I’m a gamer. I game.

Real Guitar Hero

As much as I love playing Rock Band and potentially playing Guitar Hero (when they stop being dicks and let me use the Rock Band Guitar), I’ve been toying with real guitars for much longer.  Its a love/hate relationship.  I love the idea of playing the guitar, but I hate the idea of spending a lot of time at it.  I can play a few songs, and my fingers know where they are supposed to go for most of the chords even if they don’t always find the exact position without me looking down at the fretboard, but overall I’m never really disappointed in myself because I know my lack of ability comes from my lack of dedication.

That just might change, though…

I present to you, dear readers, Guitar Rising.

\m/_(*_*)_\m/

Going Home Again

A time or two I’ve threatened to return to Norrath. Not the shiny new Norrath of EverQuest II, but the original Norrath of EverQuest. The thing that was always holding me back was that when I left there was little to do but raiding. Sure, there was some group capable stuff, but the two most recent expansions (Gates of Discord and Omens of War) seemed to focus so heavily on raid and trial content that the future seemed to be filled only with grinding and gear and raiding. When I left, I left for City of Heroes and to join the World of Warcraft beta. Since then a number of games have come and gone, but recently a bunch of people from my old stomping grounds decided to start back up in the original MMO marketplace monster.

It was fairly easy to reinstall and patch up, even bought the latest box that unlocked the seven or eight expansions I’d missed and started up my 21 days of free play.

Just a quick side here… if a game is going to sell a boxed expansion and offer 30 days free to new players, I think they should offer that 30 days free to existing/returning players too. Would it really kill them to do that? If they really believe their game doesn’t suck, I’d have to hope that retaining returning players after a free month would more than make up for the loss than trying to convince people who quit to buy the expansion AND resubscribe. Anyway, maybe I’ll do another post on that later…

Its really amazing how different games are. To anyone who has the attitude of “they’re all the same” I would really suggest playing WoW for a month, then playing EQ for a month. Its not just the look and feel of graphics and art… the game controls are different. WoW has quest indicators and an accept/decline interface, while EQ still retains the “spoken” quests, keywords, and passive acceptance where technically you are “on” any quest you read about, in game or out, with no limit to how many you can be working on beyond your ability to cart around sacks of quest items. And as I’ve mentioned before, EQ tends to be a more player-lively game. In groups, people actually talk to each other. WoW is so quest focused that people grouped together are usually doing exactly the same thing and often there is little reason to talk, not to mention that the gameplay requires more clicking and button pressing, and combat moves more rapidly, there’s just no time to talk in WoW until you get back to town.

So far, I haven’t gone adventuring into all the new lands, Ishiro Takagi is still just 65 (ding! 66!) after all, and been living in the Silent Fist Retirement Home for Monks for nearly four years. But it feels good to be back… as a bonus, I think I’m going to subscribe to the Station Access which will let me play EQ, EQII, Vanguard, Pirates of the Burning Sea, Star Wars Galaxies, and even The Matrix Online (which I doubt I’ll go back to unless someone can convince me its improved greatly beyond the trash I saw in beta). The future looks to be full of MMO gaming…

Reusing Assets

Over at the Nerfbat Forums, a question was (poorly) asked about instances and zones. I say poorly asked because I think what the original poster meant to be the focus of the discussion is if people preferred the use of instances over shared zones, as well as zones versus a “seamless” world. EverQuest is probably the best most popular answer for zone based design, while World of Warcraft would be one people would recognize on the seamless world based design. In the grand scheme of things, both use instances, however for a more comprehensive instance based design you’d need to look at City of Heroes or Guild Wars.

I threw in my two bits on that thread, but the crux of my post, and that which relates to the title of this post, follows:

I’d love to see games mix it up… you put in a town, and outside that town is a zone, the zone is shared by everyone, maybe its huge, but inside the town you also put in a “raid” where your raid leader talks to an NPC and flags his raid for the “Defend the town” raid, and when the raid members leave town they don’t go into the shared zone, but instead go into an instance of that zone, or if the zone was huge just a section of that zone made as an instance to support the raid. Then, three expansions later you decide to implement an “Escort the king to Other Town” raid which uses the same outdoor zone, again as an instance, but this time the raid has to escort the king and his caravan to the other town at the far end of the zone, defending the king from waves of attackers.

I think games need to get more creative with their use of “space” and game/art assets. Designing a whole chunk of land to be used once in only one way just seems like a gigantic waste of effort.

That last paragraph really is what I want to ramble about. It surprises me how often games seem willing to spend so much time and effort building a zone or area in a game, and then don’t bother to reuse it. They’ll reuse item and NPC models left and right, just throwing tints on them to modify their colors, but they’ll spend a month designing a castle only to put one objective in it and never use it again.

The example I outlined above is something I’d absolutely love to see. Take a zone that is normally a shared hunting zone with animals and monster camps, the usual treadmilling trash mobs, strip it of the animals and camps and throw in an organized raid objective utilizing the same (and to the player, familiar) landscape but in new ways, or even take the original zone file and then build a fort in the middle of the forest that the players need to burn down.

I think the roadblock to this is the misconception that the player wants new stuff to be entirely new, but the truth is that for most players is just needs to be new “enough” and familiarity in some aspects can actually be comforting. Personally, while I do enjoy going into a new zone and learning new stuff, I think I’d also like going into an old zone with a new objective just about as much. I’d know the general lay of the land, that while we are currently approaching the enemy camp from the north, there is a path through the trees that will allow us to flank their position because its the path I used to use to approach the old goblin camp that used to be there.

That kind of reuse might also impact the desire of players to seek spoiler sites, not that the content itself would be immune to spoiling, but that familiarity with aspects of “new” content would actually foster a level of knowledge and confidence in the player that might keep them from feeling they need to look up information before continuing.

Anyway, it is something to think about.

Embrace Your Niche

If you have been keeping up with MMO news in the last couple months, I’m sure you’ve heard some part or some version of the saga of Perpetual. First they had Gods & Heroes: Rome Rising (you might still be able to find pre-order boxes on sale at Best Buy), then they got Star Trek Online, then they cancelled Gods & Heroes (if you find the pre-order boxes on sale at Best Buy, don’t buy them), then they lost the Star Trek license. I’m sure rumors will be plentiful about who is going to land that albatross in the coming weeks, until something gets announced for sure.

In the mean time, over at Elder Game, Eric, who worked on STO for Perpetual, gives out advice for whoever gets the license.

I couldn’t agree less. I mean, Eric is a game designer who has worked in the industry and I’m just some schlepp gamer (who also does happen to be a programmer, but only for data warehouses and time management software thus far), so obviously you should believe me, right?

Every point he makes is valid under the assumption that, as he says himself, your intent is to:

Make a game for WoW players who kinda liked Star Trek. That should be your target audience. Trust me, it’ll be fine.

And that’s where I diverge, and the reason I say I disagree with his points. If you follow me around the Internet reading the posts I make on message boards and comments I put on other people’s blogs, you’ll see that I have a gentle disdain for WoW. That feeling comes from the fact that I find the game to be highly polished but bland. I played WoW for 2 years and in that time I can honestly say I didn’t hate it, but I can also honestly say that I didn’t love it either. The game just sort of happened, and its that level of mild pleasure without displeasure that has helped WoW hit the numbers it has hit. And while it is wildly successful and Blizzard executives laugh as they frequently drive truckloads of cash to the bank, it isn’t the only way to do things.

Games like WoW are not inherently bad. In fact, to a degree they are good because they expand the market place, but not every title should or even can expand that market place. As much as people tout the polish of WoW as the key to its success, the reality is that it was and is a perfect storm of game and license. WoW has “9 million subscribers”, which isn’t entirely accurate because some of the asian countries don’t do traditional subscription models, and I’d wager less than half of those are in the US, maybe even the US and Europe. Asia has been big on Warcraft for a long time. But how big is Star Trek in Asia? Do they play Star Trek RTS games like they play Starcraft and Warcraft?

For me, I’d rather see whoever gets the Star Trek Online license embrace their niche and not make a WoW clone set in the Star Trek universe. And while I do agree with Eric that they’ll have trouble making a game that is true to the previous work and pleases all the fans, they shouldn’t just ignore them and make WoW. Can you imagine a game with player created and controlled capital ships, with a captain and officer crews, away teams and engineering staff? Star Trek Online shouldn’t aim for WoW… they should, in my humble opinion, aim for a mix of Puzzle Pirates and The Sims with some Dark Age of Camelot style RvR thrown in, and the only non playable race in the game should be the Borg because players, even chinese gold farmers, have too much personality to be Borg.

Update: Since I wrote this, Eric has gone on to elaborate his opinions. And it doesn’t change my opinions at all.

Just One Dollar

A little over two years ago, Brian Green laid out why he believes that subscription models for MMOs are doomed. More recently, he touched on money in online games again, and this time hit the reason why I support the subscription model: Gambling impulses.

To use an outside of MMO example that I think illustrates my point well, let’s look at the Lottery. Almost every state in the United States participates in some form of lottery. From scratch off cards to Pick 6 jackpots, and they do it because it has been a proven money earner to fund state projects with. Of course, some people oppose the lotteries for the same reasons I’m about to go into.

Typically, a lottery ticket costs $1. Some scratch off games are more, but we’ll stick with the $1 tickets for now. At that price, I buy tickets now and then, usually when the jackpot goes over $100 million, because really, if I spend $1 and win $100 million or more, that’s a dollar well spent. But I don’t win, or haven’t yet. Looking at the Mega Millions site (the multi-state jackpot Georgia participates in) you can see clearly why. The chances of winning the jackpot are approximately 1 in 175,711,536. Knowing a bit about math, that number is why I don’t buy many tickets and don’t buy very often at all. However, I’ve worked in stores that sold lottery tickets before, and stood in line at gas stations all over, and watched as some people will spend $50 per draw (twice a week) in a quest to win that jackpot, even when its only $12 million.

The kicker to this is that the most money is generally spent by the people who can least afford to spend it. So while I seem moderately immue (though not completely) to the gambling impulse, I’ll spend maybe $20 or $30 in a year on the lottery, but there are people spending much more… $50 a draw, twice a week, that’s $5,200 a year, usually being spent by people who could probably use that money somewhere else to much greater effect.

An MMO with a monthly subscription model is like having a fixed utility bill. It is $15 a month, every month. Of course, some people buy gold and things outside of game, but in general, you could say the overall game design is meant to fit the $15 a month model. Then take a game like Puzzle Pirates. You have the option of paying a monthly fee, or you can play on one of the doubloon oceans (servers). On these servers, certain items, jobs and activities require doubloons which can only be gotten in two ways, 1) buy them from game, or 2) trade for them with other players. If no one does 1, then soon no one will be able to do 2. So, while I play on a doubloon ocean and have never bought doubloons from the Three Rings (the company that makes Puzzle Pirates), my game depends on other people buying doubloons and then needing pieces of eight (the other money in game) which I earn by playing the game. I play for free, my game in unhindered, but requires some effort to get what I want, however it is dependent on someone somewhere willing to pay cash for doubloons.

People with the most time to play are going to, in my experience, be less likely to buy items if there are other ways around them. However, a person who holds down two jobs to make ends meet who likes to game in their little free time is going to feel more of a pull towards buying items to “level the playing field”. So when it comes down to the microtransactions, where you are comparing thirty minutes or an hour worth of time to $1, it begins to slide into that realm of lottery tickets… so much like the lottery, I can easily see myself throwing a couple dollars at it now and then, but I also know there will be people spending fifty to sixty dollars a week.

At the end of the day, I guess it boils down to how much you feel responsible for providing a product that relies heavily on the player’s self-control and restraint not to bankrupt themselves. Personally, I’m not comfortable with it. Overall, while I dislike gold selling and that sort of this, at least it is, for the most part, external to the game design (I hope), but when a game is designed to accept, or even require, cash transactions to advance… I guess its a slippery slope I’d rather not set foot on to begin with.

Thoughts on PvP

About a month ago, Scott at Broken Toys made a great post on How To Make A Game With ‘PvP Done Right’. Tobold followed that up with We Just Don’t Want To Lose. Both great posts… and there were a bunch more.

So, exactly how can you manage to have good PvP and avoid making losing feel like a crippling loss?

Before I go into anything, lets just put out there that I do not like 100% open friendly fire PvP. I prefer PvP games where there are sides to choose, like Dark Age of Camelot and World of Warcraft and the upcoming Warhammer.

I would think what you would need is to reward players with several buckets.

Let’s call the first bucket the “Combat Bucket”, in here the player is given points for damaging enemies, healing damage done by enemies, casting debuffs and buffs with diminishing returns for recasting spells that don’t stack (i.e. – if you cast a debuff that reduces the target’s accuracy by 5% and a second cast stacks for a 10% total you get full points for casting it; but if it does not stack and a second cast keeps the effect at 5%, you only get points if your cast is considered a “refresh” – the effect lasts 30 seconds and you recast it at 10 seconds or less to go; if it doesn’t stack and isn’t a “refresh” you get nothing). Essentially, within the PvP environment (the open world, the instance, whatever), every action that is taken in offense or defense earns points in the Combat Bucket. You could even split this into two buckets for offense or defense, but that might get complicated.

The next bucket is the “Kill Bucket”. When an enemy is defeated, points are dropped into the Kill Bucket for all the people who participated in the kill. How far/deep to go with this is a very long discussion and requires testing to determine how far is far enough and how deep is deep enough. How is the kill awarded? To a player? To a group? To a side? To everyone who damaged, debuffed, buffed/healed those people, etc?

The third bucket is the “Victory Bucket”. If the PvP has objectives that are met, points are dropped into this bucket. This can be for winning the match in a WoW Battlegrounds type scenario, or even completing mini objectives like the subquests that exist inside the WoW Battlegrounds (gathering supplies and what not in Alterac Valley, or capturing/defending control points in Arathi Basin, or capturing a flag in Warsong).

The key here is to try to award points for as many actions as possible and to reward “doing nothing” as little as possible. With a model like this, sure a player might AFK through a round of fighting and earn a minimum Victory reward (if his team wins the round), but actually participating would earn rewards as such a faster rate that being AFK through rounds would seem like a complete waste of time.

But why the different buckets? Well, with the points you earn, you can buy items, but the items would also be divided up. Some items would require generic “points”, and the player could spend from any combination of their buckets to buy them. Then you’d have items that required specific point types. New weapons and items that affect combat would come from the combat and kill buckets, with special “trophy” items coming from only one bucket. And the Victory Bucket would be spent on titles or armor models. With trophy items, the purchases could be tiered so that maybe you’d buy a first level helmet plume for 5,000 victory points, and the second level helmet plume would be 10,000 points plus a first level helmet plume, making the point cost of the second level actually be 15,000, but also making it so that spending the first 5,000 has no penalty to it except expending the points sooner rather than later so if you end a hard day of playing with 5,800 points, buying the first level plume doesn’t hurt you on your way to getting the twentieth level plume.

Anyway… this is just me armchair game designing again… feel free to shoot holes in my proposal, you won’t offend me with constructive criticism.

Let`s Go To The Movies

I’ve undertaken a project in Urban Dead: the revitalization of the cinemas in the city of Malton. To that end, I am forming a group in game called the Malton Cinema Patrol (MCP).

The stated goals of the MCP are:

  1. To secure the Cinemas of Malton city and at least one neighbor building. The Cinema will be kept at a barricade level extremely heavily (EHB), and the neighbor building will be kept at a level of very strongly (VSB++) so that survivors seeking shelter can enter the neighbor building and utilize the Free Running skill to get into the Cinema.
  2. The Cinema should contain a generator, it should be fueled and running, and the wall should be spray painted with the movie currently playing (in the format “Now Playing: [name of movie]”). If possible, a radio transmitter should be set up and set to a frequency of 27.72 MHz (listed as available, if this group takes off, I’ll claim it).

Members should carry a radio tuned to the same frequency, a toolbox, spray paint, first aid kits, and weapons.Anyway… that’s all for now… Oh, I should say that the MCP is officially beginning with the Munford Cinema in Galbraith Hills. Though, with a rotter revive center just a few blocks away, we may be forced to move elsewhere.

The cake is a lie!

Anyone who has played computer games or console games has run across the puzzle game. You have to flip this switch, move that box, trigger that trigger, jump the lava and open the door to the next level. Sometimes they are disguised as Tomb Raider games or even shooters like Half-Life. But from the producers of that latter example comes Portal. Everyone else has blogged about it, so I figured I would too.

Of all the games I’ve played in the last year, Portal, by far, is the shortest. I ran through the whole thing in a couple of hours, then I did it again… and again. Each time I was trying to find quicker or more interesting ways to pass a level. My favorite was to take out an automated sentry by portal manipulating a previous sentry, one hole above it and one below it, until its momentum was huge, then I moved the portal above to a wall and shot the poor guy like a rocket down a hallway at another sentry. All the while, the computer voice was promising me that once I’d completed the training there would be a party and cake!

GLaDOS promised me cake and forced me to euthanize my only friend, the Weighted Companion Cube. The cake is a lie and I miss the Cube! Why, GLaDOS? Why??

Seriously, though, if you have not yet played Portal on any of the platforms (PC, Xbox 360, PS3), you need to do so. Its certainly not the most fun you can have with your pants on, but its up there.

R M T

At the end of the year, the blogs were alive with the sound of Real Money Transactions. Not that the blogs were charging money, but lots of the game developer blogs were talking about the subject. I’m not going to provide links because it was pretty much all of them to some degree, though Raph and Tobold has the biggest intertwining discussion.

My take on RMT… I don’t like it because of the way it changes player behavior. For an example of what I’m talking about, I’m actually going to step away from games, because the behavior I dislike is not specific to games.

Tickle Me Elmo.

The year that toy came out it carried a manufacturer suggested retail price of $28.99. However, the willingness of people to pay (reportedly) as much as $1500 just to have one of the limited production item in time for Christmas changed the market place. Without the lure of profit, the lines down at the toy store would have been kids and moms and dads, maybe some grandparents. Instead, stores also had to contend with people looking for a quick buck instead of a toy. That year, my roommate was working at Toys R Us. He pulled a few of the Elmos off the truck for himself, bought them, and then sold them for $600 each. All in all he got about a $3400 profit on a $130 initial investment. I would have complained, but it meant he’d start paying his share of the rent and bills.

Now, I realize and understand a parent’s desire to get the “it” toy for their kids. But having an inside man at Toys R Us that year, I later learned that after the holiday season, they had plenty of the Elmos at the regular $28.99, and if your child is going to throw a huge tantrum and hate you forever because they didn’t get a specific toy under the tree, the problem may not be the toy. Maybe.

RMT brings out some of the same behavior from players in video games. A player who would never sit in one area farming gold or potion reagents might do exactly that once they learn they can earn a nice supplementary income from it. I’ve even been tempted by it myself. During periods when my wife has been between jobs, I’ve tried to convince her to spend her days farming money or power leveling characters so that we could sell them. Ultimately, we never did that because I always came to realize I was succumbing to the “Everyone else is doing it, why can’t we?” attitude. I didn’t want to farm gold, but my own game had been affected by gold farmers from time to time that I wanted a piece of the action.

It is, in a way, just like the Elmo toys. Sure, a player could wait, he doesn’t need 100 gold right now, he could adventure around and the money will come, the game is designed that way. But if he’s willing to buy that gold from someone willing to eschew adventuring for farming, RMT is going to exist.

So, if you wanted to, how could you get rid of RMT? Many people have suggested things like limiting trades and making items unable to be traded… but really, even then you can’t entirely stop the RMT. If everything in the game was not dropable and you couldn’t trade anything at all, full account sales would increase. The farmer wouldn’t farm gold or items, he’d just level and outfit characters and sell the whole kit and caboodle. Really, though, seriously, if you wanted to absolutely remove RMT from your game there are only two ways to do it.

  1. Make it a single player game.
  2. Make everything (levels, money, items) available to every player for no effort.

Option 1 defeats the purpose of an MMO, and also doesn’t completely end RMT since someone out there somewhere will be trying to sell his strategy guide and/or walk through. Option 2 puts you on the field with First Person Shooters – there is nothing to gain from play, so the game play itself must be the draw.

Stuck on a Path

Last post on the challenges of the single character problem was about how to let players learn characters without forcing them to invest hours and hours just to discover they don’t like it. But what about people who did test, liked what they saw, but then later something changed (their tastes, their available time, whatever) and now the character they have is one they don’t, won’t or can’t play?

In current MMOs, once you make the character that character is stuck. A warrior is a warrior. In a game like World of Warcraft you can fine tune the warrior with talents and even built very distinct warriors. They even allow you the ability to re-pick your talents any time (for a price), but you’ll still be a warrior. Your warrior cannot become a warlock or a hunter. Alternate characters are the only option. City of Heroes works the same way: a blaster is a blaster. In fact, a fire/devices blaster is a fire/devices blaster. You can’t change power sets, you have to start over.

Now, realistically, this makes sense. I mean, if you spend your whole life learning one set of skills, you can’t just up and decide that you would have rather spent that time doing something else and magically make that happen. But then, these games are not reality. More games should allow you to make changes, even drastic changes, to your character without losing your identity. If I spend two years in a game playing Joeblow the warrior, making friends, joining a guild, earning a reputation as Joeblow, why am I forced to start completely over when I want to experience something different in the game? Some games try to get around this, like City of Heroes implementing their global chat names, but that only hides the problem. Sure, you may know that I’m ProbablyNot in the global channels, but in game I’m Ishiro Takagi or Jhaer Snow or John Hellstrom or Calvin Meeks. My reputation becomes much harder to translate.

Lets take World of Warcraft as an example and expand on it. As I mentioned earlier, they do let you rebuild your talents. But why not let you re-spend your experience points? Now, I’m not suggesting allowing 100% free anytime character rebuilding. They already have the precedent of paying for talent resets, just make a new NPC who asks for money based on level for picking a new class. Would it really break the game to allow a level 70 Paladin pay 1,000 or even 2,000 gold to become a level 70 Warrior? Of course, if you were a gnome, you’d be restricted to gnome classes since the game restricts like that already. Allowing a gnome shaman might be game, if not just lore, breaking. But then, why not allow the player to pay 5,000 gold to switch races (restricted to those which allow his class)? Not only would this allow for players to play the character they want without starting over, it would also introduce new money sinks into the game, and games, especially those that keep expanding, can always use new desirable yet optional money sinks.

You could even, if there was a demand for it, allow people to strip themselves back to level 1. Even pay them for it. The warlocks need to power their machines with life-force, they’ll strip 69 levels from a level 70 player and pay him X gold. With that money a player could take their level 1, pay to change his class and/or race and level back up again, tread-milling the same character, the same name, over and over again, with reward, as opposed to alternate characters or deleting and restarting.

Following a similar model, most games could introduce this kind of mechanic. As long as the change had a price of some sort and was limited by location (must visit particular NPCs), the only real downside I can see would be players less likely to stick with classes or builds they feel are broken, which could increase developer knowledge of a problem’s existence, but might decrease the pool of incoming data to be able to properly examine it.

So, what say you?