Life Evolution in the sandbox

Pacing and gameplay evolution are very important and at times overlooked factors in any MMO. The actions and motivations of a day one player are very different than those of a two year veteran, and good game design takes that into consideration. What can be enjoyable in the first month might very well be considered a ‘grind’ one year in, and something that might cause confusion after a few weeks could be a key feature keeping someone around month after month.

Themeparks get off easy in this regard because the developer is always in control of the rope pulling you forward, and they decide what is available to you day one, day one hundred, and ultimately on your last day. On the other hand a sandbox by design does not have such a rope, but rather multiple points-of-interest that server to motivate and influence, but never force, player behavior.

DarkFall has not always had the smoothest progression path, and while improved today it still has a ways to go before it’s fully there. Beyond the differences in control and UI, I believe the initial pacing of the game is currently solid. Skill gain from 1-50 is IMO relatively fast for most skills, and a skill at 50 is generally ‘good enough’. In relatively short order (10 hours?) you can be well on your way to establishing your preferred method of combat (melee/archery/magic), and in that time the average player should be comfortable with the controls, immediate environment, and basic concepts of the game. You certainly won’t be a master at anything, but your character should begin to establish an identity and purpose (being a part of a clan at this point will of course help in both regards, but motivated solo players should be fine).

In-game this means exploring and finding local mob spawns that are a good source of skill and loot gain, building up your bank, and learning the basics of crafting, PvE, and PvP (likely from getting attacked) combat. If you are part of a clan at this point you are likely still focusing more on PvE than PvP, with the major difference being that you are hunting mobs around your clan’s current location rather than a starter city, perhaps even in small groups. You can still join in on any PvP runs (with the knowledge that you will likely be going up against superior enemies and 1v1 situations will result in death, so just play your part and help out rather then trying to play the spearhead of any attack), and you will be included in major events such as sieges or large raids.

At some point later down the road (30-40 hours?), player motivation and gameplay should shift from discovery and growth to role execution. At this point your core skills should be around 75 or above, your secondary skills should be coming along, and you should have a solid understanding of most in-game mechanics and happenings. Your in-game time should be shifting away from focused skill gain to doing and reacting to what is happening around you (which is why a clan is key for all but the most self-motivated individuals), and through those actions your skills will continue to increase more ‘naturally’.

In-game this means you are now hunting mobs with a more focused goal (enchanting mats, gold for a specific skill/goal, rank 40+ weapons), and really working on your PvP skills, both group and solo. You should be able to hold your own in most combat situations (although power-gamers will still dominate you), and most importantly that initial rush and panic will be controlled.

The final ‘phase’ in a sandbox is true role pursuit and acceptance. Whether this means being a powerful economic force, a name to be fears on the battlefield, a regarded tactician, or simply a local area menace, you should have SOME purpose other than more gold/skills. Your character should be ‘done’ in most areas, with perhaps some secondary goals that serve more as a side project than a true need.

In-game this is where a sandbox shines, because the number of options and possibilities should be great, and the ability to change direction should be possible without a complete re-roll. This is also the stage of the game where upcoming additions and changes affect you most, and you should be heavily involved (directly or otherwise) in the ‘end-game’ of politics, city warfare, and empire building. The amount of content here should be nearly endless, as things such as alliances and military power change almost daily. Your allies today might be your enemy tomorrow and vice versa.

It’s this final phase that is both the major strength and current weakness of DarkFall. On the one hand, it deserves credit for having such a solid and functional end-game this early in its MMO life. That you want to and can siege a city without the server blowing up is more of an accomplishment then you might think, considering MMO history like SB (SB.exe), AoC (instanced city fails), WAR (the whole endgame), WoW (world PvP and Wintergrasp fails), Aion (fortresses). At the same time, clearly some issues exist, such as OP AoE magic, 6 hour sieges, ships and warhulk functionality, etc. And compared to other sandbox titles such as UO (pre-tram) and EVE, DarkFall is lacking the true depth those titles features in areas such as economic balance and possibility, non-combat influence/power, and RP/fluff possibilities (think player-made orc clans in UO).

The good news is that because of it’s solid base, developer time can and is being focused on adding and expending those areas rather than continually trying to get the core working, so while DarkFall might not be the game for you right now Mr. Exclusive Crafter Economy guy, it should/will be at some point ‘soon’, and when you do join up, you’ll have a lot of other options to entertain you as well.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Age of Conan, Aion, Combat Systems, crafting, Darkfall Online, EVE Online, MMO design, Patch Notes, PvP, Ultima Online, Warhammer Online, World of Warcraft | 20 Comments

Why a sandbox makes life more difficult for a griefer

If you only know one thing about DarkFall, you likely know that a LOT of people just outright hate the game, or more accurately, the supposed playerbase behind the game. If you have been playing MMOs for any decent length of time, you surely have come across a ‘griefer’, so when an MMO supposedly designed to cater to that group is announced/developed/released, you have a clear target to vent all the pent-up frustration you hold for that one guy who corpse camped you in the Barrens.

DarkFall does its part to perpetrate that image in a number of ways, most notable through ForumFall. You don’t have to be employed by EuroGamer to swing by and read a few threads, pick some winners, and believe you understand exactly what goes on in DarkFall. Then apply free-for-fall PvP and full looting to the context of your current MMO (WoW or the like), and you continue to build on your idea of why DF must be a place of constant misery. You mean someone can jump you and steal your hard-earned pixels, bah what fun is that?

On top of all that, there are some who currently play DarkFall (or ForumFall really well) that would have you believe that anything grief-like is good, and anything else is ‘carebear’, and that every last person currently playing feels exactly the same way. Those players tend to be non-factors in-game due to the fact that no respectable clan wants to be associated with them, but boy can they post quickly on the forums. It’s those same players who both argue that DF needs to be more sandbox, yet then criticize anything that does not directly relate to PvP, or god help us removes things like mount-killing without going gray. Real PvPers fight mounts without fear of retribution, in case you did not know.

The reality, and more important the direction Aventurine is taking DarkFall in, is quite different. Take one look at the upcoming expansion and you will see far more PvE and non-PvP changes than that hyper-focus on PvP some expect. PvP will always be at the core of what DarkFall is all about, but veteran MMO players and AV understand that in order for that PvP to have any impact, there must be systems in place to make that a reality. Fighting for the sake of fighting is all well and good, but the reason for the fight is what ultimately separates MMO PvP from a FPS and gives a game its longevity. So in addition to making changes to what actually happens in PvP (magic nerf, specialization options being expanded), a lot of effort is being put into given players various reasons for PvP to happen, be it on land or (soon) at sea.

The other uncomfortable reality haters of DarkFall miss is that this style of MMO requires far more effort and ‘work’ than being successful in a themepark requires. By design the themepark is ‘easy’, and its job is to make sure you stay on-rails and get rewarded at every step. True success in DarkFall requires a solid clan and alliance (or a seriously strong-willed solo player), and leading/directing/guiding large groups of players is not something the average 13yr old basement dweller is capable of doing. And unlike a themepark, a sandbox WILL hand you your far share of tough breaks and setbacks, which again requires strong leadership and a solid core to persevere through. It’s those same setbacks that make success so much sweeter, but it will never be handed to you on a silver platter.

As development continues and DarkFall gets fleshed-out, more and more features will be added that will test a clans/alliances leadership and decision-making. The more tools for war that one has available to them, the more interesting and complex the battles become. For some, this will allow them to further excel thanks to good organization and leadership skills, while for others their reliance on individual skills at the expense of others will further reduce their value. Eventually they will either adapt or be forced out, crying ‘carebear’ all the way down.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Combat Systems, crafting, Darkfall Online, MMO design, Patch Notes, PvP | 36 Comments

DarkFall Community Publisher update

With the DarkFall Community Publisher initiative a week old, here are some initial thoughts:

The link itself gets clicked quite often here, more so (on average) than any other link. Whether this is due to placement, the link being an image, or simply because DarkFall is awesome is hard to tell. Also worth tracking is whether this continues, although after an initial (day one) spike, clicks have been consistent after that, rather than following a slow but continued decline.

I was wrong about the payout structure, as I do indeed get 20% of the initial purchase, not just the price of the game itself. So whenever someone takes advantage of the current $87 offer of DarkFall+6month sub, I get 20% of that $87, which is rather generous of Aventurine IMO.

I think another benefit of buying the game through a Community Publisher is that you have a source for questions once you are in-game. My email is displayed right below the link, and I’m always willing to answer DarkFall-related questions. For most MMOs this would be a nice-to-have, but for DarkFall its borderline required, especially for newer MMO players not familiar with games like Ultima Online and Asheron’s Call. Just pointing someone who is starting out towards the NEW guild can make life much easier for them, and get them on an accelerated path up the learning curve.

Unrelated to the Community Publisher program itself, but I noticed that in the $87 offer, AV uses a different image for the DarkFall ‘box’, one that looks very much like a picture of a retail box. Perhaps the limited advertising is in part due to AV waiting for the game to be available in a boxed version, and not just digital download?

Given the amount of changes and additions coming with the next expansion (which I’m guessing will be a sizable download), creating DVD copies of DarkFall with this expansion included would be a good move. Plus the bullet-point list that advertisers love to put on the back of the box can be expended as well, with things like player vendors and sea objectives. Add in the fact that AV is current running a screenshot content (with some rather nice rewards too), and I would not be surprised if we see a DarkFall box in stores sometime after the holiday rush, given AV plenty of time to smooth out the bugs and issues that are sure to come with Conquer the Seas.

Posted in Asheron's Call, Darkfall Online, Mass Media, MMO design, Patch Notes, Site update, Ultima Online | 9 Comments

Are you sure that’s really an expansion?

In the comments of a previous DarkFall-related post here, the question of whether the next update should be considered a patch or expansion was brought up. Now I’ve already written what pushed the update from patch to expansion for me here, but that conversation circles around a bigger overall benefit of sandbox design. Most updates to a sandbox will indeed EXPAND the game, while most updates to a themepark simply add another content layer, making the previous layer obsolete, and so they replace rather than truly expanding the game.

In a game like DarkFall, adding player housing, vendors, or even fluff housing items does not make any previous content obsolete. A cottage (the current smallest form of housing) is just as valuable today as the day it was added, and the upcoming addition of the keep will not change this. You won’t see everyone trading in their current house for a keep because it’s the new ‘best in slot’ item. The same applies to current PvE. The addition of a new dungeon, new mob spawns, or even caravans (if we assume they are a PvE-based element) does not make previous PvE content obsolete. Your favorite farming spot near your player city will be just as viable after the update as it is now, and you won’t have to camp caravan spawn points just to collect the newest rare drop that replaces a former rare drop. Today’s announcement of sea-based objectives won’t make land-based villages obsolete either; their addition simple EXPANDS the options all players have in terms of what to try and capture, just like the addition of a new dungeon or mob spawn simple EXPANDS the PvE options for all players.

If you buy DarkFall the day after the latest update is released, you are entering a world that that day has more options than the day before. If you are a new player joining WoW the day after Cataclysm is released, you are not going to see MORE content, but rather replacement content for old Azeroth, without the option of experiencing the older content. For a new player, all of the old 60, 70, and 80-cap raid dungeons are already obsolete, with the only viable raids being what is included in Cataclysm and nothing else. For new players that decide to re-roll, the revamped zones will be new simply because they have already seen and ‘exhausted’ old Azeroth, but even for them the path from 1-85 will not be filled with EXPANDED options, simple different ones.

Part of the ‘justification’ of current-day Agon feeling to some as under-developed is that Aventurine has all the time in the world to flesh it out. The player base won’t outlevel or outgear any area in DarkFall, so if six months down the line zone X gets a new dungeon, that dungeon becomes an option for everyone, new and veteran alike. The countless player options in EVE today did not spring up overnight, but rather have been the result of five years of steady additions. That today EVE dwarfs WoW in content is more the result of fundamental game design (sandbox vs themepark) than a Blizzard vs CCP issue (although that comparison is a handicap match as well). Each expansion for EVE truly does EXPAND the game, while each expansion for WoW simply replaces older content. At the current pace of two expansions per year for Aventurine vs one every two for Blizzard, how long will it be before David out-contents Goliath in its own arena of PvE? (DF beta was already ahead of WoW for PvP)

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Combat Systems, Darkfall Online, EVE Online, Housing, MMO design, Patch Notes, PvP, World of Warcraft | 26 Comments

Some random Dragon Age questions

My rogue is wearing a massive armor set, mainly because the chest has a +15% backstab bonus and other rogue-friendly stats. It looks badass as well (warden set) That seems odd, but even more odd is the fact that I can still get off most of my abilities during combat before I run out of stamina. Medium and light armor just seems very, very inferior to heavy and massive, and even wearing that massive set my rogue feels a little ‘squishy’ (he should of course, just saying).

I’ve found a total of two usable robes for Morigan, both story-related drops. Is the game short on caster drops overall, or is this just because my main is a rogue? Similar story for caster weapons, Morigan has been using the same rank7 staff for most of the adventure. If you play a mage as your main, are your choices as limited?

I’ve used swords almost exclusively the entire time for both my rogue and Alister. Is the armor penetration of axes/maces that big a factor, or are swords really as OP as they seem by comparison? I’ve also found far more special swords than any other weapon, so even if I wanted to use maces or axes, I would only be able to do so at the expense of performance.

In a second play through, does everything restart, or are things like specializations already opened for you? Are the specialization books you can buy from merchants different based on your class? I’d like to specialize right at level 7 and play more of a focused character sooner. At level 17 with two specializes right now, it has more of a min/max feel than a roleplaying aspect.

For anyone who has played a significant way into a second+ playthrough, just how different does the game play out based on your origin and choices? Do the differences only apply to the immediate situation and some ‘final’ impact, or is it more game-changing than that?

Posted in Random | 22 Comments

DarkFall caravans = roaming mobs or economic tool?

So far so good on the DarkFall twitter front, with little updates on what certain teams are working on. I’ve said this before, and it comes up again here, but Aventurine loves toying with ForumFall, with the latest example being this little line: “working on… trade route NPCs”. Come again?

Most likely the trade route NPCs are related to caravans, and that upcoming addition seems to be shaping up as some sort of roving NPC feature rather than a player-driven economic one. It sounds like instead of players using caravans to transport goods from one location to another (this would have played into local banking, another feature that is only slowly being explored), caravans instead will be traveling NPC groups. In a previous update “trade route logic” was mentioned, which again points towards caravans being NPC driven. Although perhaps a player hires a caravan, and the rest is NPC controlled?

Roaming mobs were mentioned a while back, and while everyone’s first thought was that this means monsters would be making wider sweeps, perhaps those ‘roaming mobs’ are actually merchant caravans and their guards? With DarkFall’s AI already playing better than some players, what’s to stop AV from making caravan guards act like juiced-up players defending a location? Tough mobs today are killed by leashing or other underhanded (but legal) tactics, but what if caravan guards don’t follow normal leashing rules, and are able to use knockback spells to stop you from perching, or just cycling nukes themselves to clear a perch? Make a caravan worth say, 10k in gold plus random high-end items (infernal or dragon armor, Q5 enchanted weapons), give it enough smart guards to require 10 or 20 players, make the caravan travel from one corner of the world to the other along a somewhat random path, and lets see what happens. Once attacked, allow the caravan to send out a global message for help in its current location, and you have just created a serious PvP hotspot with a sizable reward at stake.

Is that what AV is adding with caravans? Who knows, but given their track record of unexpected additions and creative methods of solving certain problems, I’m not going to rule it out.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Combat Systems, crafting, Darkfall Online, MMO design, Patch Notes, PvP | 25 Comments

DarkFall expansion gets a release date, from Twitter

It’s a good thing Greeks don’t celebrate Thanksgiving, because it looks like the next DarkFall expansion is set for release late next week (with some caution that it might slip a few days, but that never happens in MMO land thankfully). If they manage to get it out by Friday that should give everyone a solid weekend to play around and see all the stuff they have added.

It also means I need to focus on Dragon Age and get through the main storyline. My current goal with that is just to finish it, and save as much of the side stuff as possible for later, perhaps mixed in with some user-created content at that later date. I’m at 24% complete currently with 44 hours played, although I think all the little side quests and achievements factor heavily into that. My guess is I’m over 50% done with the main storyline (I’ve gotten the delish, dwarves, and mages allied, and I’m about to head to Haven).

Back to DarkFall, oddly the one major feature that has not been previewed in detail with a Spotlight post is the changes to ships and sea objectives. Either Aventurine wants to surprise everyone, or that development has been pushed back. One other change many are looking forward to is the new siege mechanic, as I think everyone would like to see a typical siege go a little faster. I think overall the most anticipated change however is the heavy nerf to magic, both with the added cooldowns and the increased magic protection from heavier armor. Hopefully the days of Harry Potter Online will soon be over (although tbh, the only time I’ve seen magic-only combat is during a siege. Small-scale stuff still sees plenty of melee and archery even today, but it will be nice to have those even more evenly represented after the patch).

This news first came via the new DarkFall twitter account. Now personally I think twitter is a colossal waste of space, but I have set up an account just to keep up with Aventurine, and my hope is that this account will be used to throw out little bits of dev info that will likely only interest the very dedicated (or insane). Getting an ‘insider’ view of MMO development is of personal interest to me, even more so for a title as unique as DarkFall with a team as unorthodox as Aventurine. Twitter still sucks though, so don’t expect to be reading up on what I just eat for breakfast, or my one witty thought of the day (you get that here).

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Darkfall Online, Mass Media, MMO design, Patch Notes, Random, Site update | 19 Comments

Speaking of getting paid…

I find it funny people are wondering who would pay $20 for a gold guide when people are freely spending $10 (or more if you gotta-catch-em-all) for a pet, one that will ultimately provide less entertainment per dollar than said guide (And while buying the guide has zero impact on future content, telling a company you will gladly hand over 2/3+ of a monthly sub for next to nothing just might). Keep in mind that a gold guide and actually buying gold are (imo) night and day. To me a gold guide is basically like paying for a friend to tell you how to play a game better, while buying gold is like paying someone to play for you. Watching a youtube video of a raid boss will show you HOW to beat that boss, but knowing and actually doing it are two different things, right?

Now personally I don’t pay for friends, but if you need to, have at it. All the guide gives you in terms of an edge is knowledge that can be found for free with enough searching/playing. Maybe you don’t care to read 100s of forum posts about an upcoming patch and how it will bork the economy, and you are someone who is willing to pay a premium to have that information filtered for you. At the end of the day, what you do with that information is still up to you.

The ‘problem’ with WoW is that making money is trivial, so following a guide point-by-point actually works, and hence people are successful following them. In a game with an actual economic challenge (say, EVE), a gold guide can provide tips and knowledge to make you a better trader, but you can’t just run an AH mod and see success. The real problem is not gold guides or their makers (other than the scummy ways they advertise), it’s the brain-dead easy economic ‘challenge’ that those guide describe.

Posted in MMO design, Patch Notes, Rant, RMT, World of Warcraft | 10 Comments

I am, in fact, paid by Aventurine to promote DarkFall

It’s been joked around here that because I talk so highly of DarkFall, I must be paid by Aventurine or just Tasos directly. While that is sadly not the case (feel free to contact me though Tasos), today is the first time this blog will be used for potential financial (and gaming) gain. Assuming I (or AV) don’t screw this up, on the right side you should see my personal version of a small ad to buy DarkFall through the new Community Publishing Program. You use that link to buy DarkFall, and I get 20% of whatever you pay for the game client (but not subsequent monthly fees, sadly).

For some time now, ever since this blog became ‘kind of a big deal’ (that’s sarcasm btw), I’ve been getting requests for various paid advertising to be placed on this site. I’ve turned them all down, because my request to cover all my gaming costs is just not a price advertisers are willing to pay yet (it’s not like gaming rigs, 295GTX cards, and 4-5 MMO subs are THAT expensive, cheap bastards).

The DarkFall deal is, IMO, a little different. For starters, I do actually like and play DarkFall, so more people signing up and playing benefits me both in-game (more friends/enemies) and out (more cash for development, after all someone has to fund slot machine coding!). Plus I can remove the link at any time, change whether it’s just text or a few different sized banners, and I can put it wherever I damn please, so the site will still keep it’s clean look/feel. And because, lets face it, all my writing does in some small way help Aventurine, I might as well get SOMETHING back from them, even if it’s just the ability to play the game ‘free’.

So click, buy, and welcome to Agon. I’ll try not to dry-loot you.

Posted in Darkfall Online, Housing, Mass Media, Patch Notes, Site update | 21 Comments

A question for Bhagpuss

This is going to be addressed directly to Bhagpuss, but really I think it covers quite a large group of players, so please chime in.

@Bhagpuss: I saw on Tobold’s blog you said you played Dragon Age for 14 hours straight (sick bastard), and previously you stated here you were worried about DA being too linear and that you like to follow your own path rather than being lead down it. You comment often, so I think I have a decent understanding of how you play MMOs, but how does your aversion for linear gameplay fit with DA? Do you find it linear and just don’t mind because the game is great, or are you able to play it in a way that you don’t feel it’s too linear, and can still play it ‘your way’? And if so, how exactly are you playing it?

Just trying to understand my fellow gamer, because to me DA is about as linear as it gets without a loading screen informing me I’ve beaten level 2 and now it’s time for level 3 like old school console games did back in the day. I’ve written why I enjoy that method of delivery in a single player game, but I’m wondering how players similar to Bhagpuss in style are viewing it.

Posted in Random | 21 Comments