Hell officially freezes over

What

The

Fuck?

Obviously overall this is awesome. F2P MMOs that are actually good games growing up and becoming sub games is a thing that should happen. I’ve said over and over that I’d pay $30 a month or more to play a sub-based version of Atlantica Online, for instance. So yea, great news.

But Allods? The $7,000 gem armor or whatever game? That is the first title to start the march back to sanity? What’s next, WAR adding a third faction? SW:TOR becoming successful? Someone playing GW2 longer than a month?

Cold.

So cold.

Posted in Allods Online, Rant, RMT | 11 Comments

7 minutes in heaven, a month of hell

One point that I don’t think I made clear enough in my post about UO’s combat was that the slower pace and simplicity leads to longer retention, and so today I want to expand on that a bit (in horribly rambly fashion, sorry).

The hyper-dancing combat that so many MMOs have today is both tiring and limited. It’s tiring because mashmashmash, and limited because once you figure out/google/macro the ‘correct’ way, you are done, because short of pausing to perform a boss gimmick dance, your pattern works against just about anything (hence macros). With that out of the way, you are left to focus on the content itself, and MMO content is meh at best, and GW2 final encounter 222222 all too often. And it runs out, terribly fast no matter your budget.

A comment I see often and always get a laugh from is the EVE “shooting red crosses” complaint. That EVE is terrible and a spreadsheet because missions are blah and the combat is just target, F1, repeat. And yes, mission running is basically that, and yup, it’s boring as hell long-term or exclusively. Yet it’s also content still being run 10 years later, and very likely a good chunk of those running it have been doing it for years on and off. By the standard of MMO retention, EVE’s mission system is one of the greatest pieces of content in MMO history.

So why are players still running it? Because while not thrilling, it’s not draining and not quite as simple as macro-spamming (FFA PvP, efficiency, etc), plus you are doing it in the context of EVE, which matters. Place EVE’s mission running as a standalone game, and it would rival SW:TOR for biggest failure of all time.

How did we get from UO and its brilliantly simple combat to the one-and-done invuln-rolling of GW2?

Part of the problem is the misguided belief that more is better. If UO worked with basic attacks, then five ‘special moves’ is better. And if five works, 15 must surely be great. You know what looks more impressive than 15 on a bullet list? 40! Bam, EQ2 everyone.

Except of course it’s not, because you eventually get to Rift where the UI is flexible enough to create a single macro attached to one key to do your combat for you. Back to UO everyone! Oh, except instead of an interesting virtual world with stuff actually happening, you are doing yet another quest/dungeon against whatever for some soon-to-be-replaced item because…. Zzzzz, unsub, or play once a week because of the people more so than the content (and I think Rift is the best themepark out, btw).

It’s sadly comical if you think about it. GW2 boasted about how each class only had five or so skills because the combat was more tactical. More focused on what you are doing rather than a Googled pattern. That mobs would be different and have their special stuff and blablabla. Release comes and surprise, you are mashing five keys while plowing through some completely forgettable ‘personal’ story or zerg-herding in the equally meaningless WvW. And this from the game that ‘fixed’ the MMO formula for us. A wonder it even lasted a few weeks for so many.

Anet was right to simplify things, because having 40 character abilities is just dumb. And they almost got there with the other aspects too. Dodging attacks is good, for instance, but GW2 has invuln-dodging which is a joke. Aiming attacks is a natural evolution as hardware and connection speeds have allowed it; tab-targeting system with some aiming is a half-step failure. Beautiful and varied terrain is great, but completely wasted when it has zero impact on what you are actually doing (outside of one-off jumping puzzles).

Another issue is designing for RIGHT NOW versus designing long-term. There is a believe that if you fail the RIGHT NOW test, long-term is a non-issue, which is why so much development time is spent on a starter area or making sure everything is roses for the first five minutes. That’s all well and good, but not at the expense of long-term if you are indeed interested in making an MMO in the traditional sense.

Plus I honestly don’t buy into the theory. If you are an MMO player, you don’t quit after the first hour, much less the first five minutes. Not when you understand that you are signing up for something that will, hopefully, entertain you for months/years. This is not a $.99 iPhone app we are talking about.

Not to say that the first 5 minutes can be painful, or the first hour totally worthless, but again, understand the target audience and plan accordingly. If I’m a current EVE player and bringing in a friend, is the first five minutes important, or the systems that provide content for the next 10 months? Hell, I’m not bringing that friend in if we are talking GW2 and the start/end cycle is measured in weeks, now am I?

To poorly wrap this up, my point is that the most important and repeatable part of your game (combat), has to last long-term, and has to be supported by long-term systems. Simplicity helps you achieve that, because it allows you to get what you do have perfect, and then apply that perfection in a large variety of ways. The all-flash zero-substance systems that dominate today lead to the very predictable pattern of high initial interest and then rapid boredom.

That problem was fixed a long time ago. Hopefully today’s devs do a little bit of research before setting out to create ‘the next big thing’.

Posted in Combat Systems, EQ2, EVE Online, Guild Wars, MMO design, Rant, Rift, Ultima Online | 30 Comments

Lessons from the past: MMO combat

Keen alerted me to a private version/server of Ultima Online, and due to extreme boredom I grabbed the client and messed around a bit. I have no intention of fully returning to UO, because to really get to the good stuff of UO I would have to invest more time than I want to, but even just spending a few hours with the game, it amazes me how far the genre has fallen. UO’s original version still, to this day, does so many things BETTER than many modern MMOs.

For this post I want to just focus on combat.

Combat in UO is very simple, especially melee. You move next to a mob, double-click to start swinging, and that’s it. Once the mob is low it tries to run away slowly, and you just follow it and keep whacking. Compared to the 60 abilities on a hotbar that some games have, it’s night and day. And yet I find combat in UO more satisfying than any themepark, including the most recent GW2 (invuln-roll faceroll, yay…).

First, the pace allows you to actually watch and enjoy what is happening, rather than watching your hotbar spin cooldowns. Now sure, UO is not exactly a looker, so what you are left watching is 2-3 animation frames of an attack and crude blood splatters, but yea, still better than a hotbar. And in UO, watching your surroundings is very important for many reasons.

And while 1-on-1 combat is simplistic, in all but the easiest examples, drawing agro correctly and getting a mob into the right spot is more than half the battle, and for that using the environment is critical. UO-does-it-better example two; the environments and their impact on combat.

In many/most themeparks, where you are fighting only matters in terms of the color pallet or other non-gameplay visuals. A ‘dungeon’ fight is the same as a fight in the forest or a cave, save for pre-scripting “hide behind the obvious pillar” gimmicks of a boss. In UO a tight corridor fight is 100% different than out in the open. A location with many mobs is very different than one with only a few, and again not in the pre-scripted “this is an obvious bring CC situation”.

The value of a farming spot has just as much to do with its actual location (the layout, proximity to other points of interest, player traffic) as it does with the mobs or the quality of the loot. How different would themepark raiding be if the decision of ‘where’ was based on ANYTHING other than “we need the purple shiny from X”? It’s just one factor of many that change a game from an on-rails journey to living in a virtual world, but these are the lessons that today’s MMO devs have almost all but forgotten, or don’t have the ability to recreate successfully.

Magic and ranged combat add some complexity to combat in UO, but even then it’s still nothing like hotbar spamming. Magic becomes a resource management game that is deeper than “spam until empty, wait a second, spam more”, while also adding in the cost of reagents. Just because you could take a mob down quickly with multiple flamestrikes does not mean you do it; if you spend almost as much gold on reagents to kill something, that’s not exactly efficient farming.

Group farming has its own layer of complexity that I won’t cover here, save to say it’s not as simple as “more dps, faster kills, go go go”.

And of course all of these factors are in a mix that includes open world PvP. So being able to beat a mob but just barely is dangerous. Farming for a long time has added risks. Farming a popular or highly-efficient spot is not “the best choice” based solely on gold/hr like it is in PvE games.

But even with PvP removed from the equation, the simplistic combat in UO trumps more modern systems in the most important area for an MMO; replayability. The ‘burnout’ rate is much lower, because the point is not to simply master (Google) a skill rotation, or cap-out and get BiS gear, or ‘finish’ some personal story.

No, getting better at combat in UO is simply a tool; one that allows you to reach your next goal (a house, a PvP rep, control of an area) faster or more efficiently. And as you get better, the tiny details become clearer, and mastering those is truly an art, one that requires some serious buy-in.

Assuming, of course, you decide to focus on combat. In UO, and any good sandbox, that is but one path to success. And way back in 1997, UO got that path right.

Looking at it in the context of 2013 and the current state of the MMO genre and its combat, UO got it scary-right.

Posted in Guild Wars, MMO design, Ultima Online | 11 Comments

Boxed in

I bet you are wondering why I’m blogging less huh? Yea, I figured you were.

Darkfall NDA is mostly to blame.

MMO genre being a pile of crap is another factor.

I mean, not only is there not a title out right now that I bother to waste time on (other than playing EVE Offline), but nothing is happening in the genre worth blogging about, and those that are blogging are not posting anything I need a response post to. It’s that bad.

So I fill my gaming time with random titles. 10 hours of FTL, a few hours of Witcher 2, beating Xcom, playing Civ V multiplayer, playing some Endor while waiting for its graphically updated version, trolling Steam in desperation, and right now, playing Skyrim again with some DLC and mods.

Skyrim is blog-worthy, but I’ve already done that, and other than stating once again that the amount of content in that game makes something as ‘content rich’ as GW2 look like pong, I don’t have much.

As for the rest? A post at most really, and I personally don’t even find those all that interesting to write or read. Just not much debate to “hey, FTL is fun for 10 hours, spend the $3”.

So while racking my brain for something to blog about, I’ve realized that if a game is not blog-worthy, it’s also not that memorable or ‘important’ to me. Take Xcom. Great, great game. I would recommend it to everyone. But I’d trade in Xcom for Heroes 6 and all its horrible flaws 10 times out of 10. Why? Because Heroes 6 stuck with me longer, left more of an impression, and I walked away with more thoughts about it than Xcom. Xcom was what it was, and I moved on.

I don’t know if that means Heroes 6 is better. I know it’s not better if judged hour-per-hour (in a pound-for-pound kind of way), but I was done with Xcom far sooner than Heroes, and in ‘total enjoyment’, Heroes wins.

And if I apply that thinking to the MMO genre, it explains why flawed yet deep games like Darkfall last for me, while ‘perfected’ shortness like GW2 is ultimately disappointing and a waste. Because unlike FTL, I’m not looking just to waste 10 hours in an MMO. That’s not my expectation. And that shouldn’t be anyone’s expectation if you are playing an MMO ‘correctly’, with a guild and digging into the social aspects and caring about the world rather than just your own person experience. For all of that to happen, you need way more than 10 hours.

Of course that last part is basically impossible in so many ‘MMOs’ today. SW:TOR is the poster child, but GW2 has a personal story as well, and so many of its praised design decisions help turn everyone into a helpful yet silence NPC/bot. Awesome for 10 hours, entirely forgettable long-term. It’s the reason the ‘new hotness’ in the MMO genre is just selling you a box. That’s all you get. The content in the box. Play it, finish it, move on. Other silent drones will replace you. Or not. It doesn’t matter to anyone but you (and the soon-to-be-laid of devs).

So until the drought ends, or the NDA drops, I don’t know how much I’ll be posting here. Dark times indeed.

Posted in beta, Civilization Series, Darkfall Online, EVE Online, Guild Wars, MMO design, Rant, SW:TOR, The Witcher | 19 Comments

Troubled Witcher, returning to Skyrim

Despite trying, I just can’t get into The Witcher 2. It’s a gorgeous game, I loved the first title, and I have time for an RPG right now while waiting for :NDA:, but I just can’t do it.

The main problem for me is the basic interaction mechanic; you can open chest/doors or investigate things by looking at them while your character is near them and hitting F, but this is so flaky that it’s infuriating. The game would be downright impossible without being able to ‘flash’ highlight everything by hitting Z, but what was originally a nice feature I now view as absolutely necessary just to minimize the game’s biggest flaw.

The combat also feels like a lesser version of what the first title did. I can’t say exactly what it is, but it just feels cheaper and more ‘gamey’ in a bad way.

Then there are all of the little things, like the overuse of stats, crafting, and other ‘normal’ things an RPG has that really don’t add anything to The Witcher. The first game was so great because it was focused on what it did really, really well (story), and did not distract from that with tacked on junk. The Witcher 2 feels like the devs had the money, and rather than just make a better Witcher, they made a bigger Witcher instead. Bad choice IMO.

So I’m back to Skyrim, thanks to a final-day Steam purchase of the two DLC packs, along with a slew of new mods. Surprise, Skyrim is still awesome.

Edit: Oh more DLC coming ‘soon’ huh.

Posted in Random | 11 Comments

The Niche is Real

Massively has linked to a video about 38 Studios. It’s worth watching. In the comments section, there is a link to an article about the entire thing. I’m pretty sure I’ve read it before, and perhaps even linked it here, but still, it’s worth reading (or reading again).

Not that I want to rehash the entire 38 Studios story, but I do want to bring up how much money was spent to almost-create a game that, by their own admission, was not fun to play. We are talking tens of millions of dollars, if not more than 100 million.

Along those same lines, SW:TOR cost north of $300m, and we know what $300m bought us in terms of MMO gaming or genre progression.

And at least according to EAWare, SW:TOR needed to cost 300m+ because hey, that’s just what MMOs cost to produce. Prior to closing, Curt and 38 Studios would have backed that up.

Darkfall 1 cost 10m or so to make (I’d link to the source video but lazy, find it if you doubt it). Now sure, DF1 did not have special celebrity guests mailing in voice acting, or the 100+ devs 38 Studios had doing… something. But even if you hate FFA PvP gaming, it would be hard to argue that the game did not delivered something that people enjoyed, brought some new things to the table (combat), and sustained itself for 3 years until DF2010 came along and… NDA beta in 2012/13 :grumble:

The thinking that MMOs are always expensive and in order to deliver anything you have to spend $100m or aim for the WoW crowd is not only outdated, it’s just wrong. Everyone (literally, everyone) who has aimed at being WoW has failed; either by shutting down or selling TheOneRing/Hotbars/Wings. And yes, plenty of titles that did NOT aim to be WoW have failed as well, but plenty is still better than all, and the financial impact of Dawntide never exiting beta are not on the same level as SW:TOR’s failure causing a studio to gut itself and the docs in charge to ‘retire’.

So as we roll ahead in 2013, I’m expecting/hoping we seem more titles in the 10m range. Titles that don’t feature add-nothing IPs, content designed for ‘everyone’, or the attempt to be WoW but with X (but yes, this will still happen, and the results will be the same). Rather, we’ll see titles that aim to get one thing REALLY right, and attract and retain fans looking for exactly that.

Furthermore, a return to titles that are actual MMOs. Games not designed to be consumed and discarded like far too many ‘MMOs’ today that wonder why no one stuck around after the first few months/weeks. They don’t need to demand 100% of your gaming time, but they do need to offer you limitless entertainment. No more ‘personal’ stories with a final boss. No more zones that you move on from after X hours. No gear tier X that is current for a few months until it’s replaced by Y. All of those things are anti-MMO design, and just because one titles remains profitable DESPITE them, does not mean they work or are needed. (Or make that and do what Anet did, just sell the box and call it a day).

I think Kickstarter is showing that such interest/demand exists. Whether anything of substance comes from Kickstarter is a separate issue, but what is fact right now is that not only are people showing interest, they are showing it in a very real way (with their wallets). This is not Turbine announcing 4m characters created as a metric for success; this is some indie title that has little chance of ever becoming a game getting a million dollars of support thanks entirely to word-of-mouth.

It’s far too early to tell if all of this is some fad and nothing will come of it, or if this is indeed the first step to getting the MMO genre back to what many of us remember it being (and when it was actually working). That said, it’s encouraging to see people attempt it, and even more encouraging to see many others support those efforts. Maybe as we begin 2014, we will be talking about which little MMO we are playing, rather than which dream might actually happen as we uninstall some title we just finished that called itself an MMO.

Posted in Darkfall Online, Guild Wars, Lord of the Rings Online, MMO design, Random, SW:TOR, World of Warcraft | 11 Comments

Honest Pay-2-Win

Quick note before I get to the topic for today: Is it just me, or is The Witcher 2 freaking hard? I have the game on Normal after doing the tutorial, and I’m getting my ass handed to me every second fight. It’s to the point that I’m mashing quick-save more often than the attack keys. More thoughts on the game later (very solid so far), but anyone else find it much harder than the original?

Today I want to talk about F2P games, specifically P2Win titles. At a high level, I’ve noticed that there are two types of P2W games; blatant and hidden.

Blatant titles are those that very clearly sell power in the cash shop, and most if not all updates revolve around new content being added that further pushes you into the shop to keep up or at least play at the highest tier. Korean MMOs like Atlantica fit the bill here, as do the slew of iPhone games with cash shops.

Hidden P2W titles will attempt to hide the selling of power, either by making the connection to power less obvious (cash = gems = energy = gametime = power, compared to the obvious cash = BiS item), or by making the power not absolute. The cash shop sells items, but they are not BiS (just second-best, and the BiS is nearly impossible to get). Or the cash shop sells ‘optional’ boosts (and without those boosts, you can’t get those BiS items).

What has surprised me is that I personally don’t mind the blatant P2W model. Not because I spend and win, but because not spending and still doing well is its own game, and a very enjoyable one at that. Plus there is a certain kind of honesty with the model; the devs don’t pretend they aren’t selling power, and you don’t get the smoke-up-the-ass PR releases that come from companies like Turbine.

When you are online with thousands of others, those who are also playing the “don’t pay but play” game also tend to band together, and this in turn gives you more ‘content’ or at least camaraderie.

Finally, when you do spend, it’s not because the game finally twisted your arm and made the ‘convenience’ items (hotbars, bag space, travel speed) so damn inconvenient to be without that you caved, but because you are have enough fun playing for free that spending a bit is justified and just gets you more of what you already liked (power), vs just filling in a hole left in to take your money.

Posted in Atlantica Online, DDO, Random, Rant, RMT | 11 Comments

This Steam sale…

Is it just me, or is this Steam sale a bit weak? A lot of titles are still at their original prices, and at 50% off they still come out to $20+. Plus other than FTL (awesome), I’m not seeing anything that I really want.

Posted in Random | 12 Comments

What 2012 was, and what 2013 will be

The good for me in 2012 was more of the same (EVE, LoL), while the bad was highlighted by disappointment (GW2) and delay (DF:UW). The MMO genre as a whole continued to struggle with its identity, from massive failures like SW:TOR to mis-marketed ones like The Secret World. WoW’s bleeding continued, although with fuzzy math thanks to Diablo 3, and MoP has fully transitioned the game from vanilla to… whatever it is now. F2P continued its comedy laugh track, be it from the reigning champ, wings factory SOE, to uppity newcomers such as Hotbar EAWare and pony-fun-time Turbine. So what will 2013 bring?

Well, more wings from SOE of course, thought how that will work in Planetside I’m curious to see.

Snark temporarily aside, I do believe 2013 will be the year the MMO genre figures itself out, and a clear distinction is made between games that are ‘real’ MMOs, and titles with MMO-lite qualities that we consume.

It’s funny that in 1997, when UO was releases, it was understood that this was a title you experienced, and the locations and creatures were tools to further whatever you happen to be doing. The ‘end’ was what you made it, and the only sure sign of a ‘game over’ screen was when you moved on. Then came EQ1 and AC1, and while both titles had a beginning and end, the content was such that few if any ever reached it, and again the ‘game over’ screen only came when you decided it was time.

In 2004, WoW was a refined EQ1, and while the path to the ‘end’ was shorter and yes, more accessible, it was still long enough that most did not see it, and the formula still worked. You certainly could see the ‘end’, but it was always just beyond your reach, and the journey was of such quality that even at a very slow pace, you were happy to keep playing/paying.

Fast forward to more recent times and titles like SW:TOR, where not only do you know the ‘end’ from day one, the game is designed such that you see it shortly. Distractions may exists after you consume the main course, but they have little if anything to do with the reason you showed up in the first place, and those distractions are poor-at-best in quality. SW:TOR biggest crime was not its massive budget blown on voice dialog, or its second-rate engine, or even the fact that it’s from EA; it was the expectation that millions would still be around and paying for months AFTER having completed the game.

At least Anet realized this with GW2, and planned around selling just the box to most, and some gems to the diehards. The game still falls into the “play and finish” trap of too many recent so-called MMOs, but at least the here the problem is mainly in how the PR department marketed the game rather than what the devs and bean-counters expected.

Which brings me back to the main topic. I believe in 2013 we will see MMOs that succeed because they are MMOs, and they do contain the months and years of content that an MMO needs. These titles will be ‘niche’ when compared to WoW, but such a distinction is already outdated as everyone finally comes to grips with the fact that WoW has always been an outlier, rather than the standard. With proper expectations and execution, these titles should prosper, especially as general MMO tastes swing back towards something more meaty rather than flashy.

At the same time, along with ‘real’ MMOs, we will see more games with MMO-lite features like GW2, and hopefully like GW2, they will ship with payment models that fit that style of game. These play-to-consume titles will refine their own space, and will provide nice breaks when needed for both MMO players and gamers in general. Their success will be measured not in retention, but in reacquisition; did they leave a positive-enough taste in your mouth to come back when more consumable content is out for sale?

More direct predictions:

EVE will reach and retain 500k subs in 2013.

SW:TOR will shut down or go skeleton crew by 2014.

LotRO will directly sell you The One Ring and a chance to play Sauron.

DF:UW will actually release and exceed the first year of DF1.

GW2 will have 9 tiers of gear by the end of 2013.

A bunch of MMOs will have kickstarter campaigns. Few will actually make it, almost all will be meh.

 

Posted in Darkfall Online, EQ2, EVE Online, Guild Wars, League of Legends, Lord of the Rings Online, MMO design, SW:TOR, World of Warcraft | 18 Comments

Still here

Fear not, I’m still here. The DF NDA is killing me, lot of items to blog about, both good and bad.

Steam sale is going on, but so far nothing amazing has come up.

Posted in beta, Darkfall Online | Comments Off on Still here