Offspring or Evolution?

Cuppy recently talked about what she is looking for in an MMO, in particular referencing the upcoming FreeRealms (of which I will admit I know basically nothing about). It struck me that based on her list we have an almost exact opposite request list for future games.

Here is her list.

Cute? Check.

Minigames? Check.

Faeries? Check.

Small download? Check.

Web integration? Check.

Casual? Check.

Cute? WoW is about as cute as I can stand, and even that pushes it at times.

Minigames? Nope, I have the Wii for that. I want a game, not a mini-game.

Faeries? The Fey in EQ2 bugged me, but this is somewhat minor I guess.

Small download? I’ll buy it, put the DVD in my drive, and never again care what the size of the game is. The fact that high quality graphics/sound take up more space, I’m not willing to sacrifice polygons for a few minutes off a one time download or install.

Web integration? Until an A-class game comes out with any worthwhile web integration, this is a non-factor. Stuff like the WoW Armory is nice, but if it went poof, I would hardly notice. And nothing too web-based is going to take advantage of that 8800 GT sitting in my system, which goes back to the space issue above.

Casual? This one is a toss up. Anything casual can be made non-casual and vice versa, it all depends on how you play. Some people treat WoW like a job, and some argue WoW is the king of casual. People also played UO casually, and most would agree that was a rather hardcore game. But just like forcing people to play hardcore (EQ), I’ll pass on any game that enforced casual play, however that might be done.

Now I realize I’m taking her list a bit out of context to make my point, but I think the overall point is still valid. We are both MMO gamers, yet we are looking for two completely different games. What interests her drives me away, and very likely the opposite applies (but maybe not?) My question now is, does one game type override the other, or can both exist with a health market share? With the likes of Metaplace and FreeRealms, are we seeing an offspring of the general MMO space, or are MMOs simply evolving, with Myspace-like games replacing the big world big graphics style games of today?

Posted in MMO design, Random | 2 Comments

BFG 9600 GT OC = Upgrade. Virus = Downgrade.

My ABS computer, the one replaced by my newer Alienware and now being used by the girlfriend to play WoW, got a video card upgrade recently, going from a faulty 7900 GTX to a new BFG 9600 GT OC. While not entirely a huge performance upgrade, the 7900 GTX was bugging out, creating random screen flickers and other graphic abnormalities. Over less than two years, that’s two 7900 GTX cards that basically burned themselves out, very disappointing. The new 9600 looks impressive though. It’s a sleek, thin card, with a very decent looking heat/fan setup. Not surprisingly, it keeps WoW locked at 60 FPS regardless of what’s on screen at 1440×900, but then most calculators can do that as well. Hopefully for the next year or more I won’t have to think about anything hardware related between the new Alienware and the upgrade to the ABS. Something tells me that won’t actually happen, but one can hope…

In celebration of the new card, that same ABS got a VERY, VERY nasty virus on or around the same day. While the actual name escapes me, the virus changed admin rights, making ctrl+alt+delete impossible. It also changed the desktop to a phony image of some anti-virus software, and constantly had IE start up and show a similar page with the anti-virus software. Even McAfee was no help, since whenever it would try to delete or quarantine the virus the admin rights being changed prevented it. So after an hour or so of trying to figure the damn thing out, I figured what the hell, time to put in the restore DVD provided by ABS and go for a clean install. The computer was long overdue for a wipe anyway, and I guess a crippling virus is as good a motivational tool as you are going to get. I still have no clue how I actually got the virus, but would love to know. The install went well enough thanks to the DVD installing most of the needed drivers for me, and a quick search on the net got me the rest. Amazingly re-installing WoW went faster than I thought it would, as the big 700meg patch downloaded in less than 20 minutes using Blizzards downloader. Overall just to get the system back up and able to play WoW (because really, that’s what counts, right?) took maybe 4-5 hours; the majority of that time was XP doing its thing off the DVD. As with the hardware, hopefully I won’t be doing the whole wipe/install thing anytime soon going forward.

Posted in Random, World of Warcraft | 3 Comments

On rails pacing in WoW, a solution or a problem?

Over the long weekend I had my first chance to see the Cavern of Time area, and also run Durnholde Keep, the first of three instances available. Overall the Cavern of Time area is a nice, albeit strange change of pace from the usual WoW scenery. The little tour quest that explains what the Bronze Dragonflight is doing in the area was nice, and after sends you into Durnholde Keep to save Thrall.

The instance itself I really enjoyed, as it’s very different for a variety of reasons. First off is the fact that it’s not only an outdoor instance, it goes so far as to simulate an old Azeroth zone, Old Hillsbrad Foothills. This makes the instance seem more like a well scripted group quest than the traditional ‘in a cave to kill named mobs’ instance run. Nothing wrong with killing boss mobs in a cave now, but the change of pace was refreshing. Along with this are the actual events that happen in the instance, which again are different than the tradition instance stuff we have seen 1-70. The overall activity is an escort ‘quest’ involving protecting Thrall through a series of fights. The combination of the setting, the scripting, and being in an instance makes this particular escort sequence very unique and exciting, even looking beyond the fact that you are interacting with one of the most important characters in Warcraft lore.

It left me wondering why Blizzard has not implemented more instances in this very strict ‘on rails’ theme, with some central event determining the pace. Most instances are a point to point experience anyway, the only major difference being the fact that you don’t have to chase after a character, but are able to progress forward at your leisure. The advantage Durnholde Keep has is due to it’s very scripted nature, Blizzard knows exactly how long a successful instance run will take. This is huge in terms of player satisfaction, as the balance between too short and too long is very fine, yet total length is tough to predict due to the random nature of group makeup, gear, levels, etc. Having a scripted event determine the pace of the instance solves all this.

I’m curious to see how my opinion might change with the 2nd or 3rd run through the instance. Will the ‘newness’ of the event wear off and become annoying, or will the fact that the pacing is dead on continue to be a high point?

Posted in MMO design, World of Warcraft | 3 Comments

The future of blogging?

I found this article very interesting as a blogger myself.

Clearly the type of blog the article talks about is way beyond anything most of us in the MMO blog world deal with in terms of traffic or money, but the underlying principle is still interesting, and the final point about blog authors getting together to form a ‘super blog’ of sorts has perhaps already happened in MMO land with Massively.

Posted in Random | 3 Comments

It’s everyones favorite topic.

RMT talk time!

Tobold has a post up today about the subject, quoting a well written article from Zen of Design by Damion. I’ve made a few comments on Tobold’s blog, but felt the need to get into more detail here.

First off, we are talking about RMT in a game NOT designed for RMT. I could care less what happens on the few EQ2 servers that support RMT, or what happens in the browser-based land of cartoon micro transactions. I care about MMOs that are monthly subscription games with a competitive environment.

Next it’s important to keep things in context. We are trying to keep things fair in an online game world. One step to achieve that fairness is to limit outside factors and keep everything that happens in that world subject only to factors in the world itself. In other words, not have some players start at max level, while others start at level 1. Or not to reward all player characters that start with the letter C, while penalizing all characters starting with D.

Since we are talking about monthly sub games here, the way a developer makes money is by having a player subscribe for as long as possible, which means providing content that takes as long as possible to complete. If it was possible to achieve everything in a sub based MMO in the first month, very likely a large portion of that player base would leave after their first month, having seen and experienced everything. Hence we have long grinds and ‘carrot on a stick’ mentality objectives, with the more extreme rewards being on increasingly longer grinds.

The key balance issue is how to reward those with lots of time, while still keeping those with less time competitive enough to keep pace. This is the reason upgrades at the highest level are so small compared to early game upgrades. Going from a green item to a blue is a noticeable change, while the difference between T5 and T6 is far smaller.

We still reward those with more time, but good design will limit that advantage enough to keep those with good skills but limited time competitive, while still giving the power gamer reason to stay. Compare the old honor system with the one Blizzard has now. In the past, only the very elite made the highest ranks due to the pure amount of dedication it took to reach such levels. No amount of skill could compete with the overwhelming importance of time. The new system still rewards those with more time, but also allows those with less to keep pace. Skill factors in as well; those with higher skill will require less total time to achieve a reward, and the very upper level rewards (2000+ arena rank) are reserved for the top skill teams.

So how does RMT factor into all this? RMT replaces the ‘time’ baseline, instead factoring in real world money, an outside factor. Now the balance of power is no longer a formula of skill + time, but skill + money/time, where any amount of time can be replaced by money. And since unlike time, money is not strictly a limited factor, you could easily overwhelm the skill factor with large amounts of money. How many times have you seen a fully decked out character playing terrible, and just assumed the character is Ebayed? As bad as the PuG scene in WoW is now, imagine if half your group was ebay characters, people just messing around with their new toy? Now what if instead of just wasting your time in WoW, that ebay player costs you a fleet battle in EVE, costing your Corp billions of ISK or territory control?

The challenge of balancing a competitive MMO are difficult enough without the added frustration of RMT, as more often than not RMT is simply used as a crutch due to a player’s lack of skill and or time, and in a truly balanced game the RMT would offset the skill factor more than time. No matter how you design a game, certain players will attempt to cheat the system to get ahead, and I view RMT as just one tool in a cheaters arsenal, little different than steroid use in sports or sneaking notes in to a test. You are bringing in an outside factor to overcome your own lack of performance compared to others.

Posted in EQ2, EVE Online, MMO design, PvP, World of Warcraft | 12 Comments

It’s like the good old days. Thanks SOE!

Now this is an interesting story.

First off I have to say that Massively has really been impressing me lately. First they listened to the community and moved a ton of their Second Life stories to their own section, and generally reduced the SL clutter that was dominating the front page. While the land of flying penises surely has it’s place, it should not be every other story on an otherwise quality MMO site. And now, they post this story, which will no doubt upset a few high-ups over at SOE, possibly costing them future exclusives. Job well done guys, and keep it up. We have enough trash ‘news’ sites like IGN already giving us ‘exclusive’ fluff piece previews.

On to the story itself; for anyone who has been following MMOs since the UO/EQ1 days, news that SOE abuses their players should not come as a surprise to people. A quick Google search will bring up countless examples of shady dealings, yet for a bit it seemed that SOE was trying to turn its image around and actually respect the players that made them who they are today. I guess not…

While any corporation as big as Sony will have its skeletons, it’s borderline amazing that SOE has had as many scandals as they have had, especially in a market as dependent on its player community as the MMO space. Since the release of WoW, and the massive disappointment that was EQ2 at launch (and perhaps even now), SOE no longer holds the top spot in the MMO world, and as such can not afford to ignore the smaller, more vocal minority while catering to the massive ‘don’t care casual’ community like Blizzard does.

Now is the Massively piece the be-all-end-all of the story? Of course not, it’s only one side. But odds are good that’s the only side we will ever hear, as it is unlikely that SOE will even acknowledge the story, hoping instead that it will just fade away like so many previous PR disasters. Luckily for MMO fans, and unfortunately for SOE, Google makes that ‘fade away’ process rather difficult.

update: Very likely just a coincidence, but I do find it funny that of all days, today is the day that SOE announces a ‘Treasure Chest’ of information based on the official forums. From the announcment:

With so much information being posted in the EQII Official Forums at all times, it can be very hard to keep up with it and very easy to miss some real gems and opportunities to share. Have no fear though; the Treasure Chest is here to highlight interesting, unusual, and humorous posts, as well as opportunities to help your fellow player with a question or two!

Wonder if any of the ‘treasure’ will be how to get your duped character from test to live…

Posted in EQ2, Random | 8 Comments

Showing some love, an extended blog roll.

Blogs have blog rolls, which in theory show what other blogs the author enjoys and would recommend his/her reads to look at. While basically functional, blog rolls are somewhat limited in that they are basically just a name and a link, so I figured today I would give some love to a few sites I check daily and highly recommend. The order below is simply the order I have the sites bookmarked, and in no way indicates that x blog is better than y blog.

First up is the mighty blog overlord himself, Tobold. Tobold really helped get this blog started by linking to my original post, giving me instant traffic and comments, which really helped me get off to a fast start. He writes an excellent and often updated blog, and while his overall view of MMOs differs from mine, it more often than not leads to interesting discussion and future posts. Plus it’s always fun to take a peek into carebear land (joke).

Next is TCSG written by Darren. Not only does he have a unique writing style that I really enjoy, but he is also the host of the very entertaining podcast ‘Shut Up Were Talking’, which I have been lucky enough to be a guest on (invite me again!). Darren has a fine balance of ranting and rational though over at his blog that makes each post entertaining and often informative, plus he keeps up with the more ‘business like’ stuff and often breaks it down, giving a different perspective on common issues.

My one consistent EVE blog, Crazy Kinux’s Musing is a must to keep up with all that happens in EVE, the greatest MMO that I will be playing again soon*. From his regular ‘speed link’ posts to his picture gallery, he runs a very fine EVE blog. Plus now he is a co-host on The Drone Bay, which along with Warp Drive Active are my two EVE related podcasts I make sure to always catch.

Keen and Graev’s site is my one iPhone bookmarked blog, since it’s randomly blocked at work, the place where 95% of my blog viewing happens. Luckily the iPhone allows me to read K&G daily, which is great since they always have good long posts. K&G write in a good mix between fanboy and reporter, writing with excitement yet still remaining credible, something that I think is tough to always pull off.

TAGN is, imo, the ultimate casual player blog, with topics ranging from WoW to Pokemon to Lego birthday parties. It’s one of the few blogs that I read every word of regardless of the topic, which says quite a bit about Wilhelm’s writing ability. Somehow he makes the same WoW instance story seem new and fresh, and I will read about catching the latest pokemon with the same excitement as I would fresh Warhammer info. He has also done a masterful job with his EVE-related posts, making them both entertaining and educational.

Last, but certainly not least, is West Karana by Tipa. Even though a large portion of the posts are EQ2-related, a game I no longer play, I still enjoy Tipa’s writing style and point of view. She also often posts non-MMO related items, and similar to TAGN, they are always well written. Plus she always has lots of pictures, and everyone likes those.

So there it is, my ‘extended blog roll’ of sorts. Note that this is not a complete list of sites, just the ones I frequent most. Often enough I’ll follow one link to another blog, and then another after that, which really is one of the greatest thing about such a community; on any day you can find new and interesting points of view on a topic we all love, MMOs.

Posted in Random, Site update | 7 Comments

Focused goodness or cheap clones?

I forget who made this comment, but some developer stated he would rather make four 10 million dollar budget MMOs than make one $40 million dollar budget MMO. My first reaction to that comment was somewhat negative, as I imagined getting four half-assed games with some gimmick to sell a few copies over one high quality MMO that would really move the genre forward and provide months of entertainment.

Thinking about the statement a bit more however, I think I can also see his point in a slightly different light. Instead of assuming we would get four different versions of low budge WoW-like MMOs, what if instead we got four very focused games? One would be all min/max PvE (raiding), one would be all e-PvP, one could be a crafting/econ game, etc. Let’s say you built all of them off the same engine, and all the very basics were somewhat similar. You level up, you get gear, new skills, all that. But then at the end-game, which would be fairly easy to reach, you get that more focused game. So if you are playing the PvE game, you know that at the level cap, all that is available to you is to join a guild and go on some raids, and all developer focus would be to balance those raids and continue to expand that end-game. Same with the PvP game, skills and gear would always be balanced around PvP, and all development would be focused on improving the player’s enjoyment of that top end PvP, without any time wasted on new raiding or crafting.

This idea came to me when I was thinking about WoW and how that game really tries to do EVERYTHING all at once at the end-game. You have casual PvP (BG), hardcore PvP (Arena), casual PvE (5 mans), hardcore PvE (raiding), and crafting/auction house management all vying for developer attention, with any one tweak to a single area effecting all others, sometimes in a positive way but far too often in a negative. While WoW is an amazing game for many reasons, is it really a better game because all these things are options once you hit 70?

Would it not be better for everyone to break WoW into say four separate games, all still using the WoW engine and lore. The PvP crowd would have one game, and all the tweaks and changes would be focused on them. Instead of seeing new raid dungeons and quest zones, they would get improved battlegrounds and arena changes, and all skills would be primarily balanced for PvP. The PvE game would basically be the reverse, with no Arena to effect raiding skills, and no ‘easy epics’ just from being afk in a BG for a few months.

Even if you are a fan of both styles and like to mix it up, what if each WoW game cost say 5-10 a month, and you simply had to pick which game to load up before you start playing? With things like Vent and guild websites/message boards, you could still keep in contact with all your gaming friends, but instead of having to log in and wait to see who shows up for a raid, you could instead check vent, see it’s not going to happen, and instead load up PvP WoW and join your Arena team for a few matches. The added bonus to all that would be that you could play two characters, one that you liked to play for PvP, the other class that you like to raid with. Currently WoW forces you into both (unless you have an alt, but that gets tricky due to how gear dependent WoW is), so you might really like your class for PvE, but hate them in PvP, or vice versa.

If we also assume that such a focused game would cost a fraction of a ‘full’ MMO, player base expectations would be greatly reduced. A community of say 100,000 accounts would be considered a success, rather than a huge budget MMO getting 300,000 players and being considered a failure. And if MMOs have shown us one thing, it’s that a bigger community is often worst off than a smaller one. Compare the community in EVE to WoW and you start to see what I mean. Sure you will always get bad apples regardless, but the average tends to be a bit higher when your game is more focused.

Now the big question is whether that ‘four games instead of one’ idea actually follows the model above, or is it just another way of saying ‘we will clone WoW with four different settings on a smaller budget, hoping one of those clones gets enough sales to make us some easy money’. The cynic in me says option number two, but one can hope, right?

Posted in EVE Online, MMO design, PvP, World of Warcraft | 5 Comments

RL > Blog time.

Busy monday at work today, hence no real update here.

Lot of WoW over the weekend, just more leveling and some BG’s thrown in. I can’t wait to hit 70 and be done with PuG BG groups, it’s getting painful. Once our little group has enough gear to be somewhat viable, it’s going to be Arena time. That should at least be somewhat interesting.

Sorry for the quick and boring update today, should have something better tomorrow.

Posted in Random, Site update, World of Warcraft | 3 Comments

To the time machine, we need to correct a grave mistake!

A good topic making the rounds in our blog community asks the question ‘what MMO would you unmake?’ The point being what game do you feel the MMO space would be better off without? Too many blogs to link here have already commented on the subject, yet I don’t believe anyone has mentioned the following game: (comment and correct me if I missed something)

Shadowbane.

Why would I unmake Shadowbane? Because at its core, Shadowbane is everything I dream about in an MMO, and in my opinion has the base structure to be an amazing game. It’s a PvP focused, dark fantasy, player controlled game that revolves around guilds laying siege to towns built by other guilds. Many other games have incorporated some aspects of those ideas, like DAoC with player controlled keeps and some siege weapon use, EVE Online with player built Outposts and Corp vs Corp focused PvP, the upcoming Warhammer Online and Age of Conan games featuring PvP, etc; yet no game before or since has focused on the guild vs guild, player build and controlled city vs city gameplay of Shadowbane.

So again, why would I unmake it? At launch, Shadowbane was a technical mess, released long before it was ready. It also never had the commercial backing of a major release. As a result, it was a commercial failure, and now resides in ‘free to play’ land with all the other failed MMOs. Developers looked at that failure and assumed a PvP-focused MMO was not commercially viable, and along with the success of the PvE friendly WoW, MMOs went away from PvP and into pure PvE (WoW, EQ2, DDO, AC2, LoTRO, the list goes on). Only recently are we seeing the return of PvP focused MMOs with WAR and AoC, along with the continued success of EVE Online.

In a world were Shadowbane never came out, perhaps it would not take as long for the PvP community to get some love. And perhaps we would actually see a quality PvP based fantasy game without the trappings of PvE elements like gear dependency, quest grinds, leveling treadmills, etc. It would also be tough to sell the idea of a dark fantasy, city vs city PvP game now to a major publisher, considering we supposedly already have that game and we see how that worked out.

Remove Shadowbane, use those core ideas, give a good studio enough money and time to actually finish the game, and I’ll be one happy MMO gamer.

Posted in Dark Age of Camelot, DDO, EQ2, EVE Online, Lord of the Rings Online, MMO design, PvP, Warhammer Online, World of Warcraft | 4 Comments