Friday + Sunny = Win?

Good weather makes you feel guilty about playing an MMO, discuss.

PS: So nice out here today in MA.

Posted in Random | 7 Comments

Understanding failure, the PoTBS story.

As has been well reported, Pirates of the Burning Sea is cutting down on servers, going from 11 to 4. While PR would like you to believe otherwise, it’s fairly clear that the game is underperforming, and the reduction in servers confirms this.

What’s most surprising to me about the news is people’s general take on the game, stating that it’s most similar to EVE Online, and that perhaps it could see an EVE-like growth rate in the future. The major problem with that growth prediction is that PoTBS is basically EVE-lite, attempting to keep the ‘fun’ aspects of EVE while removing some of the tedium. The recent server news confirms at least one thing; EVE-lite is not the game people want, nor does EVE-lite actually work as a game. The reason EVE itself works is because it’s amazingly balanced in all aspects of design. Crafting is balanced in regards to PvP, PvE is balanced in regards to the economy, character growth is well defined and a factor; it just all works. The problem for PoTBS is that it has 50% of the formula, removing the perceived ‘unfun’ 50% in an effort to improve the overall experience, and ultimately it fails. What the average game fan has trouble accepting is that while gate jumping 20 times itself is not fun, it’s necessary to ensure that the PvP remains balanced, and hence fun. When you mess with one side of the equation, you end up screwing both sides.

PoTBS is a great example of the overall complexity of an MMO, and why simply focusing on one or two aspects without consideration for others is a mistake. Sure zooming around the map almost instantly instead of having to travel for 30+ minutes sounds like a good idea, but how does that instant travel effect the economy, PvP, or PvE? Instancing everything does help with lag and leads to more controlled and balanced encounters, but what are its downfalls? How does instanced combat effect merchants, griefers, PvE players? Removing the tedium of sitting in an asteroid field and watching your mining laser go ‘voom, voom, voom’ for hours sounds like a huge plus, right? By removing the boring parts and letting players focus on the fun of buying/selling/trading sure sounds like a win/win on paper, does it not? Those are just a few of the perceived ‘advantages’ PoTBS implemented in order to make it a more friendly version of EVE, and yet each one is a cause for an overall broken formula with serious issues. The fact that PoTBS shipped with a primitive and somewhat broken avatar combat model did not help, but to think that is the major issue is incorrect. Players would deal with that system, flaws and all, if the overall game worked like it should. The major issues; a borked economy, completely broken PvP, a PvP game with an overemphasis on bland PvE, those are the issues that drive players away, and those are the issues that will take the greatest effort to fix.

Posted in Combat Systems, EVE Online, MMO design, Pirates of the Burning Sea, PvP | 18 Comments

Curt Schilling on ‘The Instance’ podcast.

The Instance, which is always worth listening to anyway, stepped it up a notch with this show and featured a lengthy interview with Curt Schilling. Along with a ton of WoW talk, they go into general game design, a bit about Warhammer Online, and about 38 Studios, Curt’s own game development studio currently working on a big budget fantasy MMO (which is based very close to where I live and should hire me).

Be sure to check it out, even if you are not a huge baseball fan.

Posted in MMO design, Warhammer Online, World of Warcraft | Tagged | 2 Comments

WoW burnout already?

This weekend our little guild of friends took our first steps into Karazhan. We did fairly well, considering that for many of us it was our first time seeing the encounters, and that for the most part we were equipped in blues, with some PvP and reputation epics mixed in. At the end of the night we managed to clear up to and including the Opera event (Romeo and Juliet). It’s an interesting instance, and shows a lot of growth on Blizzards part when compared to early raiding instances like Molten Core, although summoning Rag is still one of the coolest events in WoW imo. It also lacks that epic feeling raiding had back in the day; somehow getting stomped by two Molten Giants and seeing 40 corpses leaves an impression on you, but that’s all history now.

Yet while Kara was a good time, and running some heroics is certainly still fun, I think WoW will have a much shorter end-game life span for me this time around compared to last. I already have no interest in running the daily quests, which are an evil one step worst than grinding, and most of the reputation rewards are already below the welfare epics you can easily get. Once I’ve seen a 5 man instance, I find I have little draw to return to it unless helping a guild mate. Crafting is unchanged in TBC, still 99% worthless and far too great a grind. And lastly, I don’t believe our guild will ever ramp up enough to consider 25 man content, so that leaves the more serious raid instances out.

So the real issue comes down to this, when I log on and either not enough people are online to run something, or people are simply busy, instead of grinding until something comes up, I instead log off, which of course lowers the chances of actually getting into a group to do something. Somewhat of a vicious cycle really, but WoW no long has that ‘must play’ feeling to it that it did for me back pre-TBC. Back then if I was not raiding, I was happily grinding one pointless faction or another, or simply making the thorium circle in Burning Steppes. Just being online and talking to being was enough back then, and that simply is not the case now.

Granted I could be wrong, perhaps something in WoW will draw me in again as it did before. I certainly enjoy the group I play with, and even repeating content is a good time with them, but at the same time I’m guessing any MMO would be a good time if you are playing with friends. As for the Lich King expansion, knowing Blizzard it’s far too early to start even thinking about that, plus unless another delay happens, Warhammer Online will be out by then. Near future we have the open beta for Age of Conan, something I’m planning on at least trying out; so maybe the early burnout on WoW won’t be quite as bad.

Oh and stupid DoTA and Gem TD remain entertaining, but then they always are. And both EVE pilots crossed the 12 million skill mark some time ago, so the return to that will mean quite an increase if character power and ability.

Posted in EVE Online, Warhammer Online, World of Warcraft | 4 Comments

You can’t have everything, sorry.

Keen has a post up about his recent experience in DAoC. The gist of it is that after the ‘newness’ of being back in DAoC wore off, the fact that the PvE in DAoC is not as on-rails as more recent MMOs was a deal breaker for him, and he could not get himself to play through the PvE portion just to get to the PvP part that he wanted.

Along with the post there are some great comments left by several people debating both sides of the issue. After posting one comment myself, I had another going until I realized it was getting lengthy, and when that happens, its blog post time.

I think two huge issues play into Keen’s feeling about his recent trip to DAoC. First off, he has a pre-set image of what he REMEMBERS DAoC being, and more importantly, he remembers DAoC as a max level character focused on RvR. DAoC was NEVER an amazing PvE game, because it was never designed to be. It’s a PvP game, and as with any GOOD PvP-focused game, you have to make sacrifices on the PvE end to get good PvP. I really don’t think that point is debatable either, games either get PvE or PvP right, or they try to do both and everything ends up meh. UO had good PvP, eh PvE. EQ1 had good PvE, trash PvP. AC Darktide was good PvP, no one cared about the PvE. WoW HAD good PvE, trash PvP, and is now stuck in ‘meh’ mode for both as it tries to become an e-sport. EVE has good PvP, eh PvE. The list goes on and on.

So issue one is that Keen has to accept the PvE aspect of DAoC in order to get to the PvP. This is not to say the PvE in DAoC is worthless, its not, but it’s not what sells the game. You can’t expect WoW 1-60 in DAoC, and then still expect the RvR game to be there as well. It’s similar to someone logging into EVE and expecting ‘!’ above the NPCs heads, while still hoping to get into fleet warfare later; it just does not work that way. The key is to know and accept that day 1. You don’t level a character in EQ2 to max so you can get to the sweet PvP at the end, right? So why expect that from DAoC?

The second issue, and I think this is the big one, is that too many people assume that what worked back in early 2000 won’t work today, because somehow WoW was this giant revolution in MMO design and made any idea before it obsolete. People make statements that things like open world PvP, death penalties, open-ended PvE are all dead, generally based on the fact that WoW does not have them, and since 10 million people play WoW, that must be the one and only way to design an MMO. The truth is almost any idea done well works. Open PvP works, just not in WoW. It works great in EVE, and removing it from EVE would basically be one step away from shutting off Tranquility. Same with death penalties, they don’t work in WoW, but done right they do. The death penalty of item loss was a major factor in AC Darktide working as well as it did, and without it the PvP would have suffered greatly. Or take a game like LoTRO, even being as close to a WoW clone as it is, it does open-ended PvE well in the form of deeds, giving you a reason, however small, to just go and grind away on mobs. The key is, if you hate grinding mobs, LoTRO does not force you to do it, as the deeds are somewhat minor. But the option is still there, and for many, it works really well.

As the next wave of big name titles is set for release, it’s very important to remember that those games are not WoW. If you want an on-rails ! chase, WoW has perfected it, so stick with perfection and enjoy it. But if you want something else, either because the ! chase is not your thing, or because you have been doing it for however long and want something else, you have to accept the give and take of design. The next game you play after WoW won’t do its thing PLUS everything WoW did, that’s just not possible. If it’s designed well, it will do its thing well, and hopefully that will be reason enough to play. But going into a game and comparing it constantly to WoW’s highlights, you will be forever disappointed, no matter how well the game hits its goals.

Posted in Age of Conan, Combat Systems, Dark Age of Camelot, EQ2, EVE Online, Lord of the Rings Online, MMO design, PvP, Site update, Ultima Online, Warhammer Online, World of Warcraft | 24 Comments

South Park and the Patriots.

Somewhat of a bittersweet post today, considering it is related to the disaster that was the last Super Bowl. However, despite the pain of reliving that memory, these two South Park clips are indeed quite entertaining.

Enjoy!

Posted in Random | Comments Off on South Park and the Patriots.

Same old EA.

I’ll be honest and say I’m a bit disappointed by EA and this story about one of their games.

First off I have not heard anything about the actual game or the boycott surrounding it, but the fact that a story about it gets financial publication attention must mean its at least somewhat of a big deal. The reason I’m disappointed is that I thought EA had turned a corner and was attempting to move away from being known for releasing the same version of Madden each year. It seems, at least based on that story, that they have not.

As much hate as EA gets, and almost all of it is deserved, they do put out some quality games among the rehashed stuff, and if they actually get it together and try to focus more on long term quality, it would be a huge benefit to all gamers.

It’s sad that the biggest 3rd party gaming company is also the most hated, and moves like this won’t change that perception anytime soon.

Posted in Console Gaming, Random | 3 Comments

Damn you DoTA!

Quick update today: DoTA is evil in it’s addictive nature. Every time you have a quality, down-to-the-end 5v5 game, it just adds fuel to the fire. Amazing that something of such quality was created as a mod, and also amazing that one map has been updated and balanced over so many years.

Great stuff, and for anyone who has Warcraft 3 and has never tried DoTA, you are missing out big time.

Posted in PvP, Random | Tagged | 13 Comments

Daily quest, RMT, and the end-game in WoW

Many people credit daily quests with making earning gold in WoW easier, and that part of the reason Blizzard added so many of them was to combat gold farmers by making lots of gold available to everyone. I’m not sure if anyone has really broken this down before, but I believe daily quests actually make earning gold harder for most players.

Before TBC and daily quests, there were a few tried and true methods to really ‘grind’ gold. You either did gathering circles in certain zones, or you farmed particular mobs that dropped items of high value, usually something related to crafting. Pre-BC, crafting was the main ingredient that kept the economy in WoW moving, as supply/demand was highest in that area. Epic gear and other non-crafting item prices remained relatively steady, as the supply/demand of those items did not change.

Another pre-BC factor overlooked is the amount of people who actually went out and farmed gold, and the frequency of that farming. Raiders did it to pay for repair costs, which were somewhat high before the nerf, and also for consumables. Crafters would farm to support maxing out a skill, or to craft the one or two useful items they needed to make. Everyone else would farm whenever they needed money for new enchants, or perhaps some upgrade in the form of a BoE epic. An epic riding mount, while not easy to get, was not priced as high as the current 5k cost for an epic flying mount. And since we are talking pre-BC, you did not have the added cost of gems for gear.

The real problem with daily quests is that the hardcore players are able to grind them out at a must faster rate than the casual player, and a casual must dedicate greater amounts of time to the gold grind in order to keep up. This all reflects on AH prices, as anything of real value is priced ridiculously high. Now instead of taking 1-2 days from your normal activities to grind out some gold, a casual play has to dedicate far more time in order to achieve the same result pre-BC.

Dailies also encourage gold grinding from the entire player base, popping up each day with the lure of the blue !, and if everyone is grinding, it just raised the price bar that much higher. While before grinding gold was something you MIGHT do, grinding dailies is something everyone does when they hit 70.

My theory is that dailies and the massive inflation on prices might actually be a positive boost to the RMT industry. If I’m a casual player with disposable income, why spend time grinding dailies for days when instead I can buy gold, especially now that gold is MUCH cheaper thanks to all the methods Blizzard added. Sure that 5k epic flyer might seem expensive at first, but if we are comparing that price to all the top tier enchants and gems needed by hardcore players, a casual actually gets a bargain if they go the RMT route now than they would have pre-BC.

Of course dailies serve as yet another time sink for Blizzard to keep its players interested, but is a daily grind for inflated items really a step forward in end-game design? Is it really better to repeat the same set of ‘quests’ each day instead of going into an instance with 4 others, or a raid with 10-25? Has the end-game in WoW actually improved with the addition of daily quests?

Posted in MMO design, World of Warcraft | 6 Comments

Ding 70, now what?

Over the weekend my girlfriend and I both hit 70 in WoW, marking the first time she has ever hit the cap in an MMO. It’s somewhat bittersweet of course, as part of the fun in WoW is gaining xp and unlocking new skills. On the other hand, being at the cap means all basic ‘end game’ stuff is open to us, giving us lots of content options. We are looking forward to running the level 70 5 mans, along with all of the heroics of former instances. I’ll also be doing a bit of PvP, which is something she avoids. Between the .5 set and the increased rate of acquiring badges of honor, getting to a reasonable gear level for PvP should be somewhat easy.

Oddly enough, we accomplished hitting 70 before ever completing a quest in Shadowmoon, Blades Edge, or Netherstorm, and we still have a few random quests in Nagrand. Is that normal, or is the fact that we ended up running 5 mans often the reason we capped before entering those zones? The plan is to still experience the remaining zones, if perhaps skipping some of the more tedious quests. Ahead of us is of course the grind to 5000g for an epic flying mount, and I personally would still like to get to 375 enchanting. That said, not a major rush on either goal, and both will be worked on as we continue to quest.

The only remaining question now is how long WoW will hold our attention at 70. The delay of WAR certainly creates a lengthy window, and the unfortunate timing of the LoTRO expansion delays the return to that game. Will the AoC open beta change anything? I’m guessing EVE will creep back into the picture now that the need to cap in WoW has been meet, but first I need to get over my on-again off-again tendency to play DoTA over B.net.

Posted in Age of Conan, EVE Online, Lord of the Rings Online, Warhammer Online, World of Warcraft | 8 Comments