I’m a gamer. I game.

Replay

In MMOs, faster, easier leveling is a poor substitute for engaging leveling.  The goal should be to make your game always fun to play, not fun to play through once and then help people speed past or skip the “boring parts” on future runs through.

Are you having fun?

The title of this post is often the measure people use to determine if an MMO is doing things right.  But it is a horrible measure.

I could be playing World of Warcraft right now.  And I would be having fun doing it.  I enjoyed playing the game.  I liked running in to town and getting some quests and then running out of town to polish them off.  The wife and I liked playing together, and we built our characters so that we could do so.  However, despite that, I became acutely aware that the one thing I love most about MMOs was missing in my WoW time and that was community.

Having come from loving EQ where chatting was the norm, where I would regularly simultaneously hold conversations in group, guild, shout, ooc, and a handful of private tells, going to a game where chatting was a hurdle, where the game was “active” enough that my hands didn’t have the time to chat unless I stopped playing, and the world advancing to voice chat (which I loathe because I cannot simultaneously chat in as many areas as I can text chat, I get locked in to one server where I can’t just say “Hi!” to a random stranger) lead to a fairly silent gaming experience.  Without community, without other people, WoW, like EQ, is actually a really simple and sort of soulless game.

So, realizing this, I decided to stop paying Blizzard for a game I was enjoying but was lacking features I desired.  And by doing this, I joined the minority.  The fact is, most people would prefer to pay for a game they find moderately satisfying than to save their money, play nothing, and wait for a game that fits better to come along.

11 million people can’t be wrong.

That’s the battle cry of people justifying why WoW is a great game even if it isn’t exactly the game they want to play.  They’ll also tell you that if enough people want change then change will happen.  Only, it’s not that easy.

Would you like to play a classless levelless MMO set in a zombie apocalypse?  I would.  However, I can’t.  I want change, and it is possible that there are 40 million people in the world who would like to play the same game, but we can’t until someone builds it.  No amount of demanding is going to get Blizzard to drop classes or levels from WoW, or to replace all the monsters with zombies.  Nor get Sony to change EQ2, or even to get the Fallen Earth folks to re-envision their game.  Once a game is built, change within that game is limited.

In conjunction with the video I posted on Monday, I’ve come to realize that most MMOs are going through the motions.  They copy WoW and make minor changes in an attempt to lure away people and maybe become the new king of the hill.  Even games that strive to be different from WoW still end up cloning their style of combat (the kind that’s too active for community to exist unless the players stop playing to chat) and becoming a game that I can have fun playing but is still missing what I want most from games.

I don’t think the industry needs to be wiped clean like Wolfshead, but it has become clear that I need to seek out more games, perhaps smaller games, and find designs that aren’t following the WoW path to money hats in order to find the game I really want to play.  I’m open to suggestions…

Friends Through The End

This month’s Gamer Banter topic didn’t inspire me.  It was “Which game character do you identify yourself with most/least and why?” and I spent time thinking about it and the simple fact is that I don’t really even identify with video game characters at all.  Sure, I like to follow along the story, and I might be immersed for the duration, but it rarely lingers.  The characters that stick are the ones I create in MMOs.  Even now, years after cancelling my EQ account, I still think about Ishiro Takagi, my human agnostic monk from Qeynos.

But after firing off an email to the Gamer Banter coordinator about how I wasn’t inspired to participate, I thought of a new angle on the topic.

The closest I even came to identifying with a character was Gordon Freeman in the Half-Life series.  The reason was because Gordon is a shell in which I sit while I play.  Gordon never speaks, and the game never has a 3rd person view cut scene.  I am Gordon at all times.  This makes Gordon more like my MMO characters than your traditional video game character because he has no personality unless I give it to him.

Thinking along this line, I drifted to a couple other games by Valve: Left 4 Dead and Left 4 Dead 2.  Here, we don’t have Gordon-like shells.  The four survivors in each game quip and banter, they call for help.  Even when I play one, I’m not them, I’m just controlling them.  However, because the game is light on cut scenes and outside the quips and banter the characters are player or AI controlled and not just standing around, these games have given me a group of friends to survive the zombie apocalypse with.  And through them and their banter, I care about them.  Ellis has told me so many stories about his buddy Keith that I want to know if Keith is out there surviving the onslaught of the undead too.  (I secretly pray that Keith is one of the survivors in the inevitable Left 4 Dead 3.)  In fact, since most of the time I play with my friends, the survivors are my friends.

These eight characters have come to define my view of zombie Armageddon.  When the day comes, I want these people, or at least people like them, by my side.  Even when I’m playing solo, I find myself rushing to their aid, not just to keep them alive but because I don’t want them to die.  A subtle distinction, but an important one.  Even when playing solo, I find myself talking to the other survivors, asking them what the hell they are doing, telling them to hurry up, even reminding them to cover me.  It’s almost a little unnerving to realize that I do that, but there it is.

So yeah, the truth is that most of the time I don’t identify with characters, but in Valve’s Left 4 Dead series, they’ve added just enough to the shell I (and my friends, and the AI) inhabit to evoke a response.

This post was part of Gamer Banter, a monthly video game discussion coordinated by Terry at Game Couch. If you’re interested in being part, please email him for details.

Other Gamer Banter participants:
Pioneer Project: The importance of character creation
Silvercublogger: Will Sing Opera For Italian Food
Game Couch: Gabriel Knight
Extra Guy: Who I Identify With
Next Jen: I’d Rather Be Me
carocat.co.uk: A rushed love letter

Putting the Game in Facebook Game

After quitting FarmVille I went I on to play a number of other Facebook Games, and for the most part, they all play the same.  On one hand you have FarmVille, where you plant things and then wait for harvest.  On the other hand you have Hero World, where you have an energy stat and you can click on things until your stat runs out and then you wait for the stat to recover.  At best, the only real “game” there is in strategically deciding what to click before waiting.

Just yesterday, I decided to give SOE’s The Agency: Covert Ops game a try.  In some aspects, it is the same as a bunch of other games: you click, you wait, etc.  But in addition to that, as Darren posted about today, there are some actual games.  Just in the few minutes I played, I was given a nifty game where a computer screen is asking for an access code and I am shown which letters on the keyboard have fingerprints and I have to guess the word.  For example, the access code is a 5 letter words and the keys with prints are E, R, V and N.  I type in N-E-V-E-R, success, and move on to the next word.

So, now I’m on the hunt for Facebook Games with actual Game in them rather than just clicking, waiting and spamming.  I’m open to suggestions…

Mechwarrior 4 Free

Yes, you can get Mechwarrior 4 for Free.

Anyway… almost two years ago I wrote a post about how I would design a Mechwarrior MMO.  Part of this whole release of MW4 for free is that a company called Smith & Tinker bought the Mechwarrior rights three years ago, then last year they got $29 million in funding, which sounds to me like someone is trying to make a game, and given S&T’s other ventures into online stuff an MMO seems likely.  Or perhaps at the very least a Global Agenda style game with MMO elements.

Obviously, I’d love to see a Mechwarrior MMO.  I just hope they don’t screw it up.

Games as Art

Oh God, I think I’m going to crash the Internet with all these links.  And that’s just from searching for “Ebert” in my Google Reader.  You should probably read this one too.  All of those are worth clicking on and reading.  The comments also.  I think I even made a comment or two in there somewhere.  On the subject at hand, I’m not certain I’m decided.  Though if pressed, I might have to say that games are not art, or at the very least that the majority of games are not art.

One of the nice things about most forms of traditional art is that they don’t change.  The Mona Lisa is The Mona Lisa still.  Casablanca is Casablanca.  The text of Hamlet remains.  That last example begins to get to my line of thinking.  No one would argue that Hamlet is a work of literary art, but individual productions of Hamlet will be heavily debated.  In fact, in the artistic world, a production of Hamlet would be considered performance art, not simply art.

When you go to a museum and look at a painting on the wall, that painting will be exactly the same every time you go to see it.  What changes from viewing to viewing is YOU.  The same can be said for books and films and most of the traditional art forms.  If I were to load up World of Warcraft or Crysis or even a game like Flower (which many people consider to be art) and just watch it, it might be art but it wouldn’t be a game.  If I go to YouTube and watch videos of people playing games, it might be art, the video, and it might be a game for the person who made it, but for me it wouldn’t be a game.

A game is like Schrödinger’s cat, it is a collection of potentials that are, in actual terms, useless until we open the box and see if the cat is alive or dead.  A game isn’t a game until we play it.  To me, it seems that video games are more like sports than they are like paintings or books or movies.  A baseball player might have a beautiful swing, and there may be many artful things in a game of baseball, but I don’t believe that anyone would call a baseball game “art”.  Unlike most art, not only do you change between visits to a game, but the game changes too.  Sure, some games are so simple that they don’t change much at all, but those aren’t usually the games people claim are art.  Saying a video game is a single piece of art is like saying that all the productions of Hamlet are a single piece of art.  A game is ephemeral.  Unless someone video tapes it, you can’t return to the game exactly as it was before, and if you do it through video the subsequent times you return they are movies, which might be art but aren’t games.

As I said, a game isn’t a game until we play it, so the gamer is part of the game since we can’t have one without the other.  Many people bristle at the idea of video games being a sport.  Face it, many people who play video games do so to get away from sports.  (I kid, I kid!) (Not really.)  So perhaps we should stray back towards plays.  From the audience, a play is performance art, a performance of art.  But what is a play for the performers?  Is the act of acting “art” from the perspective of the actor?  Or is the performer the artist? A painting, completed, is art, but is the act of creating the painting art?  I don’t believe it is.  From that view, game developers aren’t creating art, they are creating paints and brushes and easels, production notes and outlines, tools from which art can be created by the gamer.  A game, completed, might be art, but again if you are experiencing a completed game you are probably watching a movie, not playing a game.

All of this talking around in circles leads me to believe that since I find it so hard to define a game as being art there are only two options.  Either the words and terms and methods to define a game as art don’t yet exist or at least are not known to me, or that games are not art but might just be a medium through which art can be created.  In the end, I’m liking that second option better because if games are art that make me an art consumer (or connoisseur if I’m fluffing my ego), but if games are a medium then I am an artist.

Bags of Money

I wish I was posting to tell you I won the lottery and would from this point forward be wiping my ass with hundred dollar bills, but I didn’t and I’m not.  Besides, I’d pay someone else to wipe my ass with hundred dollar bills.  Duh!

Anyway… One thing people often complain about in the design of games is the over emphasis on the monsters you fight in an MMO of being “floating bags of experience and loot”.  Seriously.  Think about it.  In a game that is a grinding exp-fest, you track down monsters and then beat them until they break and gift you with progress.  In some games, like WoW, they try to wave a hand over to the side to get you to forget about the bags of exp by hiding them behind quests.  It’s still the same thing though, to the point that when a player enters town and sees a sea of quest icons floating over the heads of NPC, there is often a rush of excitement at all the exp and loot you’ll be earning.  Any time a player focuses too much on the bags, they usually experience a decrease in “fun” while “progress” speeds up.  This leads to many players grinding the bags until they reach the “end” where, I’ve been told, the game really begins.

So, Darren, who has been outspoken in his opinion on $10 and $25 horses has written a little diatribe about how companies view players.  To be honest, for a “for profit” business, players are bags of money, just like the monsters in games are bags of experience.  The trick is for companies to get money out of the bags without the bags ever realizing that they are, in fact, bags of money.  So different companies toe different lines.  In the case of WoW, they’ve made their game “fun” enough that a whole bunch of bags people don’t mind $15 a month being taken from their wallet, and the recent foray into vanity pets and the sparkle pony is them sketching out another line in the sand, see if they can get a little more money from some bags people without losing too many of the bags people that are at their limit with $15 a month.

Obviously, there are many examples of games that have crossed lines and caused players to notice their bag-ness and they leave, and there are many examples of games where despite practically labeling their players as bags of money a segment of their players don’t mind at all (see: Zynga) to great profit.

I don’t really have anything to add to this, I just thought it was an interesting thing to notice.

Another Slope To Slip On

Continuing this week’s theme of these two posts

Another slope the alarmists warn about is the “now they are selling content that should be given to everyone” argument.  First off, games already have expansions where they charge you $50 for content.  And yeah, while the steed here is half the price of an expansion for probably 1/1000th the content, the steed isn’t required to play the game.  So, the idea that they would just “give” people a sparkly pony is inane.  At best it would be a feature of the next expansion.

I’m actually a fan of cash shop games.  Not because I like buying things, but because I like playing for free.  See, Puzzle Pirates is awesome because I can do everything I want in the game and never pay a single dime to do it, all because someone else is dropping their dimes on doubloons which they sell to me for pieces of eight.  Yes, I do have to play harder to earn the PoE to make that trade, but it also doesn’t cost me any money to play, and I enjoy playing.  Another player is rewarding me for playing more than they are willing to play.

Now, I don’t expect Blizzard to give up their money hats and reduce their subscription rate, but what this has done is show (again) that a subscription game can have a shop that sells vanity items.  Most new games can’t compete with World of Warcraft on a polish and content size level at this point.  Any game with a $15 monthly sub automatically has to compare to WoW, but if a game were to launch that looked interesting with a $4.95 a month subscription and a vanity item cash shop, I’d absolutely be willing to give it a shot and willing to accept that it won’t be at WoW’s level.  I’m paying a third less for it!

And guess what?  All those “free” content updates people say are going to vanish?  They aren’t free!  You pay a monthly fee for them!  The only reason that you get them “free” (really, the word should be “included” but much like using the word “social” to describe games which aren’t, that ship has sailed) is that the subscription fee is making enough profit that they don’t feel a need to charge you extra to cover the development of that small bit of content.  If the game was making less money, you’d get less “free” things.

While we are on the topic of “free” content… if a game releases a completely optional non-impacting piece of “content” like the pets or the sparkle pony of WoW and earns a nice chunk of cash on something that was probably a couple weeks work of a small team at worst (or just a few days of one person at best), it actually allows them to design more “free” content.

As with the post from two days ago, there is a ghost of a slippery slope here, but were aren’t there yet.  Wake me when Blizzard puts gear or a new dungeon in the cash shop.  You know, real content, not vanity items.

The Passing

I haven’t been playing much Left 4 Dead or Left 4 Dead 2 lately, but that is about to change.  Tomorrow, Valve is releasing a new add-on called “The Passing” for Left 4 Dead 2.

The story behind this is you are playing the usual 4 people from Left 4 Dead 2, but the original Left 4 Dead gang shows up.  Three of them alive and one of them… well, not so alive.  The dead one is part of the mystery we’ll learn tomorrow.  This add-on also offers a bunch of new game play elements and achievements, all of which looks fantastic and fun.

If all the stories are to be believed, Left 4 Dead will be getting an add-on itself that will let players play out the sacrifice of the fallen survivor, and it will be following in some measure of Valve Time.

Sadly, I won’t be able to play tomorrow as I have plans, but I’m working hard to clear my schedule for the weekend.  Feel like playing with me?  My Gamertag is Jhaer.