Console gamers: “no tough concepts please”.

Aside from MMOs, I really enjoy playing the Civilization series of games, notably Civ 4 at the moment. While looking for a mod pack, I ran across this news piece over at Gamespot. At first glance I thought it was basically Civ 5, but after reading a bit it seems to be a Civ 4 port to consoles, and a very watered down port at that.

 

They changed up the graphics to a greatly exaggerated cartoon style, remove the ‘tough, less fun’ concepts such as pollution, corruption etc, and made it more about the “action”. News flash, the Civ series is not an action series. Watching grass grow has more action than a turn in Civ. Story at 11, fans of Civ don’t want more ‘action’. All those ‘tough’ concepts that are in the game currently are what separates Civ from the rest of the pack and gives it such incredible replay value. Why else would there be so many mods out that add and expand those concepts?

 

While I’m a VERY casual console fan, I still don’t understand why developers continue to dumb down ports. With the success of the Wii, and its target market of younger players (although I would argue the target is ‘casual’ players, not an age group) it will be interesting to see how Sony and Microsoft change course and attempt to hit that demographic. My guess is we will be seeing a lot more cartoons shortly.

Posted in Civilization Series, Console Gaming, Random | Comments Off on Console gamers: “no tough concepts please”.

I demand content!

Here is a quick recount of my first trip to the new area of LoTRO, Evendim. By design, you receive a quest to talk to a hobbit in the northern area of the shire. Having completed most of the quests in the Lone Lands, as well as making my way through half of the North Downs, the ol’ quest log was starting to look a bit empty, with only a few high level quests, some group ones, and a level 27 quest (my guardian is level 30 at this point) to talk to said hobbit. A few horse rides later, I notice that this area of the shire, which had previously been explored early in my character’s life, has changed slightly, with a pass having opened up leading into the new area of Evendim. Once there, I pick up a few quests, and ‘get after it’. The first thing that you notice about these quests is that while they are similar to the quests you have been completing since you started, they have a twist or two to make them a little more interesting. For example, one of the first quests we received was to kill a few locust swarms and queens in some farm fields. Normal kill quest stuff, right? The twist here is that locust swarms have a peculiar tendency to ‘agro’ you, but instead of attacking, just buzz and follow you around. This allows the developer to place a good amount of the things in a relatively small area, as well as giving them a large agro range. Normally this is not a problem, but as soon as you start fighting a queen, the swarms also become hostile. If you are not paying attention, you go from fighting one queen to having five or more mobs all over you, leading to a quick death. It’s a very small change, but makes a simple kill quest a little more memorable instead of the same old grind.

 

I think a common ‘trap’ developers fall into when adding new content is the balance between playing it safe, and reinventing the wheel. Keep it too similar, and you will hear complaints about ‘the same old stuff with fresh paint’. On the other hand, if you go too far away from the core design ideas of your game, you end up implementing features your current fan base might not be interested in. If Blizzard was to add a ‘fighting game’ component with the next patch, no matter how well done, its not what it’s player base expects. You don’t drop $15 a month to play a fighting game, you pay for character development and interesting areas to explore. And since we are talking about MMOs, it’s EXPECTED that you get this content on a regular basis. When this expectation is not met, that’s when you see subscription numbers start to drop. WoW was pitched as a MMO for the casual fan, with lots of solo content. It delivered, and you see record subscription numbers. Then you release The Burning Crusade, which focuses on raiding, and it’s no surprise that after the initial surge, subscription numbers are beginning to fall.

 

Evendim was Turbine’s first content patch, released shortly after LoTRO went live. I suspect they were able to get Evendim out as quickly as they did due in part to having such a solid launch. Servers stayed up, no major ‘quick fix’ patches needed to come out, and overall the game was very polished from day one. So instead of playing catch-up, Turbine was able to focus on improvements and future content. I think this bodes well for the future of LoTRO, and if Evendim is the standard used, players are in for a good time.

 

 

Note: I am aware that most of the complaints about LoTRO come from players who are level 45+ and have little content to tackle. I have little doubt that Turbine is aware of this, and has something good planned. While I don’t give them a completely free pass for not really having high level content in the game now, I’m willing to overlook it due to how well crafted 1-45 is now, and the future content that is sure to come.

Posted in Lord of the Rings Online, MMO design, World of Warcraft | Comments Off on I demand content!

My guild house > your guild house.

Yesterdays post talked about player housing and some common issues with it. Today I’m going to attempt to break down the theory behind player housing; what makes it work, why it’s attractive, and what are some pitfalls to avoid.

 

I think it’s important to recognize what most players want out of housing. There are key differences, along with some similarities, between MMO housing and real life real-estate. In a MMO you don’t use the house for shelter or a place to sleep, the two main reasons behind current day housing. You do hope to get some storage out of it, use it as a social meeting place, and display it as a status symbol. The status symbol aspect, much like in real life, is a factor of size, quality, and location. Above all, the house must be convenient and provide value to a player. If a town vendor can provide the same functionality as a player owned house, but do it faster/cheaper, what motivation does a player have to shell out gold and purchase virtual real-estate?

 

This creates what I believe is the central problem with housing in current MMOs, the balance between functionality and status. Place housing too far out of the way, and you lose functionality. Make it so few people see other player’s homes, and you decrease status symbol. Interestingly enough, I believe real life has already provided a solution to MMO developers on how to achieve this balance. There is a reason an equal sized house goes up in value the closer it is to a major city, or a highway. Location location location!

 

In Lord of the Rings Online, it has already been announced that housing will be in its own instanced area, away from the rest of the world. This already decreases some of the status effect, as it makes it impossible to buy up a prime spot across from the auction house, throw up a huge guild flag, and sit outside watching as players stop to notice and wonder how cool it would be to own such a house. However, that concept can still work in an instanced housing zone. Allow ‘teleportation’ methods to work so far as the entrance to the zone, not to an individual house. This forces all players to travel from the start of the zone to their house plot. Now scale the cost of each plot relative to its location from the entrance. If a powerhouse guild wants to flaunt its wealth, they buy up a prime spot, place the biggest house on it, buy up all the fancy add-ons you can put in and everyone running by to get to their own house is sure to notice. Instant show of power. This also serves the concept of functionality. The more you are willing to pay for your location, the less distance you will have to travel to reach your home. Location costs, like in the real world, would have to be based on supply and demand. The more players/guilds willing to pay a certain cost for a spot, the higher the rent/upkeep of that spot will be. This self-imposed money sink would go a long way to balance out an economy while providing incentive to continue to accumulate funds, both individually and for a guild.

 

The second part is to make owning a house a benefit, regardless of its location and appearance. Property must provide a substantial but not game breaking benefit in order to justify its high initial cost and continual upkeep. It would vary between MMOs depending on game systems, but a house must be far more than a glorified vault and chat channel. Going back to LoTRO as our example, give each home a crafting area, and increase the crit chance of each forge/bench as house cost/size increases. Go one step further, and only allow the highest crit chance on a select number of ‘high demand’ spots in the housing zone. Now not only have you given value based on location, but also with actual in-game benefits. Instead of crafting in the local crafting area, now master crafters will need to visit their guild house to craft the highest quality wares. The more meaningful benefits a house provides, the more incentive for players to gather the funds needed to purchase one. In addition, place the crafting area in a visible, but guild only location outside the actual house. This will go a long way to reduce the very common “ghost town” effect of a housing zone. The more time a player needs to spend in and around the housing zone, the more you reduce the ghost effect. A centrally located auction house inside the housing zone would also increase player traffic and provide an additional location cost increase. Now not only is the zone entrance a desirable location, proximity to the auction house becomes a factor. Again, the more incentives you provide, the more players will be willing to work towards that goal.

 

Instead of housing being a bullet point on a box and a designer afterthought, it could easily become its own mini-game of power and influence among guilds and players, adding a much needed layer to what is quickly becoming a stale MMO formula.

Posted in Housing, Lord of the Rings Online, MMO design, World of Warcraft | 2 Comments

Ghost town, population you.

One feature either already in a MMO, or always talked about as ‘coming soon’ is player housing. Seemingly always difficult to implement, highly demanded, and always a hot button issue on forums, housing seems to polarize players almost as much as a good ‘raid vs solo’ debate.

 

Part of this is undoubtedly the IDEA of housing. Owning your own part of a virtual world has great appeal on paper, especially if you throw out the idea of being able to customize your dwelling to some degree. Housing also seems to provide a central meeting place for guilds and groups of friends. Again, the IDEA of sitting around in your personal castle planning the next raid or event stirs a lot of players minds.

 

In reality, many of the promised ideas and features generally don’t turn out as players hope. Housing quickly becomes a secondary bank, perhaps a weak version of The Sims house editing, or an altogether ignored zone that most players see no reason to visit. All that developer time spent for nothing, right?

 

World of Warcraft for a long time now has had housing rumors. Lord of the Rings Online has a set date for housing, coming this fall with chapter 11. Vanguard (I believe) was released with housing already in the game. The list goes on and on.

 

So is housing in a MMO really needed? Does a game get significantly better the day a player is able to buy property? From what I’ve seen in the games I’ve played, I would say no. Not since UO has housing really been needed. In Dark Age of Camelot housing was a barren zone you would teleport to if you needed something out of your storage chest or guild vault. It always felt like a ghost town, completely disconnected from the world. I say UO needed housing because that became a form of content. Some players set out to be renowned merchants, and a house with a vendor selling their wares was their way of accomplishing this. With the addition of auction houses in MMOs, gone are player run shops, at least for now. UO also had the major issue of over-development, with a house in every single free spot in the world, which no doubt was a major influence in keeping housing in its own zone. Why come up with a solution when you can sweep the problem under the rug (or in this case, in its own zone).

 

I’m curious how LoTRO and WoW handle housing. Both Turbine and Blizzard have unique ways of tackling known issues. Blizzard usually refines a problem; Turbine generally comes out of left field with a workable solution. Will we get the same old ghost town zones, or something innovative that adds a solid feature and sets a new standard for MMOs?

Posted in Dark Age of Camelot, Lord of the Rings Online, MMO design, Ultima Online, World of Warcraft | 8 Comments

Lord of the Rings Online is good, and getting even better.

Lord of the Rings Online is a good game, and at level 31 now, I feel fairly confident to say it’s got a lot going for it now and in the future. Over the weekend a few events took place that made me realize exactly how well crafted the game really is. Allow me to explain one of them today.

 

Cause: Duel boxing.

I play my main, a hobbit guardian, with my girlfriend, a hobbit hunter. This works well for a few reasons, mainly keeping the amount of time we play limited to her schedule, keeping us at a nice steady pace without rushing through too much content at one time. So we were questing in the North Downs, the elite troll missions to be exact, when it was time for her to leave for work. Being in a nice group, she walked away leaving her character on follow to get credit for the quest and have me finish up. Turns out the quest chain had another mission to complete after our current one, and the group wanted to finish the last part. I agreed, and we head back to the trolls, gf hunter on follow. Luckily the two computers are close, so it’s not too much trouble switching from one keyboard to another, so I figured we would be fine with me just setting her to auto-attack and tanking as normal on my guardian. The next 30 minutes had to be the most frantic of my life. Forget using multiple skills on each character, it took all my effort to simply keep both characters doing ANYTHING useful in each fight, as we routinely encountered multiple mobs, adds, LOS issues, etc. We had a strong group, so we were able to finish without anyone taking a dirt nap, but the difference of me duel boxing and her actually playing was somewhat remarkable.

 

Long winded setup done, here is my point; LoTRO has a very active combat system, and one that works well. Most skills are on a very short cooldown timer, forcing you to be active and constantly use different skills to perform at max efficiency. No more “hit skill, 10 second cooldown, hit skill again”. You also get multiple somewhat similar skills, which at first is confusing, but later becomes clear; options. At all points in combat, you have options as to what skill to use. Very few situation do you execute a pre-set combo of skills, outside of an opening set perhaps. The approach to one mob is very different than two mobs, and different still versus three, etc. The guardian class, for example, is a very reactive class. Different skills become available after a block or a parry. Your best taunt skill comes off the block chain, so it’s very important on a tough mob to get that block to trigger early, as you want your dps classes to be able to do their thing without fear of agro. The game gives you skills to increase block chance of course, setting up another act/react system. It’s a deep system that at first comes off very simple and user friendly, which is a tough thing to pull off. It’s also easy to overlook or ignore the fine balance due to LoTRO being somewhat easy in general, but place yourself in some tougher fights and you will see a noticeable difference between skill mashing and playing to your characters max efficiency.

 

The combat system also uses some tried and true ideas, manages to mix in some key differences, and have it all come out working in the end. Both the hunter and the champion class use a point system similar to a warrior from WoW, in that you must build up a certain amount of points in combat before being able to use your better attacks. The twist on the hunter is that you must stand still to gain focus points. Move around too much during a fight, and you will notice a sizable decrease in DPS. A small change, but one that adds a nice layer of complexity, as you must now pre-plan your location to avoid LoS and range issues. You also need to balance your focus points as well. If you expect you will be facing lots of weaker mobs, better save some focus for your powerful AoE attack. Need to take down something quick, bust out your very powerful finishing shot, which takes a full five focus to pull off. Small changes, but ones that add up when everything is put together, and can give a well played group an edge in a tough fight.

 

There are other examples that I won’t talk about here, such as the combo attack system, how the game handles healing, class roles, etc. My point however, is that while it’s very easy to take a glace at LoTRO and call it a WoW clone in Middle Earth, a closer inspection will reveal a game with a very solid base, some clever ideas, and a bright future in the hands of a capable and responsive developer.

Posted in Combat Systems, Lord of the Rings Online, MMO design, World of Warcraft | 2 Comments

Optimus Prime is the man…bot.

First things first, Transformers was an awesome, awesome movie. Go see it.

 

Final day of my crusade to take away your epics, I promise. Judging from some of the comments, I think people are having a tough time with the idea of items being LESS important. Remember that the original problem stems from items defining your character, almost completely. I’m not saying do away with items or even change them drastically. Quests should still have item rewards, mobs should still drop loot, and boss mobs should still be sought out for their loot. My point is that this should be one layer of your character. Character development during creation as well as during growth should also be a factor, and a far more important one than the current crop of MMOs allows.

 

For some reason, I can’t get the thought out of my head that this is all to blame on Diablo, and more so Diablo 2. Diablo brought the concept of ‘random loot drop’ to the masses, and made the idea of static items seem old in comparison. It was also almost exclusively focused around items in multiplayer. You would kill Diablo repeatedly hoping for a specific item of ungodly strength to drop.

 

Blizzard took those ideas out of Diablo and into WoW, and as WoW is for many their first MMO, I wonder what kinds of expectation have been set. Do the masses expect every game to feature randomly generated “sword of the bear” type items now? If Warhammer Online has major character creation choices to make, will the forums be filled with complaints that someone has gimped themselves, and they want a free reroll? How many years need to go by before we stop seeing threads about how “current fantasy themed MMO is basically a WoW clone”. While it’s without a doubt WoW has accelerated the growth of the MMO genre and made it mainstream, it will be interesting to see how strongly it pigeonholes future games to indeed be WoW+1.

Posted in Lord of the Rings Online, MMO design, Random, Warhammer Online, World of Warcraft | 3 Comments

Buff characters, nerf items.

Yesterday I talked about how in recent MMOs, items play a greater role in a characters power than they have in the past, to the point that items DEFINE your character. While I believe items are indeed a very important part of the MMO formula, placing too much weight on their importance diminishes the value of each character to little more than a tier x clone.

 

In order for characters to have greater personal importance, they must also have inherent weaknesses. Risk vs Reward. Allow characters to posses greater power, but add a crutch to each choice as a balance. For example, allow a character to be attended to the element of fire. Give them greatly increased fire resistance, greater strength, an enrage ability, perhaps some purely cosmetic changes to show their fire affinity. Now along with those bonuses, lower water resistance, give them a to-hit penalty, perhaps some kind of rage feature that hinders you in some way.

 

Make such a feature important early and often in the game. Perhaps some quests rely heavily on fire resistance, making your character ideal for the quest. Another might focus on water resistance, making you unable to complete the quest without a significantly greater effort. When giving out the quest, give the player a choice, either tackle the fire side, or water side. Perhaps the quest reward could further enhance the disparity between resistance, by giving you a fire ring for the fire side, and vice versa. This theme can continue throughout the leveling process, until finally you are a godlike character around fire elements, but very weak vs water. Perhaps some raid could involve twins as a boss, one of fire, one of water. Those that are strong with fire would be tasked to deal with the fire twin, and vice versa again. This would give your character greater importance, regardless of your items.

 

That’s just one example. Now give each character five or so choices, and the likelihood of your character ending up identical to another near the end of the leveling process is greatly reduced, and gives you as the player far more choice in shaping how YOU want your character to end up.

 

To further emphasize the power of a character over just their items, the overall importance of items should be reduced. Instead of gear making up 90% of your stats, reduce this to 50%, or even less. Place greater importance on stat growth between races and classes, so that in the early game, each feels somewhat similar, and as you level your race/class combination separates you further and further from the others. For example, a hulking race vs an agile race, both played as a ‘tank’ class. In the beginning, the difference in hit points and avoidance would be minimal, yet by end-game, you have a very substantial margin for both. Now your raiding guild goes in with both tanks. Boss one hits hard, but not often, making the hulking race ideal to absorb the blows and survive, while giving the healers time to recover. Boss two hits fast, but with smaller damage. The agile race tank is now the main tank, due to his higher avoidance he is less of a drain on mana than his hulking counterpart. Each tank is unique and important to his guild, as well as being tailored to his controllers play style and preference.

 

Would this require greater balance tuning than the simple pallet swap that we have now? Of course, but how much depth is added as a result? You could re-roll the same race/class combo, yet by max level have a greatly different character, and in the end, I think that would add far more to a game than increasing the level cap or adding new zones to keep the clones happy.

Posted in MMO design | 5 Comments

World of Clone Craft, Lord of the Clones.

MMO’s have one major goal, to build up your character/persona. You start very weak, and progress until you are able to take down demi-gods at will. That’s the hook. Developers place screenshots on the back of the box with high level characters on them, giving you a glimpse of what YOU could be.

 

Another selling point of MMO’s that you always see is the promise from developers to make yourself unique. Customize your character with four hundred different noses, eight hundred different hair styles, etc. You don’t want to be a clone of anyone else, you want to play YOU.

 

Both of the promises above have long since been broken. Take off all your items at level 70 in WoW, go duel a level 50, and see how it goes. That mighty character that is able to defeat Illidan has just lost a duel to some lowbie 50 in greens. The plus side is that you can finally see that nose and hair you spent hours picking out, now that it’s not hidden by your helm like it has been since level 13.

 

My point is that MMO’s now are far too item dependant. We are no longer personal heroes, but a walking bank with designated spots for gear. Add in the effect of such things as race choice being less and less important, as discussed by Tobold here, and you really start to see how little control we have with OUR characters. Sure you can change up specs, but that gives you two or three ‘good’ specs, down to one for most classes if you are a raider.

 

We are so use to character advancement being based around items that we now simply accept it. Going up a level means nothing more than a reset of the xp bar, some items falling into your level range, and being able to pick up the same one or two skills as everyone else at that level. It’s somewhat easy to see why a developer would do this. It makes it far easier to balance a game if all you are worried about is what items a character can have at what time. Tier 1 at this point, ok make the first boss hit this hard. Nice and easy. Remember how much controversy came from the Alliance about tauren tanks, because they had that HORRIBLY imbalanced 5% hp bonus? Why deal with that as a developer when instead you can make everyone the same, with access to the same items. We all know that’s the reason for the Paladin/Shaman change. Instead of balance, just make it equal.

 

But in that quest to make things fair and equal, we give up a major reason we play MMO’s, and a major reason we get addicted to them; our character. It’s hard to get attached to a carbon copy of half the server. What real motivation do you have to keep grinding when your next reward is a helm you have seen daily on other characters that happen to grind a little faster than you? In an effort to play it safe, developers are oversimplifying MMO’s and wearing away at the very source of their appeal, playing YOUR character.

 

Part two tomorrow; my thoughts on a solution, and what game could bring back the customization we are missing.

Posted in Lord of the Rings Online, MMO design, World of Warcraft | 3 Comments

Back tomorrow.

So I go away for a night to see the Red Sox play back to back nights (two wins, woot), and what happens? WoWInsider links my blog, sending my hit rate through the roof. Great day to take a day off from the blog, huh. Anyway, I’ll be back tomorrow, putting in work on the 4th, at least before heading off to a BBQ.

But thanks to WoWInsider for the link, along with Tobold who got me some initial push with a mention in his excellent blog.

Posted in Site update | 4 Comments

Hard Mode please.

With my last post, I took a shot at Turbine for including a silly time sink in the form of mass kill deeds without really providing a good solution to the problem. Here is one possible solution.

 

Hard mode.

 

Make a server labeled ‘hard mode’ (or some far more clever PR term, like extreme mode, or die hard mode, or… well you get the point). It’s the same world, same quest, same everything, but turn the mob difficulty up, say, 10%. Give them 10% more hp, make them hit 10% harder, etc. Maybe make xp gain 10% slower, raise repair costs 10%, and auction house fees up 10%. You get the idea.

 

Hype the fact that if you want world first kills or feats, do it on this server to make it REALLY count. That should draw the hardcore players and guilds away from your normal servers, lengthen the current content you have in the game for the players who generally rush through it faster than everyone else, and above all, raise the difficult for that group without affecting the rest of your player base. Now you can stop releasing content that is initially tuned way too hard and later nerfed down. (Looking at you Blizzard) Plus this gives you a free pass on people complaining about an encounter being too difficult, at least on that server. Hey, its hard mode, that’s the idea, right? The top guilds will find a way to beat it anyway, and once they do, the other top guilds will follow suit. And nothing drives hype for an encounter than a top guild struggling but making progress.

 

Would it work? Would the hardcore buy into it? Post a comment and let me know.

Posted in Lord of the Rings Online, MMO design, World of Warcraft | 4 Comments