Sneaking Seventy: The Beginning

I am sure it has been done before, but I don’t care. I’ve rolled up a new character in the World of Warcraft, he is a rogue, and he shall not fight, and he shall only do quests that can be completed without killing. My goal is to explore, everywhere and everything, hence the title: Sneaking Seventy.

So far, I’ve explored Stormwind, Elwynn Forest and some of Westfall… and then I went to Dun Morogh. The ability of monsters to see me and kill me is astounding… I definately need some money and some gear. I’ll post screenshots later.

Crisis on Infinite Servers

One thing I am a big proponent of is building games to have one single world server. The simple reason for this is illustrated by every single game that doesn’t do it. I play, then find out some of the people I work with or chat with on message board or whatever play on another server. Usually we have just one option, someone has to start over. Although, more and more games are allowing server transfers… for a price.

However, I do understand the limitations of many games to support a single world environment. Imagine World of Warcraft with only a single world… the lag would be unbearable. Outside of the sheer population problems, one world means you need to actually develop more content in order to spread people out and keep it from being bland, unless you go with a 100% group/raid instanced world.

As an alternative to trying to cram everything on to one world server, I think what I would like to see is an in-game acknowledgement of multiple worlds (or shards, if you prefer) with a method to allow players to move between those worlds.

Lets take WoW as an example. Put in an NPC in each major city who wanders around like a crazy homeless person muttering about the multiverse. Give him a quest, where the player needs to gather a few simple items (a gemstone of some kind, a few other things, nothing rare, all common drops cheaply obtained, maybe some food for the crazy guy as well). Upon bringing the items, the NPC gives a second quest and sends the player to a room where they take the items gathered (reconfigured by the NPC) to an obelisk, opens a dialog with a list of all the servers, they pick one and hit Complete Quest. *poof* The player is logged out to character selection where the character they just chose to transfer now has a listed status of “Travelling to [insert server name here]…” The transfer takes somewhere between 3 to 10 days to take effect. That last part is there to discourage people from transferring back and forth alot.

Maybe even throw in a part about how the shifting between worlds is rough, and the character will lose all items not tightly bound to their souls (i.e. – droppable items and money are gone, oh, and the bank is going to give your stuff to Goodwill after a few days so you lose that too), if you fear transfers will hurt the game economy. And of course, the devs could exclude servers that are new (if that is desirable) or already over populated (but if you give players the ability to leave crowded servers, doesn’t overcrowding become their problem?), and even provide a glimpse into the interdimensional pathways (a count of server populations including the number of characters queued for transfer).

I guess what I’m saying is, at this point in time, a game that launches should have, from day one, a way to easily transfer characters (at the very least from the DBA point of view) since the games that have come before have shown that players desire it. I know in some cases, making this player controlled would eliminate a revenue stream from the company, but maybe instead they just add twenty-five cents to the monthly fee they were planning to charge. Besides, if they build it into the game from the get go, it means they don’t have to pay someone to run character transfers later.

Stuff on the Net XVI

Over at Critical Hits, you can find an old D&D commercial, circa 1983. I think the worst part of this is not that I owned that version of the game in 1983, or that I still play D&D today… but that I recognize the early acting work of Alan Ruck and Jami Gertz.

Documentary: Spiders on Drugs.

I couple of lightsaber fights: Old favorite, One with more story.

Are you a muslim woman with a desire to surf? Well, now you can without violating muslim law!

Oh… and HBO is going to be making Martin’s A Song of Ice and Fire into a TV show. Oh, yeah.

Breaking the Mold

A post over on Aggro Me about City of Heroes got me to thinking…

One of the things I enjoyed most about City of Heroes was that it was very hard to put together a group that didn’t work. Even if you didn’t have a “healer” the group could still do well. Since just about any character could solo, unless you got unlucky, any group of characters can pretty much make a team. All this is said with one caveat: as long as the players were willing to adjust and learn as they went.

The biggest downfall of CoH was, in my opinion, the fact that it did break the mold. It wasn’t your traditional tank/heal/dps game, and people who insisted on playing it as such usually got more frustrated than people who were open to the more freeform style that CoH thrived on.

How it dealt with healing was one of the major breaks from the norm. Since combat was fast and furious, so was healing, and more focus of the game was spent on the prevention of damage than pure healing. Buffs for friends and debuffs for enemies, with healing as something you do when things go bad.

Aggro’s post talks about the Kinetics method of healing, and my experience in the game was similar, yet different. Throughout beta and for over a year after release, the character build I played most was the Dark Miasma/Dark Blast Defender, or Dark/Dark. The playstyle of the Dark/Dark mainly consisted of charging your team into a group of enemies and then making one of them your bitch, dropping a handful of area effect debuffs making him and his friends less accurate (damage prevention) and easier to hit (damage increase). When allowed to do my job, it was a thing of beauty. Clouds of dark fog slowed and blinded our enemies and if it was necessary I would leech health from them. If things went bad, I could even mass revive the group while draining the bad guys. But, all of this requires that I keep one enemy locked with all my debuffs running on him… most players had this horrible habit of just wildly picking targets and taking them down or worse, assisting me, and causing my powers to drop. After a while of being blue in the face trying to explain this to people, I simply gave up grouping with strangers, and later nearly gave up grouping alltogether.

In the end, I applaud CoH for doing its own thing and breaking the tried and true triumverate, but I have to hang my head in shame at the players who seemed to want the exact thing they complain about in every game and refuse to learn to play the game on its own.

One of these days, when I finally do upgrade our PCs, the wife and I will go back to City of Heroes (and City of Villains) because it really was the most fun I’ve had in an MMO, despite the problems. And who knows, maybe at this late date people might finally know better.

Henchmen

Inspired by Friday’s post and the comments that followed… How would you handle multiple characters under a player-NPC style system?

One thought would be henchmen. You’ve started a fighter character, gotten him a sword and some armor, but now you decide you want to play a mage… So, you roll up your mage, but you don’t want to go it alone, so you pull up your characters and pick your fighter to be a henchmen. Your fighter is now an NPC pet that you can give orders to.

Immediately, its appearant that in a game with levels this probably would be game breaking and unbalancing. Even a skill based game could make this a challenge to implement. But in a game without levels and skills, one that is based on player skill and goal achievement through narrative (quests), this could work very well. A system like this would allow a player to be his own party and play it like the old days of the AD&D games made by SSI, or allow a few friends to fill a gap in their group when they can’t find a player to fill it.

These pets wouldn’t be super smart, they’d be much like current game pets, simple commands and defending the owner, etc, because you wouldn’t want pets to be the defacto method for playing your MMO. Obviously much research and legwork would be needed to make this function, and it would have to be a “right fit” for the game being designed. But for now I just like thinking stuff up until I hit that lottery jackpot…

Offline Play

Some days I wish I could remember to write stuff down. I had alot I wanted to say concerning this post over on Tattered Page, but I could only remember one part, so I’ll just go with that.

As much as I ultimately end up hating EVE Online every time I go back to it, I keep going back to it because ti does have a few really cool ideas. The biggest of these is the introductions of true Offline Play.

Many games before and after have had some type of reward for people who are offline. In World of Warcraft, being offline in an inn or city would result in an experience bonus when you returned. The longer you were gone, the longer the bonus would last. It had a cap, of course, but it was a nice way for casual players to feel like they had a chance in hell of keeping up in level with the people racing to the top. But in EVE, skill training happens whether you are logged in or not. So, if you set a skill that’s going to take fourteen days to train, you can log out and come back in two weeks to find it complete.

So… where am I going with this?

What if, you had a game that was designed around player created and/or controlled towns, and when a citizen of that town logged out in town he was given a menu of a list of work tasks that the town needs performed that he can set himself to do while he’s logged out? Things like, collect garbage, defend walls, work the mine, tan leather. And all of these things would amount to resources that the town leaders could manage and pay wages for.

The mayor says he’s going to pay 2 gold per pound of trash/weeds cleaned up from the street. Now, a player could, if he chose to, while playing, run around picking up junk and pulling weeds, turning them in for pay. But how many people would really do that? Instead, based on the town size, the mayor lists he needs three garbage men, and a player who logs out can pick that, his character will be seen (as an NPC) walking the streets and collecting garbage during daylight hours that he isn’t logged in. When he does log back in, he finds that over the last week working as a garbage collector he earned twenty two gold.

But who wants to be a garbage man? Why not join the town militia? The militia pays ten gold a day, and while you are logged out, your character will be used as an NPC to patrol the city walls and to fight off attackers. Now, you won’t die while you are offline and lose your character or gear, but the point is that non-player-based-NPC guards are always of level or strength equal to the average citizen minus two, or something like that. So getting players to be guards is likely better than leaving it up to the NPC guards, unless you are new to the world and fall below the NPC level. (Of course, in my overall design, the game is PvP and players playing will be given the option to actively defend assaults before NPC-players or NPCs are populated.)
And working in the mine? the fields? fishing? You help increase the resources of the town. Players as NPCs would always be slower/worse than players playing to give incentive to play, but would allow players to still feel like they are contributing and not falling so far behind even when they can’t play.

I’m sure there are many complications that I haven’t thought through, but its an idea I’d love to see a game take a whack at.

Defeat Not Death

There is a really great post over on the Tattered Page that I want to post about, but my head isn’t very clear today and I have too many meetings to attend, so I’m going to put that off and return to a subject I have hit before…

I want to touch again on “the Death Mechanic”. No, that is not a new horror film, nor is it a job title. It is the unfortunate moniker given to the question “How does your game handle player defeat?” Sadly, too many games have, possibly due to the moniker, limited this to player death. And so, as I’ve said before, I feel games need to feature alot more variety in player defeat so that not everything equates to death. One specific thing I would like to see in games, especially in PvP, is player defeat resulting in a temporarily unconscious/immobile player who then returns to full health but with a penalty, like a limp (slower movement) or an injured arm (slower attacks) or even a head injury (lower accuracy). In this way, defeat stings, but since the defeated player would “catch a second wind” and put him up to full health, they’d also be given a temporary boon to attempt to avoid repeated ass kickings (since, logically, if a player lost a fight, he would have done some kind of damage to his opponent before going down).

The main reason I want to see this type of change is to throw a wrench into the current game dynamic. How would PvP and even PvE be affected if a player had to be defeated (reduced to zero hit points), say, three times before they were more permanently removed from the action (knocked out for 3 minutes instead of 10 seconds)? What if players couldn’t actually kill other players, only knock them out and loot them, unless both players (attacker and target) were both flagged to allow death, but experience or other rewards for PvP were greater when flagged? Then throw possible permanent death into the mix… Perhaps not every outcome would be desirable, but it certainly would be different from the bulk of current games.

I really think that many games have boxed themselves into a corner with their death mechanics. Think about it… if a player dies as part of normal activity of the game, what must you do? First, you have to create, both in function and in lore, a way for players to return from the dead. Sure, you could just go the first person shooter route and just have people respawn *bam* with no reason, but this isn’t an FPS, this is an MMORPG. Role Playing Game. In addition to that, since you have defined defeated as dead, hit points are really life points (or blood points). The character is being hit and bleeding to death, so now you need magical healing (or at least, people have come to expect it).

So, lets take hit points back, all the way to the beginning, back when they were not intended to mean your life literally, but were meant to be the character’s ability to move and avoid death by rolling with blows, taking a punch. Now, only critical hits are actual bleeding hits (and they’ll carry with them a damage over time component unless bandaged), and the rest just means you are taking blows or ducking out of the way tiring yourself out. Now, instead of magical healing, players can hit you with toughness, invigoration, agility… and these things will increase your hit points because they are extending the amount of ducking and taking blows you can do.

Yes, in the actual function of “healing” in the game not much will change, but once you disassociate the combat from bleeding and death, it opens up many other possibilities for how to handle defeat in the game and the directions your story can take. As I’ve mentioned before, wouldn’t it be cool if when you are attacking an enemy city and your group wiped out, they captured you instead of you being dead and resurrecting/respawning? I think it would…

1,000 Paper Cranes

A friend of mine is making 1,000 paper cranes.

If you followed that link, you’ll see a story about a young girl with leukemia who is told of a legend whereby if a person folds a thousand paper cranes their wish will come true. According to the story of the girl, she originally was going to wish to be well, but when she got to the end she wished for world peace instead. She was buries with a wreath of a thousand paper cranes.

In all of my searching, though, I cannot find reference of the original legend itself, only mentions of people being told the legend.

I suppose the point, as my friend says, is that if you see it through, making the thousand cranes, during which you really can’t think of anything other than the wish you will make, by the end you’ll really know what your heart desires. In the girl’s case, being a victim of the atomic bomb herself, she (I assume) realized that she wanted less to get better herself and wanted more that the world would have peace and never see another atomic bomb drop.

I’ve been wondering what I would wish for if I decided to undertake the folding of a thousand cranes. I have no idea…

My friend has been keeping track of his progress on his blog.

The Whole Wide World

If you have played any MMO, you have likely run into a quest that needed you to circumnavigate the world to finish it. Visit some guru in a far off place or take a note to an officer in some city’s army, whatever. You have also likely found a time when you wanted to group with someone who you grouped with yesterday, but today find them to be on another continent. If the game had no travel assistance, like run speed enhancements or teleports or griffin mounts, you probably got a bit annoyed at the twenty or thirty or sixty minutes all this running around was going to take you.

And, if you are like most people out there, you probably wanted them to fix the travel issue with instant travel teleports so that you only had to travel a couple minutes to a portal, port, then a couple minutes to your destination, at most.

In my opinion, though, the problem here has been misidentified and the solution is completely ass backward. The problem is not the travel time, the problem is that you have to travel.

Travel should, to me, be a non-trivial task, like it is in the real world. If you need to run errands in your life, don’t you try to get a few of them together and make one travel loop getting them all done and returning home at the end? I know I do, and that’s because I don’t want to go out and come back for each item, especially if those items are far away. To that end, I try to do things near home if I can, or if I find I’m always going far away for stuff to move my home closers to my interests.

This is the problem with most games: not enough content close to “home” for the player. There should be content for solo, groups, raids, PvE, PvP, every level, every class, whatever boundaries exist in the game within a reasonable distance from “home”. Now, what is a reasonable distance is another argument altogether, but for now we’ll just vaguely say that reasonable is “a travel time for which the majority of players feel no disappointment in making both there and back”.

A long while back, I started down the road in my design thought processes of what I refer to as a “town-centric” design. (If you are so inclided, you can go read the thread and my posts over at the MMO Round Table.) And I still hold that, in my opinion, this is the best way to design a game: start with the player’s home and radiate content out from there. At some point if a player tires of one town, they can move to another town, at which point they will have all the content they need around the new town, all within a reasonable distance from the new town.

I love travel in games, and sometimes just for travel’s sake, but I hate when travel becomes a barrier to fun.

Rescue Me

In recent weeks I’ve watched all of Rescue Me, a show that airs on FX. I have the first and second seasons on DVD, and the third season I downloaded from torrents (but I’ll pick up the DVDs when they come out). And, damn, this show is good.

If you have never heard of it, the simple premise is Denis Leary plays Tommy Gavin, a New York City firefighter. His house lost four guys on 9/11 and when the show begins its 3 years later but the tragedy still lingers.

As the show unfolds, it follows the lives of Tommy and his crew. Tommy in particular is interesting to me because he is a hero, really. His character is that when he’s on the job he is perfect, almost superhuman, in his duties. He saves lives. Meanwhile, his personal life is in the shitter. He is separated from his wife, he’s an angry beligerant asshole, and he begins seeing ghosts. Not really, this isn’t some Sci-Fi show, he’s obviously just halucinating, but it begins to make him unravel even further. Denis Leary plays the character superbly, from scene to scene he makes you love him, hate him, root for him, root against him… as Tommy fights his demons, you really want him to straighten out but at the same time when he knowingly takes the low road, you completely understand why he does it.

I can’t wait for season four.

If you haven’t seen the show, I seriously recommend picking it up.