundation that I have nicknamed “paper-rock-scissors (PRS).”

It isn’t true that every game uses the PRS model but lets face facts and accept that most of them do. What I mean by that is that each class pretty much has a clearly defined predator and prey. The lightly armored magic user destroys the heavy tank who, in turn, destroys the medium armored assassin who pokes a ton of holes in the original magic user. Many games use this model to differentiate their classes and give them a role. That leads me to why I think class disparity is part of the trinity. How much skill does it take for a player who is playing a predator class to destroy its prey class? You’re already given a huge advantage! Show me the prey that destroys the predator consistently and I will start to consider skill if all other things are equal.

Now that I’ve explained just the trinity, (and those aren’t the only disparities), the only true test of skill against skill would be in confrontations occurring between characters with the same gear and of the same class and level. Then, and only then, we would have a fair conflict that would truly show who had the most skillz, right? I am afraid the answer is no, we would not.

There is one final major consideration when it comes to how MMOs are designed that ensure we never truly have a comparison of skills alone. I am referring to the random number generator that makes up the very core of any role-playing game. Unlike a first person shooter where players are given a cross hair and a cone of fire with a finite spread, MMOs rely on “dice.” In a shooter you can aim at a target, factor in the spread, and generate numerous hits and near misses consistently. An MMO on the other hand can lead to truly divergent numbers. You could have a lucky streak of critical hits or an unlucky streak of misses. Nothing the player can actively do will influence those rolls. The best we can hope to do is limit the range of them. The final decision about who wins is ultimately up to random chance. PvP prime can be defeated by average Joe simply by luck alone that no amount of skill can avoid. No one escapes the streaks without exploiting.

Given the facts about how MMOs are designed I frequently find myself confused when a PvP player becomes hostile when you suggest that they don’t win by their skill alone. I imagine it is just the nature of being human that we want to believe that what we do has a disproportionate amount of influence in what occurs, even if it doesn’t. We can play perfectly and still lose in PvP or PvE. PvPers, no matter how much they want to suggest otherwise, aren’t any more skilled than PvE players. Does it take more effort to kill a player than an AI controlled mob? Sure! Is it so much more so that they can continually claim to be the only true MMO players? Absolutely not. After all, a player, much like a mob, has a class, certain statistics and only so many abilities. They might be brighter than a mob but the rules apply and the rules say “mad skillz” can only take you so far. After that it is all of the disparities and random luck because that is the fundamental design of the game.

I realize that this particular article is quite a wall of text and for that I apologize! I wanted to include more than one myth because forced grouping is awfully short even if PvP skills is awfully long. I’m interested in seeing what you think and the many rebuttals to my arguments!

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15 Responses to Common MMO Myths

  1. Tesh says:

    Psychochild has made note of LOTRO quest chain where you’re forced to have a group to progress. I’m not sure if you can simply outlevel the quest and come back (much) later, but if you’re playing through the story as designed, you can’t progress without a group. It’s especially egregious since the first parts of the quest chain are soloable or duoable, and they change the rules on you midstream.

    As for PvP, I wholly agree. The DIKU vertical progression loot-centric model of modern MMO design all but assures an uneven playing field. Skill is more relevant the more level the contest, but “fair” fights are exceedingly rare. That’s part of why I don’t bother with PvP. If I want that, I’ll go play Counterstrike or something.

  2. Ferrel says:

    Hmm! This was scheduled for tomorrow! I’m not sure how it posted today, especially since I was still working on it! Oh well, I did just finish it up. Hopefully there aren’t any mistakes I missed!

  3. Dresden says:

    Your site is taking over HAL style.

  4. Ferrel says:

    It is indeed. At least today is Friday so the article is now up at the appropriate time. To be honest I expected a lot more heat on this one!

    Tesh you make a good point about LotRO. I have not yet ran into anything that couldn’t be over leveled and solo’d but, if that does come up, I would consider that forced grouping. The main story should be able to be done by yourself, even if you have to wait a few extra levels.

  5. Wolfshead says:

    Thank you for promoting the truth about the myth of forced grouping.

    • Ferrel says:

      I just thought the information needed repeating. I also wanted to clearly give a meaning to the expression. Hopefully between us and the others we can provide insight to the issue!

  6. Pingback: /AFK – July 12 « Bio Break

  7. vekkth says:

    the part about PvP balance is absolutely horrible, you obviously never deep into competitive pvp, that blue and epic item comparsion gives you away totally.
    those to item not equal, they have different itemlevel.
    and competitive PvP in wow is usually happen between more or less equally equipped teams. you might be talking about outdoor ganking style PvP, but thats rather strange because saying “ganking/outdoor PvP takes skill” is like 5 years ago. i mean, you are debunking a rather long ago dead myth.

    • Ferrel says:

      @vekkth

      Ah yes, the traditional PvP arguement of “you clearly have never PvP’d.” It does a lot to reduce my credibility and raise your own! Only… it doesn’t. The Blue vs Purple comparison was there to prove a point. You’re suggesting that nobody would ever go into PvP without an inferior weapon. They have, will and continue to do so. It happens in the arena, battlegrounds and open world PvP. Why? You can’t magically just have the current arena season gear.

      Which it also seems you didn’t continue to read past the item point. I did note that if you had equal items and equal levels there were still two disparities to over come. That is okay though ^_~

  8. You didn’t link to my latest article and get a free trackback link! :) But, yeah, most of the discussion of grouping focuses on one specific game. Someone else mentioned that EQ’s soloing also took a lot of skill because you rarely stood in a toe-to-toe fight. I think there’s a lot of benefit in encouraging players to group up.

    Tesh wrote:
    I’m not sure if you can simply outlevel the quest and come back (much) later….

    The one quest I wrote about is at the higher end of the mid levels. I don’t think you could effectively solo it at a higher level, but I don’t have a super high level character to test that theory. Trivial (gray) mobs in instances still aggro on a higher level player, so you can still overpull in LotRO if you’re sloppy.

    • Ferrel says:

      @Brian
      Some how I commented and missed that when I wrote this one. That will teach me from trying to sneak around at work!
      Edit: No I remember why. Epic Slant posted this by itself on Thursday while I was still working on it. I never got a chance to put in the links (I usually do that last). The link to Wolfshead wasn’t there either.

  9. You cheated, Ferrel! :) But, now you have a shiny trackback link from my site.

    vekkth wrote a run-on sentence with a few periods sprinkled in including the phrase:
    competitive PvP in wow is usually happen between more or less equally equipped teams.

    Er, I haven’t played the most recent patch, but this was never my experience in PvP. The most important stat for PvP was resilience, and you mostly got gear that had resilience by engaging in PvP. Luckily you still got some rewards from PvP even if you lost, so eventually you could buy some “real” gear and get out of your scrub gear.

    As the article shows, there are two different weapons available to PvP. One is obviously inferior (as measured by iLvl if you want). If one person can only afford the blue, but another person has earned the purple item, then the contest isn’t fair. Extend this over multiple pieces of equipment….

    Now, it can be argued that PvP is about player skill and a skilled player can overcome numeric advantages. The problem is that WoW’s PvP tends to be a positive feedback loop. People who win more get more nifty items and have more power so they have a better chance of winning and therefore get more power….

    You can go ahead and try to claim I don’t know PvP. :P

  10. Longasc says:

    PvP players should really try Guild Wars, especially the “Guild vs Guild” mode. IF they want to play “fair” and on even odds.
    I always wondered how it should ever be possible to “balance” a level and gear based progression system, with different classes and a holy trinity approach that is not so much unlike rock-pape-scissors for one-on-one combat or arena combat.
    But “skilled” players overcome all this through … ignorance and denial of game mechanics? Actually, to be “skilled” one should at least know them.

    I wonder if Aion’s PvP will turn out. If mass or small group battles will work and keep people entertained despite the inherent “unfairness” of a level, gear and class based system with strong RPS component, which Aion has.

    Regarding the forced grouping, you are right… I wonder if the modern view of MMOs is not that older MMOs “forced” grouping, but more that everything that requires a group is seen as a nuisance.

  11. Tesh says:

    I should note that I don’t mind the “forced grouping” of raids in the slightest. That’s content designed from the ground up as a group effort, and it’s standalone tangential content. What bugs me is when progress in the main game is tied to grouping, like the LOTRO example. (Well, that’s assuming the LOTRO example is a roadblock. If you can progress in the game beyond that point without finishing the questline, it’s merely annoying that I can’t see the rest of that questline story without grouping up.)

    WoW has its own “level appropriate” group dungeons with concurrent quests, but they don’t bother me either, since they are tangential. They are just there if I want to group up, but I don’t have to play through them to move on in the world.

  12. Ferrel says:

    @Brian I didn’t cheat per say… I just fixed a little issue that lead to a benefit to me! Seriously though, links were going in. The article just went out too early.

    @Lonasc Love the comment. I don’t know much about Guild Wars but I’ve heard it is based around being pretty equal PvP. If the game is designed from that stand point it makes sense that more skill would be required vs a game that heavily focuses on the traditional RPG style.

    @Tesh Absolutely! I made 52 the other night in LotRO. The only quest that could stop your progression is the opening quest to the expansion. I was able to solo it at appropriate level though. Beyond that, nothing has stopped me other than my desire to attack four mobs at once.

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