Devilish details

March 27, 2013

Yesterday’s post got some interesting replies, not the least of which is this post over at KTR. It got me wondering if I just over-focus on some things, or if other MMO players don’t see them or don’t care about them.

Zubon says you can play DF:UW’s prowess system in Asheron’s Call 1. Here is the quote:

“So if you like Darkfall’s prowess system, you can go play that right now in Asheron’s Call 1. Seriously, that system existed in 1999…”

(Note: the 1999 part is important, because that’s basically the version of AC I’m talking about. It’s been more than a decade since I last played it, and for all I know the game today is completely different.)

As I pointed out, yes, certain aspects of the AC1 system are similar on paper to DF:UW; primarily the act of spending points to increase skills. And I don’t want to get into a debate about what percentage of the systems are similar, because I see little value in that here. Whether it’s 99% different or 1% different, the two ARE different.

What I do want to point out is how these differences ultimately matter.

For example, DF:UW does not have levels, while AC1 did. Zubon talks about this in his second paragraph, but misses or does not address the main point; without levels, you don’t ‘progress’ through areas/zones. Without that progression (and other factors), you don’t fall into the themepark trap and instead create a virtual world. It’s the classic difference between UO and EQ, and while AC is in many ways the odd man in the middle from the big three era, in terms of progression and world feel it’s very much EQ and not UO.

The reason? It’s character progression system.

DF:UW? Far closer to UO in terms of world feel. The reason? It’s character progression system.

To me, that’s huge. Apples to oranges huge.

And yet Zubon made the post he made, and others made the comments they made. I respect Zubon, I know he knows MMOs, so I don’t think it’s a case of not getting it or not seeing how the pieces add up.

I’m left with the fact that to Zubon and others, maybe they don’t care? Maybe a virtual world or a bunch of connected zones is just shades of gray?


Splitting the genre in two

September 27, 2012

Let’s move past why GW2 sucks and onto a bigger topic; why so many recent MMOs suck, shall we?

Chris thinks all MMOs are good for 3 months or less, and that’s just how things are today. Keen has a pretty solid counter, but it raises the question that will (hopefully) clear the air here: are you looking to play a game for a while, or not?

Because I think that really cuts to the root of the issue. In the ‘good old days’, I think the vast majority of MMO players WANTED to get sucked into something long-term (group 1). Much of the original hype behind an MMO was that it was an RPG that never ended, and that is EXACTLY what people wanted. New Ultima game but with unending content? Hell ya! Take my money!

Today not everyone is on the same page. There are a lot of players who DON’T want to get sucked into something long-term (group 2). They WANT a 3-monther or something to do for a month and move on, and nothing short of a miracle (WoW) is going to change that.

One group is not more right than another, and however you arrive at either group is an unrelated issue (got old, more money, kids, whatever).

What does matter is that the two groups are looking for very different experiences, yet are being lumped into one group (MMO players). Worse still, studios are designing games with the impression that they can design content for the short-term group, and expect long-term retention. SW:TOR is the latest poster-child for this, but it’s just one of many such failures. And make no mistake, these games ARE failures, because the target they are aiming at is WoW, which prints money not because it sold a ton of boxes, but because it RETAINED millions of players for years. EAWare expected SW:TOR to RETAIN at least 500k subs, and at one time the expectation was 1m+. They sold a ton of boxes because group 2 wanted something new. They failed because solo-story content does nothing for group 1, and even if it did, group 1 is just not that big.

Both markets, the short-term ‘MMO’, and the original model, are viable. EVE is an undeniable success, DESPITE the fact that it’s a niche within a niche product (non-IP Sci-Fi with no avatar). CCP is successful because they understand who their market is, and they design the game around the long-term retention of their core rather than the short-burst of group 2 (Incarna aside). Misleading talk aside, GW2, much like GW1, will likely do fine because the model is not around providing long-term entertainment, but rather just a short burst every now and then.

This also clears up the F2P vs sub aspect as well. F2P ‘works’ because a tiny subset of your entire base is willing to pay enough to subsidize everyone else. That’s why so much of the design around a F2P is aimed at catering to that tiny minority, or to convert some of the unpaying masses into cash cows. By contrast, the sub model is designed to provide enough content for the long-term majority, in the hopes that most people will stick around and play/pay.

And if you combine the intent of group 1 or 2 with the business model and content design around a game, you have your target.

Developers are doing a decent job catering to group 2. There are countless F2P titles that are good-enough to play for a month, and occasionally one will get some cash out of you. Those that don’t, shut down or get their support slashed, but even the most marginal titles end up surviving in one form of zombie mode or another.

Designing a solid title for group 1 is much harder, in part because it’s so different from the rest of gaming. Instead of just making sure the current content is fun once, the devs must consider how the content will play in a year, or for the 100th time, or when someone with 1000 hours plays alongside someone with 10. That’s hard. Just as EAWare, Mythic, Turbine, or any other studio that has tried and failed. Maybe the original big three were really lucky, or really good, or understood the market better than most do today. Regardless, it worked then, and it continues to work today.

The extreme example of success in group 1 is WoW, but that’s misleading if you buy into the fact that WoW’s success was as much good timing as it was solid design. Make no mistake, 2004 WoW was very well designed, but that’s not the entire story IMO.

Regardless, it’s unlikely that we will see another WoW-like success. Far more likely is someone hitting EVE-like numbers. And again, CCP is making very good money off EVE. But that’s happening because they understand the size of the market, in addition to how best to cater to it.

You can’t spend $300m today because you predict 1m+ subs. It’s not going to happen. Plan to get 100k with a solid title, figure out the budget to make that happen, and good luck. And let’s not kid ourselves, with 100k subs you can make a VERY solid game. Maybe you won’t have all your dialog voiced by professional actors, but you won’t be limited to Pong-like graphics either. Spend smart, spend S-mart!


Day-one mastery

June 29, 2012

Keen has a nice post about why he is finding current-day MMOs lacking, especially in immersion. I think what Keen writes is something many (most?) MMO players feel, whether they actually know it or not. A major issue with MMOs cloning WoW is that today, everyone is already really good at WoW, and so a major chunk of ‘content’ (learning the game) is instantly missing from whatever AAA MMO you load up.

This is a major reason why, despite having access, I only played GW2 a tiny bit during the first BWE event; just enough to know the game was decent-enough to play with INQ and my wife. Because while GW2 is set to cure all MMO woes, it does so in very familiar fashion. You are still mashing a hotbar, you are still going from lower level zones to higher, still collecting ever-increasing gear, and you still have an end-game where you bash people/doors/npcs until… well until you are bored (or for a small subset, until your server sits at the top).

The details of all of the above is what will make GW2 interesting, and there will be some changes thrown in (ooh, dodge), but learning those will take minutes rather than years, and because this is a mass-market game, the learning will be terrible accessible and dummy-proof.

The ride itself will undoubtedly be pretty, it will have some ‘ooh neat’ moments, and the time spent with it will be entertaining. But I have absolutely no doubts that GW2 will not be immersive. It won’t be something that sucks you in and challenges you on that level for months if not years. It won’t be the land of unique MMO stories, where a year after release we are reading about how a small group of players just discovered a new way of doing… anyway. And all of that is 100% fine, so long as you go in with reasonable expectations. I fear many are not, but what can you do.

Back to the larger point; in the days of the big three, immersion worked not only because no one really knew this MMO thing, but because each game had little in common with the other two. Simply put UO did not play or work like EQ1 in any way, and what AC-DT was doing was also completely different. If you put UO next to EQ and added up the similarities, and did the same for WoW and GW2, which total would be higher? And by how much?

On top of this, figuring each game out took longer, mostly thanks to the games being less accessible and the ‘how this works’ never being officially explained. This lead to information being posted elsewhere, but at that time half of what you read was still wrong. Today not only can you get every system explained to you on one site, but that one site is almost certainly accurate. If today I want to know the absolute best build for a GW2 character, I’m only one Google search away.

As always, the current-day exception to this is EVE. The lack of accessibility in EVE means you are left to figure many things out either on your own or in your group. The wealth of options means that while you can master one aspect, there are dozens of unrelated things you know nothing about. A great null-sec pilot is a noob in WH space, for instance, and to truly become a master of everything not only requires a massive amount of time, it’s also very, very optional. You would have to force yourself to jump from area to area of the game frequently just to experience it all, and that’s not very realistic for a variety of reasons.

What EVE loses by those dropping off before the first month due to the complexity it makes up for (and then some) from those who are 4 year vets and still have things to learn. The PvP-based nature of EVE also means that not only will that 4 year vet have game systems to learn; he will constantly be adjusting his gameplay due to other players and shifting tactics.

It would be difficult for a new MMO to replicate the complexity and depth of EVE on launch day, simply because unlike WoW, EVE has actually been expanding (rather than replacing) its content over the years. But while it would be unrealistic to expect years of complexity on day one, more than a month is not asking too much, is it?


Bucket of rage

June 20, 2012

Random ranting incoming:

One ‘awesome’ feature does not an MMO make.

“TESO is a copy/paste puddle of fail, but feature X looks interesting”. A cute gimmick feature can make an iPhone game worth the buck and download. It won’t get people to subscribe to your MMO for years.

You know what feature separated Asheron’s Call from Ultima Online? Everything. Why was DAOC different from the previous big three MMOs? Because it was, from its roots to its end-game. Way too many MMOs today look identical in all aspects but one or two, and yet devs are surprised people are ‘burning out’ at an accelerated rate. Combine this with the MMO model being one of KEEPING people interested, rather than just GETTING them interested like a single-player game, and the failtrain is pulling into the station earlier and earlier these days. When people can write off your game after your first interview (SW:TOR , TESO), you might want to reconsider some things.

Three faction PvP is the new MMO cure-all.

Can we stop this already? Yes, after DAOC everyone was asking for three faction PvP instead of the two-sided stuff that WoW and its clones were doing. And yes, it’s sad that it’s 2012 and we are just now getting titles coming out that may have it. And yes, in general 3-sided PvP is better than two, but already the concept has been screwed and cheapened.

You know why factions worked in DAOC? Because you had ugly dwarves vs hippy elves vs asshat humans, and most people could identify with one side and hate what the other two represented. DAOC had three factions, who happen to fight over stuff. Hate keeps people logging in and bashing doors or space structures. Fact not opinion™.

It’s not “three faction” PvP if you take your only ‘faction’, split it evenly into three groups, and have them fight off in a corner and then come back to hug it out. If there is no buy-in or hatred, it won’t work long-term, and long-term is kinda the goal here.

Stop talking about your game years before its release.

If your release date can still be counted in years, stfu. If I can’t play your beta in a few weeks, I don’t care, and consider your title 100% vaporware. Feel free to prove me wrong, but do so quietly. Dominus, Copernicus, Embers of Cearus, DF2.0, the list goes on. Any intern with Google can create an awesome-looking list of MMO features. Before they deliver anything everyone is always convinced they not only know what previous titles did wrong, but how to fix it. And of course, come beta (if beta ever comes), we find out that 99% of what you said all these years can be summed up as “bears bears bears” and you just released a horrible version of WoW.

Bonus points to those who, after their MMO is shut down, continue to talk about how amazing their MMO was. If your game was worth a crap, it would not have been canned, but obviously whatever it was you were showing to those with money did not look nearly ‘awesome’ enough for anyone to throw you a few bucks.

Double bonus because no one can ever claim your ‘awesome’ feature was in fact trash, since you never made it far enough for anyone to see. Your e-rep is safe, yo!

Kickstarter.

Kickstarter is about as trendy right now as updating your Twitter or Facebook was yesterday. And while the general concept is cool (vote with your wallet), can we at least get projects that have SOMETHING completed before you ask for money? Like I’m pretty sure if I copy/pasted by “PvE MMO design” post into Kickstarter today, I’d have a million bucks tomorrow. And I could probably hit two million by copy/pasting some obscure MMOs art and making a ‘dev video’ talking about how my combat system is the most “fluid, lifelike, immersive” system ever, and how my housing/ship/war/econ/political system has the depth of a full-on sim title, all within a “massive, unique” world. STFU or start your beta.

In totally unrelated news, I finally finished my Baldur’s Gate 1 game, and having started BG2, I still can’t believe the same company behind those games made SW:TOR. It’s like Grey Goose releasing a new flavor called sewage water. Just disgusting.

Also BG1 is a better sandbox than most ‘sandbox’ titles today, but that’s another post.


You should return those glasses to their rightful owner

January 17, 2012

Syp over at Biobreak has a post talking about the pre-2003 MMO market and todays, and how you can’t pay him enough to go back to that time.

First I find this odd, as looking at his About page, I’m not seeing pre-2003 MMOs on his list of games he has played extensively, but maybe that’s just an omission on his part? Maybe he is a pre-2003 MMO vet? Is he just hiding the fact that he was Dreadlord Syp?

Anyway, here is his list of reasons why the genre is better today:

The quest system, dynamic events, full voice-overs, customizable appearances, public grouping, hybrid gameplay (such as STO’s ground/space combat), genre blending, business models

The quest system of 2012 is Cataclysm and SW:TOR. I’ll leave it at that.

‘Dynamic Events’ are a buzzword today for games like Rift, which are painfully static. Dynamic events in games like UO or EQ, which were player-driven, were actually dynamic. And actual events. The killing of Lord British anyone?

Voice-overs – Yup.

Customizable Appearances – In UO you had more options for this than you do today in WoW. With more impact as well. The game also had customizable housing on a scale most games today can only dream about (or declare technically impossible, depending on how little the devs think of their player-base).

Public Grouping – UO had this feature. Only it was called “Talk to that played, see what they are doing, and do stuff together”. When this happened regularly, it was called a guild. And since people actually lived in those worlds, rather than just ‘progressed’ through one hub to the next, knowing the locals meant something. I’d be dying to hear how someone who has experience with that prefers the random dungeon finder instead, as relates to group quality and the overall enjoyment of grouping.

Hybrid gameplay – The genre is better now that we have a poor man’s version of Starfox that we have to pay $15 a month to play? Odd, I was under the impression that when I loaded up an MMO, it was because I wanted to play an MMO, and when I loaded up Starfox, it was because I wanted to play Starfox. That said, UO had chess, although it required two players, so I understand why it would not work today.

Genre blending – We sure are.

Business Models – I love Pay-2-Win enhanced games like Atlantica. That game would suck as a pure sub game. I also love an immersive experience like LotRO turn into a slot-machine. Finally how can you not love what accounts being free does to server communities (lulz what is that?). In all fairness this can work sometimes. LoL being F2P is cool. EVE having PLEX is nice. Games like DDO/EQ2/LotRO/AoC not shutting down but instead milking a few dummies is cool, I guess.

And finally on to his real argument as to why those who enjoyed the genre pre-2003 love it today.

Oh wait he’s done? I see. Fine, let’s move on to the horrors of pre-2003 games, shall we?

You think the quest grind is bad today? Try simply grinding mobs endlessly for no reason other than a lack of other options. Or the horrible death penalties. The lack of real support for solo players. The incredibly obtuse nature of game mechanics and stats. The lack of free-to-play resulting in fewer gaming options on any given day

What game was Syp playing where he was grinding mobs endlessly because he had no other options and that was it? Doesn’t sound like UO to me. Nor AC. Nor DAoC. EQ1 players? The original carebears? Is it you?

Death penalties – The funny thing about WoW-only players is they just don’t know better. Tell them that if they die they lose all their stuff, and their heads explode. Now Syp, I guess being a pre-2003 vet, (right?) knows better. So he knows why the death penalty in UO was awesome. Just how much gameplay came out of the penalty in AC (Darktide, the only version of the game that mattered). And how many of you original carebears have epic corpse-run stories? I don’t think I need to talk about dying in DaoC, do I?

Solo players – What a horrible crime, that in a genre called massive MULTIPLAYER, we don’t cater to solo players. One can only imagine how horrible server communities and guilds were back when the only people playing were those who wanted to be social, who wanted to play something with others, who cared for group progression over personal. The horror! What would I do without little solo-Billy never talking and always being in his personal instance? Do you know how much worse my MMO experience would be without people like him… not around?

Game stats – I’m so glad the genre moved away from needing a website like EJ to play ‘the real game’, where groups are no longer formed based on gearscore, and that we no longer suffer with FOTM builds in games like Rift. That finally, we did away with obtuse things like being stuck playing a character in DAoC and making the best of it, rather than just re-spec’ing. That finally, rather than having to work towards a new build like we did in UO, you can just instantly hop from one solo-build to another. Amazing progress has indeed been made, and it’s clearly reflected in not just the games, but their communities as well.

Lack of free-to-play – Ah yes, the land of infinite quality, where only the best and brightest games dwell, and where only the finest of citizen reside.

I think I get where Syp is going with this. Now that I think about it, the 1997-2003 years were indeed horrible. Dealing with server communities, playing with tight-knit groups that stuck around longer than a month, building a server reputation, being judged not by my epics but by my personality. Just terrible, nightmarish days.

And remember all those awful days of Relic keep raids? Of invading Darkness Falls? Or all that time spent ‘grinding’ away in Minoc? Just talking to other players around your house because, damnit, you had no other options? Remember how painful it was to go into a dungeon in AC-DT, only for it to escalating into a server-wide brawl? Do any of you know how much time I ‘wasted’ fighting over a city in that game? How many people I knew by reputation, how deep the connections were? It was just awful man, awful. Not a single solo instance around, no ‘epic’ gear handed to me, absolutely no way to instantly teleport to a dungeon with some bots to go on an ‘epic’ quest to kill a god (for the 400th time).

Syp didn’t mention these things, but I will. You know what’s awesome about 2012? That thanks to $300m budgets, the games of today are bug-free (just don’t /dance), that they get prompt content updates (delayed until next week), look amazing (SW retro 2004 vibe is great), run great (just don’t turn on those now-gone high textures), have awesome server hardware (up to 10 people in one area) and they offer such a wide variety of things to do compared to games of old.

I mean look, when I’m tired of listening to those B-rate voices on my main solo-quest, I can go and do this side-quest. Solo. While listening to B-rate voices. In only one zone (sorry, planet) See? It’s awesome. So much better than being ‘forced’ to grind the same mob camp (one out of about a few thousand, if we’re talking UO) all day. Assuming I’m not a crafter. Or a shopkeeper. Or a PK. Or an anti. Or exploring. Or sailing. Or acting like an orc. Grinding mobs all day, yo!

Man I’m glad it’s 2012!

(Apologies for it not being Friday)


Getting back to the source

January 11, 2012

Jester has a post up about how Sovereignty works in EVE, and how the game might benefit from borrowing some ideas from Perpetuum in that area. A good read as always, and it brings up a larger point: competition amongst MMOs can be a good thing, and ultimately if the devs are smart the real winners are the players.

Devs being smart is something that seems to be lacking in the genre of late.

Take for instance Rift. In beta, when Rift was limited to only one large zone (the 1-20 game), it was a great game. Players quickly learned which areas were the elite ‘tough’ areas, which parts were easier, and the different hubs truly felt like hubs given the player activity and uses. Combine this setup with how the invasion system worked back then (far more active, more impact to hubs), and while the ‘world’ back then was still a zone, it felt much larger and grander than the typical themepark zone.

The day-before-release nerf to invasions happened. The after-20 zone layout happened. And finally 1.2 happened.

And while this is just me speculating, IMO Trion tried to WoWify Rift. More speculating; they did it because WoWbies tried Rift and wanted it to be, well, WoW. It’s what the locust do after all. How’s that working out for Rift now? It’s one thing to ask your community for suggestions and such. It’s another to just blindly give the players exactly what they are asking for, regardless of how it fits into your game or what you originally set out to do.

What if Rift, start to finish, was like the beta version of the game? The one that was near-universally praised. The version that, for those how tried it, saw a game that, while still firmly themepark, at least felt a little different. Had a little more… MMO to it?

What if Rift borrowed from Guild Wars? 1-20 level game just to teach you the basics, and then all zones tuned to level 20, each one different based on theme and setting rather than level range. Make invasions really matter, allow them to dominate a zone to the point the players are ‘locked out’ until they rally together and fight back. At worst, one of the ten zones you can visit as a lvl 20 is blocked, big deal. Expand the game in that area, horizontally, rather than just repeating the same world event every few months, tacking on raids, and having everyone wait for the inevitable level increase and total content reset/replacement.

But, because while Rift was still cooking, WoW had its 11m ‘subs’, Trion borrowed from Blizzard rather than a different source. Same can be said for Mythic and WAR, Funcom and AoC, and today BioWare and SW:TOR. The results are in for WAR/AoC/Rift, and it’s not rocket science to predict what SW is going to look like in 5 months.

What’s amusing about all of this is that, because EQ1 had 500k subs and UO/AC ‘only’ had 100-250k, the big suit copy/paste monkeys looked at EQ1. And it works for a while, because for all its faults, at least EQ1 was still an MMO. And so was WoW origin. And… well we all know how things went, and what the ultimate result is.

So now, does the genre gravitate back towards EQ1-style design, or does it go full-circle to its roots, where we start seeing teams create worlds and make them work, rather than settling on a theme and tossing in some MMO concepts to calling it a day?

Is it 6 months yet?


The more things change…

December 1, 2011

Timing is everything.

Today Raph has a post showing a 3-part “History of MMOs” video. (well worth watching btw, especially for those who started playing post-2004)

Also today Tobold has a post about how bots could easily play certain MMOs better than players.

In the video, the narrator credits WoW being more linear and accessible as a major source of its success.

The more linear/accessible your game, the easier it is to create a better-than-the-player bot for it.

The… oh, mild connection between ‘dumb as bots’ gameplay and ‘mass market’ is hopefully not lost here.

This of course is not entirely negative. WoW is/was, after all, a great ‘intro to MMOs’ game for many. Whether that same crowd takes the next step into ‘real’ MMOs is up for debate. Certainly a title like SW:TOR is not helping people take that next step, but on the other hand SW tanking BECAUSE it’s an entry-level title in a market of vets (I use that term very loosely) will do some good. If we take one step further, buy into the hype, and assuming GW2 is indeed an MMO that fixes all previous MMO woes while not being a ‘dumb as bots’ title, and it’s successful, then we (MMO players) all win going forward.

Or you continue to laugh/cry at the genre while FiS.

Hopefully both.


1997 all over again?

November 16, 2011

Whether it’s at MMOCrunch, over at Keen’s site, or even here, a lot of people are expressing interest and excitement over the possibility of a more “open world” MMO. This confused me initially, considering WoW and other linear-world games are today’s popular choices (EVE aside, as usual). And then I realized most of today’s MMO players never played an MMO pre-2004. They never saw UO in its true form. They never experienced Asheron’s Call in its prime. They have a very tough time going from the land of rainbows to getting ganked in Darkfall. They log in to EVE and try to figure out the fastest way to get to the ‘end game’.

And just like I was beyond excited about the possibility of playing a multiplayer Ultima game that never ended in 1997, they today are excited to play a multiplayer Skyrim that never ends. And they should be; virtual worlds are, IMO of course, the absolute peak in gaming. The rush you can get from them dwarfs any moment you can have in a solo player game, online or off.

What I’m curious to see is if player’s wallets talk as loudly tomorrow as their words do on blogs and forums today.


Bad content burns you out

September 28, 2011

While talking about the fun curve, Tobold addressed something he and I have been going back and forth on for a bit: do you burn-out on an MMO, or do you quit because the game changed?

Before we go on, I understand that the easy answer is “it depends”, but for the sake of making a blog post, lets continue.

If Cata was BC/WotLK, you would not have quit, right? -Me

I am not certain. It is hard to look into alternate universes where thing would have happened differently. I liked WotLK more than I liked Cata, but maybe that hypothetical “more fun if Cata had been WotLK” would only have made me play a month or two more – Tobold

Tobold wrote more after that, see his blog for the full reply.

Cata caused Tobold (and many others) to quit, while at the same time Tobold (and likely many others) were already growing tired of the formula that is WoW. The Cata changes simply accelerated the path to “not having fun anymore”. And like Tobold says, had Cata been WotLK, perhaps it would have bought Blizzard another month or two, but the same-old feel would still likely have kicked in.

But what if Cata had not only been better than it was, but better than WotLK? What if the expansion had been something like (insert your favorite MMO expansion)? What if, instead of every 2 years, Blizzard released an expansion every year, with enough ‘stuff’ to keep players entertained until the next one?

Isn’t that… the point of the MMO model? (Or was anyway) And more importantly, isn’t that the ideal MMO experience? To have a game that is constantly evolving in a positive way, while retaining the core that got you interested in the first place?

Isn’t that why we all thought MMOs would dominate gaming forever, because instead of consuming a set amount of content and moving on, we would now be in a world that constantly provided us with more content, enabling us to stick around ‘forever’? And, well, isn’t that what happened ‘back in the day’? How long did you play EQ1? How quickly did people ‘burn out’ on AC1? Did anyone EVER see all of the content in UO back when that game still had a dev team?

On the flip side, we have plenty of examples of devs trying to do just that, and instead of adding positive content, they add trash AND screw the core up. Rift in beta vs Rift today will always stick in my mind, but WoW has slowly (or not so slowly, depending on who you ask) fallen off as well for many. Point being, changing the game can just as easily make it worse than make it better, and if you have a good thing, the ‘safe’ play is just to feed people ‘more of the same’ until it stops working, and then you go F2P, shut down, or do something drastic.

The reason I don’t believe that burnout is ultimately inevitable is because we have solid examples to suggest otherwise. I mean, Tobold has played WoW for 6000 hours. Are you really going to tell me it takes 6000 hours to reach burnout? Or was WoW so good that burnout was not a factor until the game itself started slipping? I played UO until Trammel, I played DAoC until ToA, I played WoW until TBC, I played Rift until 1.2. In not one of those games did I move on because of burnout. It did not take years to burn out on UO/DAoC, months for WoW, or weeks for Rift. Time was not a factor; the games changing was what did it.

I don’t think it’s a coincidence that EVE, an MMO that has kept its core solid (blowing up spaceships), while at the same time evolving more than most, has seen and continues to see growth, even after 7 years. If Online Excel can do it, why can’t others?


30 minutes to cap

September 23, 2011

Tobold’s post today does a nice job of summarizing what’s gone wrong with MMOs in the last few years in terms of design. The best example is this part:

If you consider a theoretical MMORPG with an infinite number of levels and free-for-all PvP, it is pretty obvious that the players spending the most time in the game would crush those spending the least amount of time.

The above is true, and it’s also terrible design. It’s why UO/AC worked as PvP games and had/have runs longer than almost any themepark. It’s why EVE continues to work, and it’s why Darkfall has its 3rd anniversary coming up. Those games combine the hook of character progression with the balance of player skill, and mix in a whole lot of social interaction to keep it all in check. The best PvPer might be a force 1v1, but they become a non-factor on the ‘grand scale’ of GvG warfare (unless, of course, they are in one of those guild, at which point they become a very powerful ‘boss’ figure).

The real evolution of MMO design is to not just balance between the octo-mom players and the hardcore, but to enable the two groups to complement each other. EVE gets this right in many ways, with the hardcore playing in 0.0 space, and the casuals benefiting from those actions in Empire (econ ramifications, being in the same world those major events happen, being able to jump into 0.0 when time permits, etc). In turn, 0.0 players benefit from all those miners and mission runners doing the ‘boring’ stuff in Empire that eventually makes its way out (and gets blown up, keeping the cycle going).

Poor design, such as creating raids that are initially too hard for most, and then nerfing them until they are faceroll easy, not only misses the entire point, but creates easy “us vs them” divides. This also leads to short-term content, rather than long-term solutions/hooks, and in a genre designed to be played for months (if not years), short-term content itself adds nothing in the long run. All of the end-game content from vanilla, TBC, and WotLK is now worthless in WoW, while (most) of the features added in each EVE expansion still matter today. The options in EVE expand, while those in games like WoW simply change (and if they change to something you don’t like, your only option is to leave, as I did pre-WotLK, and now even Tobold has done thanks to Cata). It’s not hard to understand why EVE retains its players for so long, while WoW is a revolving door.

And of course, if your game is designed around a revolving door, rather than retention, you have no motivation to create deeper gameplay. You have no reason to go as deep as EVE does with some of its mechanics, or to design combat systems that can’t be learned on youtube or reduced to a few scripts; your players leave long before they ever get to the mastery phase. And really, it’s not even their fault; it’s how so many of the post-WoW games are designed, and the results of such design decisions are on display for the world to see.


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