Story driven MMOs
Friday, August 21st, 2009
I recently received an email from one of my readers, Gareld, that really gave me the opportunity to think about why we play MMOs. It also so happens that this topic has been under quite a bit of discussion due to Bioware’s impending “The Old Republic” and 38 Studio’s Copernicus Project. Gerald basically indicated that we tend to play MMOs for the story and the engagement and not just for raw numbers. It was an interesting point.
Now, what really interests us when we are playing an MMO? The story behind the MMO. If playing an MMO was all about numbers we would (more…)
Do existing IPs bring more MMO success?
Friday, August 14th, 2009
The MMO genre, like most genres, is not immune to trends. One of the current ones that we’ve been working through is taking an existing intellectual property and designing an MMO around it. We saw it with Star Wars Galaxies, Lord of the Rings Online, and Warhammer Online. The question I have to ask is did those names really bring in more players than the MMO would have anyway? The notion of course is that a Star Wars fan who has never seen an MMO might play SWG. That should mean extra dollars, right?
In truth I’m not so certain of that fact. I would say that at the onset a developer might sell more boxes due to the name they attach to it. Does that name alone, however, lead to the most important monetary generating system: conversions? How many of those players, after seeing what an MMO is, agree to play past the first month? (more…)
Articles to read this week
Tuesday, June 16th, 2009I try to spend a lot of time reading through other blogs and news articles during the week when possible. It gives me inspiration for my own articles and keeps me informed on what is going on. The MMO sphere is quite large and impossible for any single person to cover. One thing I have tried (poorly) to do in the past is advertise what I enjoyed and share some love. With any luck I’ll start doing a better job of that going forwards. I invite my readers to post links to stories you liked via comments on this article. Don’t be shy. I know I find some great stories through your daily reading.
Syp over at Biobreak laments the direction that World of Warcraft has taken. He makes some pretty solid points and I thought they were worth sharing. Take a moment and go read WoW: It’s a Small, Small World.
Reagn took some time to mull over the prospect of playing Aion. He is having mixed feelings due to the PvP focus of the game and his experiences with Warhammer. He touches on some good points regarding PvP as a game’s core experience. Since I’ve been talking about just that lately I enjoyed his opinion on the matter. I recommend Aion Beta: Once Bitten, Twice Shy?
Timothy of Incoming Pull is stuck between MMOs and feeling a bit out of it. It is something that all of us go through when we leave a game. In a way, it is like leaving a relationship. We put in so much time and effort but sometimes the negatives out weigh the positives. If you’re between games or ever have been you should check out The lull and drudgery of being in limbo.
Okay, so this one is way late, but it was something I read last week and enjoyed. Moorgard (aka Steve D of 38 Studios) did an interview with Ten Ton Hammer about the creation of IPs. It was a solid read. You’ll find a link to it via Steve’s article Please Hammer, Don’t Hurt Moorgard.
MMO Antiquities – Competition in PvE
Monday, May 25th, 2009
Some of you may recall a time when instancing pretty much didn’t exist. If you wanted to go after a raid mob you had to compete in the cut throat world of high end gaming. Sometimes you’d have to wait for a new expansion to get the last expansion’s top loot. It was a frustrating situation to say the least. Despite that, however, I don’t think competition in PvE is a negative thing. In fact I think it should become a necessity in modern MMOs.
In EverQuest II, after a few content patches, you had a healthy mix of contested raid and non-contested instanced targets. The best rewards were usually found on the mobs you had to compete for. Instance raids, however, still offered a good degree of gear progression. As time went on, however, the focus shifted. Instances began to drop better items and competition declined.
Why is competition important? As a guild leader it forced my members to focus more and play better. It wasn’t really us against the mob. It was us against the world. Every failure on a target meant someone else could take a finite resource from us. That was not something we wanted. I can say, without a shadow of a doubt, the more instances that EQ2 got the rustier my raiders became. When there were only a few instances we were at our finest. I can also say that competition keeps members more active. Once we had totally defeated the competition on a raid and the new mob shine wore off interest began to wane.
Competition engages, energizes and focuses individuals. It changes the nature of the way we react and play. Not everyone responds to this but a large degree of human beings do. Take a mundane activity, make it a competition and see how much more people take notice. This is an aspect of psychology that MMO designers rarely leverage these days outside of PvP games.
Obviously there will be plenty of counter arguments that competition denies players content and loot. I’m not suggesting that it doesn’t. I’m also not suggesting that going back to an EQ1 style of game would be a good idea. I am, however, suggesting that competition has a place in PvE worlds.
I am now and have always been of the belief that PvE MMOs need instanced raids with varying degrees of difficulty. I prefer to see two, three and four group instances that all increase in required skill, tactics and gear along a parallel path. I also, believe, however that there should be a few contested targets. These should be challenging targets that offer the best rewards. That in itself is some competition. It wouldn’t be enough, however.
One of the most amazing things that EverQuest II does is that it tracks everything. For a small additional fee you can see who hit what level first. You get all your rankings. You know who got an item for the first time. I am still pleased that some of the most amazing items in that game I got first on my server and pretty early world wide. It kept me going and it let SOE make an additional buck or two a month off me. It just didn’t extend to guilds and I think that was a mistake.
Why don’t we have this sort of system? I would love to see modern MMOs track even more data. It would engage me a whole lot more than just guessing our position against other guilds and reading the arguments on the board that guild B is the best even though they’ve barely done anything of note. With the end of each major content patch and expansion a ranking would be compiled and stored forever. The debate will be over and a new “round” begins! Here are a few things I’d like to see tracked per server:
The first (and every) time a raid encounter is legitimately defeated. Anyone caught exploiting will have their achievement removed and everyone else is bumped up one.
The first ten times a superior quality item is received on a server.
The first time a substantial quest is completed.
The first five times an extremely difficult trade skill product is created.
With that data you could then do periodic checks. Imagine if once every three months the server itself would release the top ten guild rankings. Those categories would be:
The most server firsts in the period.
The most times a particular encounter was defeated in the period.
The most “first time superior quality item drops” received in the period.
The most first time trade skill productions in the period.
Of course you’d also have the final compilation of those different categories into who “won” the period of time. I honestly think that would excite a lot of players. You could even expand that into categories. This doesn’t have to be based on raiding. You could track anything and everything! From casual to hardcore your guild could be ranked in the category that you want to compete in (Sodality would compete in microcore).
The most important thing, however, is that this information should be very obvious. I envision that the guild would get a trophy, so to speak, that would never disappear as long as the guild existed (and even if it went away it should be archived in a hall of fame of some sort). It could be a simple note in the guild window that says: Number Two Overall Raid Guild, January – March 2009. I know that would keep me logging in. I’d always be trying to improve my guild’s rank. You could even expand further and have those categories let the guilds compete on a game wide level. The possibilities truly are endless and from a database perspective it isn’t that hard to implement.
Ultimately I think you could track all sorts of data and rank all different aspects without actually pitting players directly head to head. In this way no guild could deny another the game’s content unless the developers allowed it. Will we see this sort of thing? I’m not sure. EverQuest II started a system like this but nobody picked it up. 38 Studio’s does, however, have a lot of EQ2 talent. I am curious to know what everyone else thinks though. Would you like this sort of system? Would it keep you playing or bum you out? I look forward to finding out!
More MMOs need APIs
Friday, May 22nd, 2009Anyone who has been reading Epic Slant lately is probably aware that I’ve dipped into Eve Online quite a bit. I continue to find really neat aspects of the game that just add value for me. One that I discovered last week just made me warm and fuzzy all over. Eve offers an API!
For those of you who are unfamiliar with the term “application programming interface (api)” it was summed up pretty well by David Orenstein. He stated …”a program’s API defines the proper way for a developer to request services from that program.” In the simplest of terms it means that a player or developer can use the information provided by an MMO’s API in their website, blog, forum signature or anything that can properly format it.
Eve Online allows you to pull great detail about your character from the game via its API. Many industrious developers have used this to create great addons that help you track and plan your character. One in particular, EVEMon, can even run as a program in windows to let you see up to date information. You know what skills you have, what you’re training and how much money you have. This helps you track your transactions and training. It really is very useful.
It has me curious though. Why don’t more games offer a similar thing? Why wouldn’t developers want what is essentially free advertisement for their project? My only guess is that they’re afraid the information would be abused. It very well could be but I think the benefits out weigh the risks. I would love to see even more features available via APIs for more modern games. In particular I hope 38 Studios includes something like this in Copernicus. Who doesn’t want to watch their character constantly via cell phone? I know I do!
We live in a world where a large amount of web apps let you grab information from afar and only request you say where you got it from. With that in mind, the next time you submit a feature request tell your developers that you want APIs! Tell them you want to pull character data into your own application! Proudly display your MMO character on Facebook, xfire, Myspace, Raptr or whatever you use. Even the super secret project I’m working on will have this functionality. More on that another time though!
Digging deep: Problems in MMO development
Wednesday, April 22nd, 2009Scott Hartsman, a noteworthy MMO producer and personal favorite of mine, has put together a rather wonderful article on his blog regarding some of the problems with MMO betas and launches in general. It is worth the read but I do have to warn that he is as long winded as I am. Unlike me, however, it is all directed and to the point! If you’re just looking for the high points though here is what stuck out at me.
I have never been a fan of public betas. I still live in the old days of secret beta invites to players who’re known to be good testers. Of course in reality that sometimes meant the wrong people got the invites. We generally did alright and, with a few exceptions, I like think companies benefited from having us around. Scott has a bit of a different take on that, however, and I can’t really fault the argument.
It’s not a 100% correlation – But in general, the bigger the beta, the more confidence. The later and smaller the beta, the less confidence, and the higher internal pressure (usually driven by the cost) to get something, anything out the door, as a hail mary.
In particular Scott is talking about how this practice looks to consumers and I think he is dead on. While I might not judge an MMO by the size of its beta I know many players that would. It is funny how that comes up in several walks of life.
That said, he also elaborates on why betas don’t really involve a whole lot of actual testing. It comes down to two major points that are well reasoned. The first is one that should be obvious: starting over, at least in MMOs these days, is not that big of a deal. It was previously believed that players would not stand losing their characters at the end of beta. In the “glory days” of EQ I can totally agree. Any progress was a lot of progress. These days, however, I just don’t see it. Max level characters are so much easier to achieve. It is a travesty I say (but that is tangent)!
WoW proved this to be a fallacy. For a good game, it turns out that there’s not just a higher tolerance for starting over than anyone imagined, but many people are actively interested in repeating their progress once a beta is over. Counterintuitive at first, but it does make a lot of sense. To a significant part of the core MMO audience…
Starting over feels like cheating.
He is exactly right. When I’ve played a beta I feel less lost on day one. I focus in on what I know worked for me before and I catch up my “hard earned gains” in a quarter of the time it took the first go round. This is one of the things that I enjoy most about beta. In a beta I test things consistently. I meander around and I don’t feel rushed. I recognize that that “rushed” feeling is self inflicted but even in retirement I’m still a “the game starts at max level” guy. Beta lets me stop and take the time I want to. It also means I am more forgiving of bugs and my reports about them are more detailed.
Tying into this, however, is one of the major industry issues that MMOs face: long development time that allows for little in the way of going backwards. Before designers ever get to actually create content they have to wait on the world and tool builders to finish. This leads to a long time of waiting and making plans on paper. Helmuth von Moltke the Elder is attributed with the quote “No battle plan survives contact with the enemy” and I think it is fitting for MMOs. Plans are made but the actual implementation of them comes so late in the game it is neigh impossible to make core changes and you might find out your product just isn’t fun.
The classic problem is compounded by the fact that designers are forced to continue progressively building more and more (on paper) upon unproven hypotheses (also on paper), until they end up with a 1,000+ page document of “Here’s the game we’re going to make once the architecture is in place.”
Scott talks about this in length and it is important to know if you’re big into the industry or just want to understand why something didn’t go as you anticipated. Steve Danuser talks about this in his article. Essentially, if a core pillar of your game isn’t right you’re left with limited options at that stage of the game. That is why, in my experience, big change can often come so slowly.
Ultimately I think some of the basic issues of work environment and work flow need to be addressed. Do you get productivity out of designers who have insane deadlines and are expected to work in a “60 hours is our corporate culture” environment? It is my opinion that you don’t and I think a lot of people would agree. The work flow is also somewhat skewed. I am, in no way, suggesting that world and tool building isn’t important but that isn’t what players see. Limiting the time for content design and basing that design on nothing more than “plans” won’t work that well.
Going forwards I imagine leaders in the industry are going to learn and adapt to these trends. Look at 38 Studios, for instance. Instead of starting a huge hype train they are being awfully tight lipped about their product. This is not actually a normal practice in the industry. I am also curious as to how their work flow is. We already know that they let Ryan lounge around and play ping pong all the time. I have to imagine it isn’t strictly following the previous mentioned model! With any industry happy, healthy, and less stressed employees produce better work. It is why my company has mandatory vacation. Perhaps the MMO industry should take a page from other technology firms. It is my guess that we’ll see better products and better products mean more money.
No 38 Studio employees were harmed or actually slandered in the writing of this article. This is mostly because Ryan is a lot bigger than me and I have a glass jaw.



