A message for Tobold

Dear Tobold,

If you make one more QQ post, I will be forced to cancel my account and stop reading your blog. I did not sign up to read about your emotions or personal opinions, I just want (whatever the hell people expect from a blog), and nothing else. Furthermore, if am I being a little emo asshat, I fully expect you to take the abuse as I post an anonymous comment on your blog, as again I’m a paying customer and the customer is always right. Finally, I expect high quality post each and ever day, and won’t tolerate days without content. You owe us!

Thank you,

Assholes of the Internet

Fame has its price I guess, even within our own little MMO blog world. We will miss you anon cowards, back to the official forums you go.

Posted in Blogroll, Random, Rant | 5 Comments

Man, I’m glad I’m not playing THAT game.

Dear Warhammer fans,

We know the recent patch was a bit of a letdown, but please let us explain. We have a lot going on around here, and we are still new to this MMO thing. We also don’t have the resources or player base to really test everything as much as we’d like. Plus I’m sure you have noticed our furious pace of content updates and fixes, all free of charge!

The reason we did not include anything beyond a Fortress siege is because we wanted to keep the end-game accessible to all players, and we felt that including anything harder than the most basic and recycled content would be too difficult and exclude members of our awesome community. You might also have noticed we did a copy/paste from DAoC for the Fortress, but come on, it was awesome content then, why not use it now?

For those seeking a true challenge, you can now attempt to kill a Fortress lord without wearing armor, earning you the title “slap in the face”.

You may also have noticed we disabled scenarios. We found a bug that was crashing the server when too many players wanted to PvP, and so in order to accommodate everyone, scenarios have been removed. We would like to point out that while we removed scenarios, we did add the “slap in the face” challenge, which we find is a suitable replacement. Scenarios will be added back into the game ‘soon’.

We have significantly nerfed many classes. Our data has shown that too many players were killing Fortress lords, and while the actual city siege content is coming ‘real soon’, for now we have decided to increase the challenge by nerfing the players. We realize this might not be popular, but we remind you that our game is still very new, PvP balance is like, really hard, and how can you expect us to balance 9 classes with our limited budget? To compensate for the massive nerfs, along with the continual ignorance of class bugs, we have added a new purple pony mount. The mount has a .01% drop rate whenever a Fortress lord is killed without the use of weapons.

Finally, we know many of you are excited to finally play the one class we added with the recent paid update. Unfortunately a bug crept into our air-tight testing facility, and the class has been disabled for many of you. Rest assured, the next paid update should give you access. That updated is coming ‘soon’.

We know this might not be the news you were hoping for, but rest assured that in the coming months (read: years), we have many exciting changes coming, including fixing instance lag that has only been around since 2005. You might get your mail to work as well, but no promises.

Ah waitwrong game.

Posted in Patch Notes, Rant, World of Warcraft | 19 Comments

Slayers, Darkness Falls, and other ‘big news’ for Warhammer Online.

There is a lot of news and information concerning Warhammer Online right now, and I’m not quite sure what to comment on. Now that the ‘new game’ shine has worn off, I can’t help but think what WAR will be once Mythic figures out all the moving parts. Lots of parts in their current form are a blast (scenarios, PQs, dungeons, warband on warband RvR), but they don’t quite mesh together just yet. They will, and I believe sooner than most people expect, but right now they don’t.

The layoffs of the QA staff and others can’t help, but exactly what impact they have on the final product is tough to tell. All of the comments about “paying customers as testers” is a bit off base, considering since UO in 97 MMO players have ALWAYS been testers. You have two options, don’t play MMOs, or accept that in a constantly evolving game, things will never go as planned and at times the game will feel like a work in progress. If you think that at some magic point, some company will figure it all out and release a perfect product with perfect content patching after, good luck waiting for that. Still, less people working on the game can’t be good, but given the current economy, this kind of move is to be expected.

Slayers will be announced soon. It’s nice to speculate, but let’s be honest, this might be the most anticipated class in MMO history, and might just be the thing to help balance Order and Destruction. Including the Hammerer over the Slayer would be an NGE-equivalent mistake. Not exaggerating one bit about that either, fans would be crushed. This also allows Mythic to make the Choppa class as cool as possible, since regardless people will focus on the Slayer. Both classes could go a long way to help bring the focus of RvR back to melee classes, and along with stun tuning, could make RvR as a whole even more enjoyable.

Lastly, I’m really hoping the two new classes are not the only thing Mythic has planned for the ‘big news’ coming soon. They need to announce the DarknessFalls-style RvR dungeon, and hopefully the redesign of keeps to include customization and destructible walls. Moving the sole focus of the endgame away from the city siege, and giving guilds some sort of meta-game with the RvR dungeon and keeps would go a long way to keep everyone interested and playing T4.

Posted in MMO design, RvR, Warhammer Online | 7 Comments

WoW tourists attack DarkFall.

Let’s pretend this press release about Darkfall is being honest, and not just painting a delay in a positive light. I know, it’s a stretch, but “zomg vaporware lulz” posts have been done and bring little to the table.

Thanks to the popularity of the MMO genre, and more specifically WoW, new games have to deal with the MMO tourist population. They flood servers in the first month, find out that game X is not WoW, bitch about how the game should have more welfare and run on a toaster, and leave. The plus side is you just sold a ton of extra copies; the downside is having to deal with a huge initial spike of activity before your game finally settles into its core market. Either your servers lag to death, you have massive queues, or you add more hardware and end up with dead servers in a few months.

From what I’ve read about Darkfall, the developer understands they are aiming for a niche, and they intend to cater to that niche. That’s smart business if you budget accordingly, and can be very profitable if your game appeals to that niche. 200k beta apps for a hardcore PvP game is a clear case of tourism, and hopefully DF deals with it accordingly. Lets hope the planned stress test happens on the 22nd, and more fans can give this game a shot.

Posted in beta, Darkfall Online, Rant, World of Warcraft | 24 Comments

The endless sandbox vs the safe theme park.

MMOs are designed without a ‘game over’ screen, and one of the major appeals of the genre is that the player, rather than the game, determines when you are done. No matter how much you loved Final Fantasy 7, at the end you always kill Seph and the credits roll. In an MMO you can keep going, and ideally you should always have things you can do. Your character, and the world around him/her, will continue for you as long as you keep logging in.

That was how I saw MMOs when I played my first, Ultima Online, and that feeling of the game never ending still has major appeal to me. There was never a point in UO where I was ‘done’, where every goal was accomplished. I could always gain more wealth, or help my guild grow, or just get engaged in whatever everyone else was doing. UO was a sandbox MMO before the concept of sandbox was created. It was design to be a virtual world, a world that REACTS to the players rather than the players reacting to the game. When I finally moved on from UO, it was not because I had killed the final boss and the game told me it was over, but rather it was because I was done with my character, I had accomplished what I wanted.

It’s 2009 now, and while the MMO genre has exploded in popularity, we have very few sandbox MMOs. EQ1, and to a much larger extend WoW, popularized the theme park MMO, with one of the more basic differences being that the game more or less dictates your actions (sets a path), rather than reacting to whatever the player is doing. The advantage of this is that every player always has a goal, and more importantly always has a carrot within clear sight to keep them going. A well designed theme park MMO will always guide the player and keep them on-rails, removing the chance they may stray or get lost, or even worst, find themselves without a goal or motivation to log in.

The genre’s current top sandbox MMO is EVE, and the number one complaint about it is a lack of direction. Players hear all about the endless possibilities and the exciting things happening, yet when they go to log in and experience it for themselves, they more often than not are unable to find what they are looking for. Or they find the path only to learn of the barriers in front of them before they reach whatever goal attracted them. (Letting off a Titan shot sounds awesome, but actually being able to fly a Titan is far beyond most gamers limits)

The original appeal of MMOs, an unending world with limitless choices, is also the genre’s biggest crutch when it comes to appeal to the mainstream. EVE may be the genre’s best designed, best looking, and most advanced MMO, but unless it adds NPCs with golden icons above their heads, it will always remain a niche product. (Which is not to say its not a success, because it is)

The major problem with a theme park is that eventually you have been on all the rides, and while repeating the best ones is fine for a time, even that beings to grow tiring. Adding more rides is possible, but customers will always ride then to boredom faster than they can be built, and if you are sticking with your theme, each ride gets boring faster than the one before it. Change the theme and you might alienate a portion of your customer base, driving them away permanently (in the theme park world, this is called Not Good Entertainment)

This is why I’ll always favor the MMO going more towards a sandbox design over that of a theme park. I know that no matter how fun a theme park may be, it’s time is limited, and eventually my character will be forced to retire earlier than I had planned. While no actual credits will roll, the cap will be hit and the gameplay will change. At the same time, I’ve seen enough MMOs to know that designing a good sandbox MMO is very difficulty, and even the best laid plans go up in smoke the day the players are let loose in the world. In that regard, the theme park is the ‘safe’ bet, an almost guaranteed quantity of entertainment, while the sandbox will always remain hit or miss. The misses may sting with disappointment (hi Shadowbane), but the hits more than make up for it.

Posted in EVE Online, MMO design, Ultima Online, World of Warcraft | 31 Comments

Blogging meh, and should Mythic stop listening to you?

RL is kicking my ass lately, can’t exactly focus fully on a blog post. I’ve written about five different posts today, all which have been scrapped due to them not exactly saying much of anything.

The one that came closest to being finished was a commentary about WAR’s RvR, and how Mythic listening to DAoC players might not have been the best idea. I’m not sure I completely agree, but I can’t think of enough examples to justify a full post. I think the idea that a developer could be influenced TOO much by the player base is rather interesting. Is Mythic now suffering because they listened too much to players in beta?

Posted in beta, Site update, Warhammer Online | 11 Comments

DIKU defined, the old formula for an MMO.

Raph Koster has an amazing write-up of what defines a DIKU mud, and how some of the bigger MMOs (EQ, WoW) are direct descendents. My first limited experience with an MMO was Neverwinter Nights on AOL, and my first true MMO was Ultima Online. I also skipped EQ1, going from UO to Asheron’s Call, but I finally caught up to the traditional DIKU MMO with WoW, and I have to say reading Raph’s piece was a bit eye-opening. I mean I knew roughly what DIKU was about before, but his write-up makes it painfully clear how little has changed with that formula. It’s also perhaps why I’m constantly drawn to non-DIKU MMOs like EVE, and the PvP aspects of WAR (and perhaps DarkFall)

Posted in Asheron's Call, Combat Systems, Darkfall Online, EVE Online, MMO design, PvP, Ultima Online, Warhammer Online, World of Warcraft | 3 Comments

A few more Atlantica Online design discussion points.

I want to follow up on my previous post about Atlantica Online and some of the good things it does, as there are indeed a few more systems I think are worth pointing out. I’m currently level 52 in AO, which means I’m in the heart of the grind, out of newbie land, and have far more options in terms of locations to grind (err, quest, yea, quest). The shocker? The slower pace and increased length of each grind is still not bothering me, and my interest in the game still remains high. I have yet to pay a dollar for it through the RMT shop, but the servers are still up.

One thing AO does well is the game has a very ‘worldly’ feel to it. In addition to the traditional ‘point A to point B’ leveling path, which takes you from the noobie dungeon all the way to the high level stuff, AO gives you incentive to take time off that path and move around a bit. The city of Rome is the mecca of the world, the location of both the free league PvP tournament and the arena NPC tournament. All players are given free teleport access to Rome, making it easy for anyone to reach. This also impacts the immediate area around Rome, as again a quick teleport and some walking gets you where you need to go. The more important NPCs in the game also travel the world, walking from town to town. The games chat channels are often full of people looking for a certain NPC, and it’s not uncommon to go on a little search to hunt one of them down. Towns allow you to teleport (for a small fee) between them, which cuts down on the major walking, but does not fully eliminate it. The need for an NPC can be somewhat random, as mobs may drop something randomly only one traveling NPC accepts. You can opt to ignore the item (usually they have a timer of 24 hours or so), or you can go on a search and get your full reward. The nice thing about this is if you are an explorer type, you can focus more on this aspect, and if you hate travel, you can ignore it. The degree in which you interact with the traveling NPCs and the other ‘worldly’ aspects of AO is up to you.

AO keeps track of which mobs you have gained information about, and this information comes in three levels. The first is ‘basic’, which puts the mob on your list and gives you a small damage increase when facing it. The second is ‘location’, which is self explanatory, but important when you receive a quest to kill 20 of x and you don’t know where x is found. The third and final is ‘item’, which lets you know what the mob can drop, and increase your odds to get the higher value stuff. The method of acquiring this info is simple, kill the mob. In true F2P fashion, you not only have to kill said mob, but perform a bit of genocide, and as far as I know, it’s not a set number but rather somewhat random. But wait, how does the ‘location’ help if you gain that info from killing said mob you ask? Simple, players can share mob info with friends and guild/nation members. It costs the players some Will, a stat that functions like a mana bar that passively regenerates at a reasonable pace, and gives them a point of stamina, a stat that increases xp gain per battle as long as you have it. Will is also connected to teaching a crafting level, teleporting, and eating food to regen hp/mana. A high level or veteran player is likely to have a large collection of mob info, making them a great source of help for newer players. It’s a small touch, but helps foster a mentor/apprentice feeling to the game. (AO has a system in the game that officially supports the mentor/apprentice relationship, but aside from a cash bonus when the player hits 30, I’m not sure what else it does)

So now we have players asking for crafting training, mob info, and NPC locations, along with all the usual MMO chatter of quest help, strats/builds, etc. In stark contrast to WAR, AO almost has TOO much chatter (the crap UI also complicates this, with some seriously questionable design, but remember we are judging it by F2P standards, so it gets a pass), and that chatter is both local and global, region and guild. The world is abuzz with life, which is somewhat odd when you consider that the basis of that ‘life’ in AO is grinding out mob after mob in a somewhat basic fashion. That grind is tolerable, hell even enjoyable, because at all times you have so many little side projects and distractions. While you are indeed killing your 100th ant for a quest, you are also working on crafting, waiting for the Arena, and watching your auction house items sell, all while asking/answering questions about the world. This comes down to one important design decision; AO knows exactly when to stick to its setting as a fantasy world, and when to throw that setting and immersion out and give players modern functionality like IM-style chat. It works, you still get a decent sense of immersion (one could argue even better than WoW or WAR), and at the end of the day you have a fun game. Again, definitely worth the time to download the 2gig+ file.

Posted in Atlantica Online, MMO design, Warhammer Online, World of Warcraft | 18 Comments

The details make the game, why Atlantica Online keeps the grind interesting.

One of the main reasons I keep playing Atlantica Online is that the game is constantly surprising me. I really was not expecting much from AO when I downloaded it, and I think those low expectations have actually allowed me to enjoy it a bit more than most games (this overhyping needs a term, like readblogitis or something). Part of that enjoyment is perhaps a return to a more simple, just-grind-xp style of gameplay, which is relaxing in its simplicity, but another part is all of the little things AO does right, things to break up that grind and keep you logged in.

The first thing is the games crafting, and how it relates to the item system itself. In AO, can enchant all of your armor and weapons using two copies of the item itself, along with an enchant stone. Two basic swords can be combined to create one +1 sword, two +1 swords create a +2, and so on up to +10 (which requires 1920 copies of the original item, if my math is correct). Now at first, 1920 copies of a basic sword seems a bit ridiculous, and it is, but that’s what keeps the high enchant weapons both rare and expensive, yet doable for anyone with enough persistence. You don’t need to belong to the uber raid guild if you want the best weapon at a certain level, although you do need to put in the time to make that happen. Another key part to this system is that the power jump when going from +1 to +2 is the same as going from +9 to +10. This allows the more powergamer-types to still progress, but at a much higher cost/gain. Additionally, there is a small chance you can crit and get a +2 rather than a +1 when enchanting. If this happens to a low enchant item, it’s not a big deal, but if you go from a +7 to a +9, that is a HUGE gain. Again, small detail, but one that keeps things interesting while you watch the little enchant bar fill up.

Back to the crafting angle, when you are trying to level up your sword crafting, and the game forces you to create 400 copies of a basic sword before you can advance to a higher type, those 400 copies are worth more than the typical vendor trash most crafting systems create. You can either sell the items outright (and sometimes crafting will create items with a + enchantment already on them, which again helps to spice things up), or you can ‘gamble’ and see if you can get a crit while enchanting the items. All of this of course depends on the price of the item and the enchant stones currently on the auction house. The entire system compliments itself nicely, with the price of crafting materials (of which there are a ton, since crafting one sword can require 8+ different mats, with different quantities of each) effecting the price of a base item, and the price of enchant stones effecting the price of enchanted gear. Almost everything in the game has a ‘base’ price set by the game, but the base is generally much higher than player pricing for common items. I’m sure anyone with enough patience and practice could make a killing playing the economy.

I wish more MMOs would adopt the +enchant system, rather than making every single item unique and special. Does anyone really care when they upgrade from a belt of daggers to a belt of swords, when in the end we upgraded because the latter had two more strength than the former? And how many quest rewards and random drops instantly become vendor trash because we already have the rare spawns uber weapon drop, so the next 10 levels of weapons are worthless to us? How many MMO economies quickly become trash because the game consists of thousands of items, and close to ten are actually worth something?

A working economy relates to my next point, which is the NPC arena. Three times a day, the arena opens for betting, with players being able to pick a winner, who makes it to the final round, and who comes in 1st/2nd. The odds are completely player driven, with a 10% tax taken out whenever you win. The actual arena contestants are 8 named NPCs of various classes, who randomly get assigned different support characters. So in one arena, Alex the archer might get teamed with three swordsman, a spearman, and a shaman, while in the next arena she will be teamed with an all rifle team. All NPCs are level 100 characters with matching skills/gear. Players are aware of each named NPCs strength, and know how each supporting class works, but it’s often difficult to predict how that matching will fare against another NPC opponent. The fights use the in-game AI, which is very questionable, further adding a bit of randomness. A strong team should do well, but if the AI has a brain fart and focuses on a tank, while the weak team focuses on the healers, it could lead to an upset.

The arena fighting itself takes about 30 minutes, and players are able to observe any of the matches they wish, while also being able to chat in a special channel about said match. This gives the whole thing a bit of an ESPN-style running commentary, with each unexpected attack or spell getting instant fan reaction. Placing long-shot bets in the arena can also earn you a hefty payout, as odds can be as favorable as 800/1. The real beauty of the system though is that almost anyone can participate, from a level 20 character betting the minimum to near-max characters wagering fortunes. Watching the high level NPCs is also a great way for newer players to witness more advanced moves and spells (if not always used expertly), and its fun to just watch all of the fireworks from the sideline, rooting for whichever NPC you placed the most money on.

The crafting, economy, and NPC arena are just a few of the more unique features that support Atlantica Online, and breath some fresh air into a game that revolves around bashing 1000s and 1000s of foozles. After winning a nice payout in the arena, or getting a lucky crit on your main characters weapon, entering a dungeon to whack the next 100 ants for a quest somehow does not seem so bad.

Posted in Atlantica Online, MMO design | 20 Comments

WotLK to level 100?

I might be way off base here (not the first time), but am I the only one who thinks Blizzard would be better off focusing on a leveling game rather than an end-game with WoW? Reading forums and blogs, I have yet to hear one person complain about WotLK 70-79, with everyone agreeing that the leveling was superb. In that same vein, many of the ‘I quit’ threads and posts focus on the fact that WotLK is the same old WoW once you cap out and jump back on the gear/arena grind.

From my understanding, WotLK basically has enough questing content to go from 70-80 twice without having to repeat anything. What if instead of raising the cap to 80, Blizzard instead went to 100? The amount of questing content would need to be increased, somewhere closer to original Azeroth (minus Horde/Alliance only zones), but considering Blizzard has been using the same world tools since 2004, that’s not unreasonable. If WotLK kept the majority of its play base leveling for 2-5 months rather than 1, would it have been a better expansion? With 5 months worth of leveling time, even Blizzard should be able to give the player base something new in that time, further extending interest.

I find it odd that Blizzard is not catering to its major strength, the leveling game, and rather continues to focus on its weaker aspects, PvP and the confused raiding scheme. Considering they aim clearly for the casual gaming fan, why sacrifice that demographics favorite portion to try and cater to the hardcore, especially in a market that offers plenty of alternatives for said hardcore crowd?

Posted in MMO design, World of Warcraft | 19 Comments