Logic is cold

Thanks to Scott for the original link.

One of the problems I find, not just in games but also in life, is that people have an unwillingness to accept logical truth. There is a basic dichotomy to any competative game: if someone wins, someone else has to lose.

Look at something non-MMO, like Baseball… the teams with the most wins last season still lost just over 40% of their games. The Mets and Yankees finished with .599 records. 97 wins and 65 losses. And its considered a pretty good season. Yet somehow, in PvP games, lots of folks find that ratio, dying 4 out of 10 times you enter a fight, to be completely and utterly unacceptable. On the other hand, the Tampa Bay Devil Rays had a .377 season, 61 wins and 101 losses. More than 6 out of 10 times, they lost… if people can’t accept a 40% death rate, a 60+% rate would drive them completely off the “unfair” deep end. If you are winning 6 out of 10 fights… someone out there is only winning 4 out of 10.

There seems to be, among players of computer games, a feeling that somehow them being human playing against a computer (even if its actually another person controlling the enemy on their screen) gives them an edge, that the game will be “more fair”. Of course, the idea of “more fair” is a total waste of time. There is fair and there is not fair. Something cannot be more or less fair, once it stops being fair it is not fair. What they mean by “more fair” is that they will win more often. Against computer AI in most games this is true simply because the game doesn’t learn. It may kick the crap out of you all the time when you first play, but as you play more you will (should) get better, and the computer will not. Eventually, you’ll win all the time because you will have learned all the moves it is programmed to use. Computer games are old dogs, and they don’t learn new tricks.

But when a player takes control of the enemy, now you are playing against… you. When he loses, just like you, he’ll learn. The both of you will learn, and keep challenging each other, and over time what will show is that one of you is better at learning than the other and therefore stays ahead better, winning more often. One of you will be the Yankees, and the other one will be the Devil Rays. And there is nothing wrong with this. Its true. Its logical. And from the point of view of the Devil Rays, totally and completely unfair.

So, what’s the answer? There isn’t one. Like I said, its not fair, and that’s just the way it is. But I will leave you with a thought…

It comes from the movie Rudy, about Daniel Ruettiger. Rudy doesn’t make the real team, but he makes the practice team. In practice, one of the real team guys yells at Rudy for trying too hard. Rudy fires back with this great line (which of course I can’t find right now) about how he has to do his best in order to keep the real team at their best. When you PvP, keep in mind that you may not win all the time, or even most of the time, but by God you can make them work for it.

Aradune is Stinky

I am seriously considering remove the Vanguard link from the probablynot main page. Seriously.

In case you missed it, Brad has been dropping mini-videos of gameplay on their forums. You can get some of them from Ten Ton Hammer, or you can go straight to the V:SoH forums.

In short… Brad has done it again, almost exactly. The game looks like EverQuest, with a touch of World of Warcraft and the graphics engine of EQ2. For something that is supposed to be a next generation game, its looking to be a last generation game that requires a next generation investment.

The NPCs seem to all just stand around, rigid. Sure, most games are that way, but that’s the point… you can’t claim to be next gen if you don’t improve anything, and requiring me to upgrade my computer isn’t improving anything. The combat looks to be just like every other combat around these days… auto-attack and some button mashing. I thought there was supposed to be this whole chained attacks and opportunities thing going on, but if its there he doesn’t show it in these videos. One thing of note during the combat… notice the way the group stands… tank in front, everyone else to the back and sides. I assume this means we will see more of the EQ game mechanics of NPCs with area attacks that you have to avoid by being out of the forward arc. Boring. Age of Conan impressed me with its model interactivity (player and monster actually making contact, a grapple move actually grappling the opponent), but Vanguard is sticking with the everyone is independant method of animation. So I could look forward to huge mobs with large bounding boxes whom I don’t have to actually be near to hit as long as I’m in range of his hit box. *sigh*

If this is all Brad has to offer, I’ve got no reason at all to stop playing WoW and plunk down the money for a new PC.

Thanks to Heartless Gamer for the heads up on the future of tedium.

Playing God

It has been so long I had forgotten how much fun it is to be God.

For years I have been spending my time in online games, MMOs, and as a creative individual it has taken over my thoughts on gaming. Inside I have been designing an MMO of my own… but its never going to work. What I really want in an MMO just can’t happen. Maybe someday someone will figure out a way, but I really doubt it.

But what is it I want?

The personal touch. And what does this have to do with being God? Have you ever tried to seriously design an RPG game and have it service a hundred people? two hundred? a thousand? five thousand? If you have, have you ever taken that step back and looked at what you have done with new eyes? As rich and inviting as the World of Warcraft appears on the surface, if you spend any time there the trappings fall away, and the game is… well… bland. Pretty much all games are. They can be boiled down into a half dozen quest types, and if you pay attention to the game mechanics at all, 99% of all fights are a foregone conclusion, you either know you are going to win or you know you are over your head. Rarely do you really go into the unknown, rarely are you truly surprised at the outcome, and if you are its likely because you don’t really understand as much as you thought, it was your miscalculation, not the game’s.

I’ve mentioned before that I’ve been pen and paper gaming with some friends. We started doing an old school AD&D (1st edition) campaign, but eventually we converted over to 3.5 because it works better and flows easier, less looking up stuff in tables. Then we started interweaving two campaigns. In the first, we’ve all hit 10th level and things have been getting easier, but I suspect only because the DM has been a little hesitant to throw hard things at us since the behir encounter back when we were level 5. We lost nearly half the party in those tunnels, and unlike MMOs the dead are dead and the players roll up new characters. The second game is going along swimmingly, I think we’re all teetering around level 6, maybe 7, and the real story is beginning to unfold. Both of these games have been far more engaging than any MMO and even any single player RPG. Computer canned responses just feel flat, but a DM who can roll with another one of your crazy schemes… oh yeah.

So back to the God bit… a couple of our group has asked me if I wanted to start running a campaign. And I do. So I’ve been digging out my old notes and pulling together a world I originally created fifteen years or so ago, and filling in the gaps, and expanding. I am molding the world, shaping the societies, and setting up what could be a legendary adventure and hopefully will be. I am God.

Does this mean I’m giving up on MMOs? Not likely, but hey, with my aging PC and my mortgage, I’m probably not going to be playing any of the graphics card busting, memory and processor hogs that are coming down the pike. I’m also not likely to stop thinking about game design… I’m a programmer by trade, so that’ll never change.

A Game Design Tangent

I was reading a post over at Broken Toys… here… and the topic is interesting, but something in one of the comments caught in my brain, and its been knocking around all day, so I decided to poor it out.

Wanderer said:
A lot of people play golf.

Yes, alot of people play golf. And it stands to reason that someone who has played golf for three years is going to be better at it than someone who just picked up his clubs (barring natural talent and people who never learn). MMOs with level disparities can’t be compared to golf unless you segregate golf courses so that only people with certain handicaps, lifetime averages, or particular sets of clubs can play on them. If that were true, then a guy who just bought clubs won’t be able to play on the same courses his new friends who’ve been playing for three years can play on.

Golf isn’t like an MMO because it is inherantly designed on different fundamentals, and in most (if not all) MMOs, there are time consuming or otherwise daunting barriers between people who have invested time and people who have not. Even “casual” MMO players will eventually achieve a position where the barriers between them and new players is too big for them to comfortably ignore (I don’t care how nice and giving a person you are, if you are level 60, sitting around “helping” a level 10 eventually gets mind numbingly boring). Unfortunately, most (if not all) of these barriers are the rewards of playing the game… so the game is designed to divide players. Sure, it may encourage them to work together in small groups (anywhere from 2 to 200), but overall the rewards of them game serve to divide those that succeed from those who fail or have not yet tried.

Back to golf… yes, a lot of people play golf. But on the flipside, a lot more people don’t play golf. The rules of golf do not change to try to lure in more players (club regulations maybe, but I haven’t seen a golf course set all its holes to par 15s just to make people feel better about their golf game). Game designers need to take that approach. You are designing a game for a certain group of people, the people who enjoy the kind of game you design. That group might be huge, or it might be tiny. The goal of funding a game is to only spend money in proportion to the size of your intended audience. You don’t spend $300 million to build a game that 5,000 people are going to play, and if you manage to spend $4 million and 6 million people show up… well… you win. But more important than the money is to define your audience, design for them, and release a game.

Once the game is out there, you have to observe what people do with the game you made. Some of them are going to silently enjoy the game. Some will loudly complain that it sucks. Some will find ways to “break” the game. Some will loudly praise it as the second coming. Overall though, to some degree, you have to ignore the people who are angry and playing your game wrong, but don’t ignore the people who are having fun and playing your game wrong because even if its not what you intended, they like what you did and it may be time to learn from them instead of trying to tell them how to play. But above all else, don’t try to make everyone happy. You will fail. Just accept the fact that some people will play your game, and some people will play golf.

One Character

Would you play an MMORPG that only allowed you one charcter?

I’ve been thinking about this alot lately, mostly because I strive for a little “identity” in games. I am Ishiro in the World of Warcraft, and Ishiro is me. So far in games I’ve never run into another Ishiro (but I don’t play asian games), and only one Ishira. That means, more than likely, if you are in WoW and see Ishiro, its a pretty good bet it is me. The problem comes in with if I tire of being an alliance human priest on Durotan, or a horde undead warlock on Eitrigg, or any of the other Ishiros I have out there, I can’t change him without deleting him and starting over.

I think this is why, more and more as I think about fundamental game design, I favor a skill based system of some sort, where everyone starts exactly the same and becomes different through the choices of skills. The advantage, of course, is that if the game allows me to redistribute skill points or simply to focus on new different skills, I can be an all new person but without the crazy item swapping of class based mechanics where I have to delete my character, or the complete identity overhaul of playing a new name.

Now… take that desire to play one identity and take that to a physical limitation of being only allowed to create a single character in the game world. Again, I think I’d be in favor of it as long as my character worked like I’ve described above, where my fate isn’t decided at character creation and the only way to change is to dust off and nuke the site from orbit.

So yeah, that appears to be the direction I’d like to see games go, and the direction I’m going to take my silly Game That Never Was project.

Memory and Grouping

Tobold, whose blog I’m reading more and more, made a couple of really interesting posts recently.

The first post is about repetition in game design. Basically, lots of MMORPG games are designed around the “fail and repeat” methodology. You fight, you lose, you try again with gathered knowledge. This can be great if you are the first, but once guides get put on the internet, chances are your guild is trying to learn the fox trot instead of inventing new dance moves.

I agree with Tobold in that games need more unique content. And by unique I don’t mean cramming a hundred developers in a room and refusing to feed them until they create a hundred unique dungeons, but instead games need a way to have content such that if you fail you can’t just repeat it, but instead it will learn from your failure or have a random set of possible design parts that combine upon spawning, if you kill all a bosses henchmen, they should have different henchmen when you return, not the same guys standing in the same places. But this isn’t something really easily done… there is a problem in that games that have tried to use randomly generated content feel randomly generated, and no one really likes RPG games that feel tossed together. They should feel like the tasks you are undertaking are important.

His second post about grouping in games details exactly one of the major issues that I have in World of Warcraft. The problem with grouping is in actually finding a group (well, not for me, I play a priest, I have half the server on ignore). So his conclusion is thus:

But even more effective would be for the developers to introduce tools that diminish the group finding time. World of Warcraft could make huge improvements in their looking for group tools. And meeting stones could be reprogrammed to work like a warlock summoning, so the first three people arriving at the dungeon could summon the two stragglers. The beauty of such changes would be that at first sight they don’t change the rewards rate at all. But by cutting down on the rewards lost to a group due to waiting, improved group finding and gathering tools would make grouping relatively more attractive to players, and lead to more positive social interaction between them. We are not a bunch of hermits preferring to play alone, it is the parameters of the game that influence our behavior and preference for soloing or grouping.

And that’s it. WoW needs a looking for group tool beyond the meeting stones, which most people won’t use anyway because they don’t want to be in queue so long that the game decides to make weird groups.

Stuff on the Net IX

10 Things I Hate About Commandments.

The Dragon*Con guest list is shaping up nicely. Richard Hatch is going to be there (no surprise).

Okay, fine, I’m going to link to something E3 related… Scott Jennings went and had a run in with Paris Hilton’s security. She was there whoring her new video game (which I’m sure she was totally involved in the design of), only she couldn’t remember the right name of it. And surprisingly, even though she was whoring at E3, she didn’t actually look completely like one.

It’s an old game, but needing something to tide me over until the return of Prison Break in the fall, Prison Tycoon. I wonder if they include all the aspects of real prison…

Sex and Violence in Video Games

A while back in my first ‘Stuff on the Net’ links, I provided a like to the Video Game Voters Network. Basically, you sign up that you agree that legislation against games is stupid (just like legislation against movies, which there isn’t except with regards to pornography), and they will automatically draft and send a letter on your behalf to your senator.

Well, I signed up, and the letter was sent. Monday, my senator, Saxby Chambliss, sent back a reply:

Dear Mr. Pace:

Thank you for contacting me with your concerns regarding S.2126, the Family Entertainment Protection Act. I understand your concerns, and I appreciate hearing from you.

As a father and a grandfather, I understand the concern about young children being exposed to graphic pictures of violence and explicit sexual content. And while I believe it is the responsibility of parents to make sure that children are not exposed to such material, parents must have the tools necessary to protect their children and we, in Congress, must pass meaningful legislation to aid parents.

S.2126 would prohibit a business from allowing children under the age of seventeen access to any video game deemed mature, or for adults-only. This bill certainly will not prevent adolescents from playing these video games; however, they must first obtain parental approval, by way of the parents purchasing the game for the child. Should this legislation come before the Senate I will certainly keep your views in mind.

I will continue to work with my colleagues to ensure that children are protected from any kind of unsuitable material. Thank you again for taking the time to contact me. If you would like to receive timely email alerts regarding the latest congressional actions and my weekly e-newsletter, please sign up via my web site at: www.chambliss.senate.gov. Please do not hesitate to be in touch if I may ever be of assistance to you.

Sincerely,

Saxby Chambliss
United States Senate

As always, my first and foremost problem with all this is that the government should not be regulating this. At all. At most, they should review the ESRB rating system and ensure that games are being properly labelled. Of course, some people say things like, “CDs with mature lyrics have stickers, and that was the government.” But no, it’s not. The government tried to do it, but in order to keep government out, record companies voluntarily added the mature content stickers. “But what about TV ratings?” Well, the government has enforced that all TVs/VCRs/etc will have a V chip to allow a parent to control what their family watches, but the TV ratings themselves are done by the TV networks themselves to advise of content. “But its illegal to sell a ticket to an R rated movie to someone under 17!” No, it isn’t. While many movie theaters hold to that principle, movie ratings are not based in law, but are a system adopted by the MPAA to self regulate. The truth is, the government does not need to be involved with games because the ESRB is the most comprehensive system out there, and even will re-rate games if concern about an original rating is brought up.

And that gets into my second problem here… My senator wants to protect kids from bad stuff. Now, I’d say he should be backing initiatives that will allow parents to be better parents, but beside that, he is supporting a bill that will effectively do nothing. Do you honestly think that the majority of kids are buying these games for themselves? I go to Best Buy, to EB, Toys R Us, and other stores, and I never see young kids putting money down for games. The parents are buying these games for their kids despite the ratings system. Banning the sale of Mature and Adult rated games to kids will have very little impact at all. Parents will still blindly buy the same games for their kids for any of a number of reasons. About the only way to make a change would be to force the parent to watch a highlight video of the game’s worst moments before making a purchase to ensure they have actually seen what their kids are going to see.

Part and parcel to that, he is backing an Act against games, but if he really feels that kids need to be governmentally protected, the Act should be ammended to include all forms of media. Make it illegal to sell a ticket to R rated movies to kids under 17. Make it illegal to sell mature stickered music CDs to kids. Make it illegal for… err… I was going to say something about TV shows, but short of making it illegal for networks to broadcast them, well, there isn’t anything that can be done, and going that far would indeed be censorship. But hey, the V chip seems to be a good initiative. I mean, I doubt I’ll ever use mine, but I suspect that if I have kids one day I’ll feel better knowing its there and I could turn it on if I find that I don’t have time to be a part of my kid’s daily TV watching. So why not instead legislate a V chip for games, so that consoles and PCs won’t play mature rated games without an access code. I mean, if our government trusts parents with TV content, why not trust them with game content?

Non-MMO Gaming

A while back, some friends and I started up some old fashioned pen & paper gaming. It started out with an AD&D (original rules) campaign, and has since turned into a rotating two campaign (two different DMs) 3.5 ruleset playday.

I had forgotten how fun face-to-face gaming can be.

Its refreshing to know that content won’t be broken (or “working as intended”), and there will be no farming or camping, unless we want to grow some crops or tell stories around the camp fire. There will be no lists, no looking for a group, no raid attendance or DKP. There will be no spam of Chuck Norris jokes (though jokes and puns are numerous around the gaming table), and one begging people to join his guild that plans to do end game raiding and be the most uber guild ever in under a month if people will just join he’s offering a gold for every person to sign his guild charter come on!

The feats of our characters are limited only by our imaginations, the will of the DM, and the luck of the dice. Death is a real threat and not a feature of the game mechanics. Losing is losing, not thirty seconds of downtime.

Currently, in the first of our games, I play a fighter. The band of adventurers I’ve fallen in with consist of a ranger, a paladin, a cleric, and two scouts *cough*rogues*cough*. Well, one scout. Last session, one of the scouts was turned into pasty goo by a giant. In the land we find ourselves in, I have taken over a garrison outpost of the local lord. We reclaimed it from the evil that had infested it and have now restocked and restaffed it to help hold against the wilds of the forest. Unlike most MMO games, or even single player games, here I feel like a hero. While trying to retake the outpost, we’d gotten inside and an army came to take it back from us. Suddenly the tables had turned, and while we had stealthily fought our way inside, now we had to repell invaders. Most armies of foot soldier are made up of level 0, or at best level 1, fighters. I was level 5. I also had a potion we’d recovered on an earlier adventure that could make me invulnerable to non-magic weapons for a short time. Long enough though to drop to the outside and wade into the army while my friends supported from the walls with bow and crossbow. Damn, that felt good.

In our second game, well, we haven’t gone too far, but I’m a mage this time, a sorcerer of dragon blood. I expect no less joy from these adventures.

I suppose one of the better parts is the limited nature of the game. Everyone who plays honestly wants to play. There is roleplay, not sissy “thee” and “thou” garbage, but people actually playing roles… the rogues are sneaky, I command armies, the paladin does the right thing even when it may not be the best thing. The game has no end, so there is no end game. There is no level rush, or gear to get. The game just is.

Oh yeah… I had forgotten how much fun this could be.

Graphics in Games

One of the things that continues to baffle me is the push for more intense, more realistic graphics in games. While I’m sure that focus groups have show that people respond to the “better” graphics, and that shelf sales increase based on graphics buzz, every game I’ve ever played, and every game everyone I know has ever played, gets played longer based on the game play and has nothing to do with the graphics.

Seriously, if the game sucks, you put it down. In MMORPGs while box sales are important, continued subscribers and word of mouth are what make a game a long term success. World of Warcraft doesn’t have the best graphics in the world. Sure, they are highly stylized and pretty, but the fact that my 1GHz, 1GB RAM, 256MB ATI 9800 machine runs it great is just awesome. Other games that have come out almost refuse to install on my computer at all. And while I don’t want to put down WoWs graphics, its clearly obvious upon long and repeated play that Blizzard spent alot more time on game content and less time on the graphics than some of their competitors.

At arcades all over the world, despite their being a number of “better” games graphics wise, people still continue to put quarters in games like Pac-Man. Simple graphics with immediately engaging game play. City of Heroes grasped this concept well. With its fast paced wham-bang superhero action, its almost pure fun. Its only real flaw is that the snail’s pace at which later levels progress will make any but the more hardcore gamers and diehard fans stop logging in to play.

So, for me, the perfect MMORPG would have “good” yet not overly expensive or time consuming graphics. Less polygons and shaders, more variety of color and style, and with the millions being saved not being spent on a AAA graphics team, I’d be able to hire a few more content designers to help keep the game exciting to play even if its not the most exciting to look at.