I’m a gamer. I game.

The Innovation Apocalypse

Everyone these days seems to be talking about innovation (every letter is a link there).  And by innovation they mean games doing something “new”.

I’ve made a few comments around, but there is one thing I want to post about here that I feel is important.  I’ve touched on it before, at the end of this post.  MMOs are a different beast that other forms of games.

Left 4 Dead 2 made some game play changes from the Left 4 Dead model.  They added melee weapons, and the new boss infected shake up how you have to play, and the new “hordes until you turn them off” events instead of just the “hordes for X minutes/waves” ones change everything.  However, if you hate the changes, all you need to do is put your old Left 4 Dead disc and play.  The original game is still there.

When EverQuest launched, it had flaws.  Parts were unfinished and some things just didn’t work.  They released patches to fix those, and over the course of the first few expansions they expanded the game with new races, classes, item slots, abilities, and more.  But, the underlying game, the way in which you played, really didn’t change.  That came later.  If you were to play EverQuest now, you’d find it plays very differently from the original game.  With the new quest/task system that mimics WoW’s abundance of quests as opposed to EQ’s original more in-depth longer quests, mercenaries, more instancing, and other bits and pieces, it just isn’t the same.  The old game still does exist on the EQMac server, but if you are on a PC and want to play the old EverQuest, you can’t.

Even World of Warcraft is not immune.  The game as it exists now doesn’t play exactly the same as it did in the past.  The faster leveling, the LFG tool for instance cross-server groups, the changes in raid designs.   If you want to play the old WoW, you can’t, you have to play the WoW that exists now.  The new Cataclysm expansion will put an end to the old game permanently as those zones won’t even exist in their original form anymore.

This is what I mean by the title, The Innovation Apocalypse.  MMOs are expensive to make and expensive to run, and companies don’t want to see their game dwindle to a hardcore fan base and be faced with launching a sequel.  EQ did that with EQII and initially EQII was a flop.  They’ve recovered somewhat, and they have continued evolving EQ (up to expansion number 16 now).  They are looking at EQIII (which might be referred to as EverQuest Next), but don’t expect it to be an iteration of the existing model – it will probably be a complete reinvention.  If you are a fan of EQII, you should be thrilled with the idea of EQIII, because it means that all the new ideas are headed that way and are likely not to be implemented in EQII for a while yet.  But that may just be a matter of time.  Many of EQ’s more drastic elements didn’t come until after WoW and EQII were out.  Someday, the EQII that you love may be gone as well.

Personally, I’m all for innovation in new games.  But please don’t innovate in the game I’m already playing and enjoying.  It is heartbreaking when a game you love ignores you and is ruined in its chase of a new lover.

Removing Grouping – Part IV

Communications and status updates were easy problems, relatively.  Especially compared with the mine field of the reward structure.  The next element I want to look at is content gating.

Many games implement areas where only one group can enter.  Or two groups, or five groups, etc.  When the designers put a cap on the number of people that can enter, it allows them to more reasonably design content.  If group size is 5 and you limit the dungeon to a single group, you can make content and then test it with varying groups of 5 characters much more easily than trying to design content to scale in challenge as the number of people increases.  Something that is challenging for a group of 5 might be trivial to a group of 10.  Of course, a formal group structure isn’t required for this, as the number of players within an instance can be maintained by the instance itself.  You could even place a UI element called “People in Instance” that would provide you a list of the players in the instance for easy selection and pinning to your UI.

After a long look, it actually seems that the main benefit of groups to content gating is actually in getting people who intend to play together into the same instance do they can play together.  Getting around this winds up being overly complicated with solutions like having one player enter the instance and then inviting each other player to join him.  That first player being designated the instance “leader”, a job he will pass off to someone else if he quits playing.  Then you have issues of players wipes, when everyone gets killed.  How does the game keep track of who belongs to this instance?  Is it because you have a dead body in there to recover?  If you get frustrated and log off for the night, is the group now permanently down a player because you left your body in the instance so the game holds your place?  Again, it looks like if you wished to remove the group mechanic from the game, like with reward sharing, you wind up needing to examine the entire game from the ground up and make changes all over in places where the group mechanic was either planned on or taken for granted.

An MMO cannot exist on PvP alone

We’ve all heard the terms of “wolves” and “sheep” before.  Its the core of PvP.  No one wants to be the sheep, but sometimes you are.  In PvP games, you can learn from defeat and become a better player, but you cannot learn from being crushed.  In the FPS world, if you hop on a TF2 server and spend most of the game dead, you are less likely to return unless the game chat was just so awesome.  However, you can go to another server very easily, for no charge and no need to grind back up any levels.  For an MMO example, if you are in a battleground in WoW and your level 80 shadow priest meets a level 80 frost wizard on the battle field and you go toe to toe and lose, you can learn from that.  Pick different spells if it happens again, approach them from another tack.  But if you are out in the world on a PvP server and a level 80 warrior swings by and ganks your level 12 warrior, you aren’t going to learn anything from that beyond the fact that some people are power tripping assholes.  So, to keep sheep around, you need something for them to do, something for them to succeed at so that their faceplants in PvP don’t sting so badly.  And the wolves need the sheep, because if the “true sheep” start quitting, the “weaker wolves” are the “new sheep”.

Lots of PvP advocates love to trot out EVE Online as their example of how PvP totally owns and can be successful.  They conveniently forget that as a pure PvP game, EVE failed, and that over the years of its existence and continued development much of that has been spent making tutorials and NPC missions and trade skills.  The PvP of EVE has succeeded in the long term because the people at CCP worked on finding ways for the sheep to stick around.  Yeah, you might have attacked and destroyed my hauler and taken my load of goods.  You might have just set me back several days.  But I made twenty-seven successful heart-pounding runs through zero space before you got me.  And my rep as a guy who gets goods where they need to be is growing.  You are playing a PvP game, but to me you are just a new form of AI that I need to avoid in my PvE smuggler game.

The road to success is littered with the carcasses of failed PvP MMOs, and most of them end up failing for the same reason: they built a game for wolves and forgot to create a place for the sheep.

Removing Grouping – Part III

Now that communications and combat status updates are out of the way, what else does a group provide?  Loot!  Or, more generically, reward sharing.

Personally, one aspect of design I’m eager to change is level based progression, but that’s a separate issue.  Reward sharing actually comes in two forms. The first I’m going to call inherent. These rewards are things like experience points or deed flags where simple membership in the group (and proximity to the event in most games) garners you a share.  The main reason for this sort of structure is to prevent exclusion of “support classes” from rewards.  If your group is fighting a group of monsters and you are the healer and during the entire kill of one of them you cast no spells, the group structure ensures you get a share.  Obviously, more complicated “cast spell on person who fought” award trees could work most of the time, but I specified “cast no spells” for a reason.  You are a vital part of the group, they need you, but it just so happens that for sixty seconds during one fight no one was hurt enough to require healing, so you didn’t.  I suppose you could get even more complicated and add to the award tree anyone who cast a spell on someone who engages the monster within the last X minutes, but that could easily bog down the system with keeping track.  A better solution is actually to remove rewards from the act of defeating a monster, at least for experience and move it to quests/tasks.  A number of games, most notably World of Warcraft, have already begun moving in this direction where grinding experience points fighting monsters is far less rewarding that fighting monsters that contribute to a quest that will yield a large chunk of experience as a reward.  Even though, group membership is still used to assign the quest flag (the kill of a rat for a “kill ten rats” quest).

At this point, we could start looking into different methods of awarding flags, such as the award being an area effect so that any player character within range gets the flag whether they contributed or not.  Each of them valid, and each can be done, but every method, even grouping, has exploitable elements, so the issue becomes which exploitability are you more comfortable with and to begin looking into ways to combat it -like logging out people who are AFK too long and trying to eliminate users who “macro”.  Of course, the main reason some people don’t participate in combat is because combat design around things like the holy trinity (tank/healer/dps) encourage it, but that is a separate issue.

Its beginning to look like the current design of the reward structure, how players progress, and how combat functions in many MMOs (primarily the Diku style ones) are very dependent on the group structure and trying to remove that group element is going to require thinking the whole thing over from the ground up.

Removing Grouping – Part II

Last time I talked about communications, because to me that is the single most important aspect of an MMO.  The reason I play is the other people.  But I know the social aspects aren’t why many people play.  To many people the most important thing a group does is provide status updates.

One of the key elements in modern games and the focus on the trinity design (tank/heal/damage) is that joining a group puts the other players’ health and other stats on your User Interface where it is easy to keep track of.  In this way, grouping and raid groups become vital to the game.  Can you imagine playing a game where you couldn’t see the health of the other members of your party?  Imagine having to call out for every heal or assist.  Most games these days even include buffs on the UI so your priest can tell if that armor spell he casts has worn off or been dispelled.  Sure, these elements didn’t always exists, but with them being so predominant in games now, could we do without them?

Without the group structure, if you wanted to retain these UI status updates, you would need another way to get them.  So, instead of restricting this capability to groups we could unhook it and make it available always.  Target a player, click on an option button on the target element, select “Pin to UI” from the menu and they get added to your screen just as if they were in your group.  There might be some technical limitations to this, perhaps a maximum number of people you can pin to your UI, and it would be nice to know who has pinned you (so you can yell at a healer who doesn’t have you, the main tank, pinned), but I definitely think that a group of designers could sit around and hash out all the problems and find solutions to make this work.

This solution, of course, is more labor intensive than just joining a group or raid, so there might be resistance to such a change.  But I think the overall increase of utility would be worthwhile.

The Failure of the Free Weekend

If you have ever played an MMO, you know what I’m talking about when I say “Free Weekend”.  If not, here’s the run down.  You subscribe to an MMO, you play a while, then you cancel.  Every now and then (about once a quarter) the company will blast an email out to all the inactive accounts and tell them about a “Free Weekend” – a Friday afternoon to Monday morning period – where their account will be reactivated for free!  You can just log in and play like you used to!  This email will also probably include a list of the latest features/changes of the game, and often will coincide with some sort of event for the non-canceled players, like double experience or the beginning of a week/month long holiday event.

One of the things I said in a post last week was about Free Weekends being on your schedule not mine.  This is true, and is the biggest flaw, in my opinion, to the Free Weekend promotion.

There are, in my experience, three kinds of people who cancel a game subscription for an MMO:

  1. Switched to another game. This player may have been playing your game and enjoying it, but something new came along and off they went.
  2. Bored with your game. Not the same as the person above, this individual isn’t going anywhere in particular, they just ran out of things to do in your game and are taking a break.  They usually only cancel after not logging in a couple of months, but eventually they do.
  3. Not enough time to play. This is me.  I’ve got other activities and things like console games and I just don’t have enough time to make paying for the game worth it, or my time is so erratic and there are enough gaps where I’m “wasting money” that I give up the occasional romp in order to keep the money.

The first two types are often best lured back in by patches and expansions that either add more content or fix issues that lead them to quit.  In fact, the guys at WoW can probably give you hard numbers on how many reactivations they get before/after patches and expansions.  Even so, the Free Weekend can work on them as well.  These players still have the time to play, so the weekend offer is there to convince them to give the game they left behind another try, and maybe sign back up for that subscription.

For me, however, I left because my playtime is erratic and scattered.  Nine times out of ten, I get a Free Weekend offer for a game I used to play and then find I don’t have time to take advantage of it.  Monday comes and I say, “Oh man, I missed another Free Weekend!”  For the third player type, rather than just unlocking their account for a set weekend, companies should consider giving out a Free Weekend Key that the player can redeem any time.  Of course, the key needs to be locked in to the specific account to prevent creating a secondary market for selling keys, but this way I could unlock my account for the free couple of days when it works best for me.  No more smacking my head about another missed Free Weekend.  Instead, when I find myself with nothing to do on a random Saturday, I can open the email and select a Free Weekend Key and go play because I have the time to play.

This doesn’t entirely solve the problem, since I would still be unlikely to resubscribe unless my schedule changes, but it would allow me to occasionally dip my toe back in the game and keep it fresh in my mind for when my schedule does change or my budget frees up some extra cash.  But as it stands now, once I cancel and because I miss every Free Weekend, I’m more likely to buy a new game when the time comes than return to an old one I haven’t touched in ages.

Removing Grouping – Part I

Before anyone freaks out, no, I’m not advocating solo play, nor am I actually suggesting that the grouping mechanic be removed from games.  This is simply a thought exercise.  This and the posts that follow in this series will take a look at aspects of what grouping bringstechnologically and if we can retain it while removing the mechanic of forming a formal group unit.

Note: Please keep in mind that all discussion that follows is from my own experience, so if I mention that some game did something first, don’t yell at me because some game I never played actually did it first.  Who did what first is actually irrelevant to the discussion.

The first element that comes to mind for me is communications.  Joining a group in most games provides you with a group only chat channel.  At one time this was necessary because it grew out of the design.  Some games originally only had two forms of communication: local and whisper.  Local would be just saying things and the people in range (in the room or on the screen) would see it.  Whisper was something you said directly to another player and only that person could see it.  Occasionally, games would have yelling or shouting, allowing people in adjacent rooms to see; and global, usually used by GMs to inform the entire game/server of something.  But onceEverQuest came out, and local became distance limited and shout covered only the single zone, and the game had a formal group object, they needed a way for group members to talk to each other across zones without using masses of whispers and relaying information.  Since then, most games now have the ability for players to create their own chat channels for any reason at all.  With that, rigid group chat isn’t strictly needed anymore.  Sure, its nice to have a channel you automatically join when you join a group, but since part of this is to eliminate group joining, we’ve established that the communications, if needed/desired, can be handled without the formal group.

In fact, to some degree, players don’t seem to care about group chat anymore.  When it comes to raiding or even guild chat, many people (though certainly not the casual majority) have moved over to 3rd party voice chat like Ventrilo.  This contributes to games becoming more “silent”, in my opinion, as members of your group may be happily chatting with their friends while they button push their group role with you.  I’d say this, on some level, is borne out by the recent LFG tool implement in World of Warcraft.  In that tool you can easily, almost instantly, get a group and go run a dungeon.  However, those players may be from different servers, so social interaction becomes less important beyond the dungeon and the combat happening “right now” since you are not likely to play with them again.  That is, unless they love playing with you so much, or you with them, that one of you decides to pay to move their character to a new server.  Given this, WoWcould remove group chat today and replace it with a Wizard 101 style of menu selectable phrases (“Thanks!”, “Help!”, “Kill this [insert target monster]!”, etc) and most people wouldn’t be adversely affected by the change.  They might even welcome it since the silence of a group could simply mean that everyone knows what to do and how to play, and not that people are being anti-social.

Finished with Monthly Subscriptions

This isn’t a condemnation of the monthly subscription model for MMOs.  In fact, I think it is still a great thing, and preferable to the heavy handed item stores than some games use instead of a subscription.  However, over the past couple of months I’ve come to realize that as much as I love MMOs, games with a subscription model are largely a waste of my money.

Why?  Well, back in the day, I started playing Ultima Online and I gladly paid their subscription because I played every day (almost).  The same was true of EverQuest and of all the games that followed.  Some games I didn’t stick with for very long, a few months or a year, but even then when I was paying I was playing.  In the last year or so I have taken up a number of other activities, such as more reading, programming in my off time, writing, playing console games, and more.  The net result is that my MMO playing time has become fairly erratic.  One month I may play an hour or two every weekday and a couple of longer sessions on the weekend, the next month I may not log in at all.

Its the not logging in at all part that ends up bothering me.  I hate paying for something I don’t use.  Sure, I can just cancel and resubscribe when I want to play, but doing that is a hassle.  On the other hand, I didn’t play Wizard 101 at all in November and it cost me exactly zero dollars and I didn’t have to cancel.

I’m not saying that Free-to-Play is the wave of the future and all games need to do that, however there is a disparity in the subscription model.  It’s like going to an all you can eat buffet, paying the $10 and then only eating about $1.75 worth of food because you weren’t really hungry.  I wouldn’t mind seeing some games in the US adopt the pay by hour model used in the Asian markets.  I’d love to be able to buy a block of X game hours for Fallen Earth, and if I don’t log in for a month, I don’t use any hours, and when I do log in, all my hours are still there, waiting for me to use them.  No canceling, no resubscribing, just easy.  It would even be great if a game supported both models.  Let people subscribe for $15 a month for unlimited play if they don’t want to worry about how much or how little they play, let people who don’t want a recurring payment and don’t mind watching their hours buy 75 hours for $15 ($0.20 per hour) instead.

I will say that the one thing the subscription model does is prevent me from maintaining active accounts in multiple games.  I’d love to be able to pop in to EQ or DAoC or any of a number of other games for a couple hours once in a while, but re-upping for a full month of subscription makes the whole thing simply not worth it.  However, if all those old games had a pay by hour model, I’d gladly toss $5 on there every now and then in order to keep some hours available for those days when I just want to go play something different.

All this hoping and wishing aside, however, the fact remains, as of today I am officially finished with monthly subscription MMOs.  I want to play a number of them but I just can’t justify the cost given the amount of time I’ll play and the little spare money I’ve got for entertainment.

From a developer/producer standpoint, consider this.  While the need to unsubscribe might garner you a couple extra months of fees from me before I realize I’m not playing and cancel, the need to resubscribe if I’d like to put my toe back in the water is very likely to keep me from coming back.

Left 4 Dead 2

I loved the original.  Loved it.  I carved its name and mine into a tree in the backyard with a heart around it.  We, however, refused to get married until gays can also be married.  This turned out to be a good decision because if I had gotten married, I’d be an adulterer.

Left 4 Dead 2 is all that and a bag of chips, so to speak.  More weapons, more special infected, more events, and a story that flows through all five campaigns to make one complete story, though each feels perfectly fine playing it alone.  I’m not done with the original though.  As much as I like Ellis, I miss Francis.  The Coach is cool, but Bill had a certain flair.  Plus, you know, I’m still missing some achievements.  But overall, the sequel is a better game in just about every possible way.

Left 4 Demo 2

If you are a Gold Member on Xbox Live (and seriously, if you are planning to play Left 4 Dead 2 as single player or local multi-player only, you are missing out on the best parts of the game), the Left 4 Dead 2 demo is out.

Personally, I’m not going to bother.  To me, a demo is something you play if you are not yet decided on purchasing in order to see if you enjoy the game.  For example, I played the demo of Mirror’s Edge because I wasn’t sure of the game, and I’m glad I did because it saved me money.  But from all accounts, Left 4 Dead 2 is going to be Left 4 Dead only with more awesome.  Considering how much I love the original, there isn’t a chance in hell I won’t love the sequel.  Valve just doesn’t make crappy sequels.

As a birthday gift this year, I was given a pre-order of Left 4 Dead 2.  So I will happily wait for it to show up and not spoil any of the game playing a mere demo.  But I won’t judge you if you do play the demo.  Have fun!