Sneakin’ Around: Fortune and glory, kid.

Am I being watched?
I'm not stealing. I'm discovering.

For some reason, and I don’t know why, I keep thinking that you need level 30 in order to take up archaeology in Azeroth.  But it’s level 20.  So, basically, I needlessly scraped my way through 10 levels on daily quests, random non-violent tasks, and mining/herbalism when I could have been scouring the world for artifacts.

I feel like Indiana Jones.  Not because of archaeology itself, which is quite possibly the worst designed trade skill/crafting ever put into an MMO.  On my other characters, the ones who fight, archaeology is boring and stupid.  You wander around in a zigzag path hitting the survey key until you get an artifact, which you then pick up.  Repeat.  On the rogue, however, it reminds me fondly of my days in EverQuest as a monk, feigning my way around zones, checking out cool stuff.  Kaens has to carefully make his way though the dig sites and wait for just the right moment to perform a survey.  Luckily, with sneak and vanish, I can avoid most of the dangerous creatures roaming the land.

While previously playing the rogue felt like a fun job, with archaeology in the mix is finally feels like an adventure.  Now I just need a hat and a whip.

The single best part about archaeology is that I don’t have to interact with any NPCs at all except for when I need training.  Otherwise, I just go to the places on my map and I am able to craft my own stories and my own adventures.  This might be the most fun I’ve had playing an MMO in a long time.

Level 32 and surveying…

The Greatest Thing About EverQuest…

… was that at the time I only knew a couple of people who played it.  So I played on their server and with them, and everyone else, the dozens – even hundreds – of people I met and played with were new.

When I look at new games, I now go to my dozens – even hundreds – of friends and can’t get them all to agree on the same server to play on.  Largely, this is because all of us at one time or another played other games and made new circles of friends that weren’t part of the EQ crowd.  Or even if they were part of the EQ crowd, they weren’t part of the E’ci server crowd.  Maybe they were on Bertoxxulous or The Nameless or Tunare or one of the many other servers, and they have a circle of friends just like we do, and they’d like to play with them and their new friends, only we want their new friends, who are our old friends, to play with us, and we can’t all play on the same server because most of us would just end up in the queue for a few hours.  And so we go to new servers in these new games, and we make new friends, and making the next new game even harder to play with our friends in.

A lot of people (not an alot made of people) make the claims that your first MMO colors your vision of the mechanics of later MMOs.  And while I can’t completely dismiss that, I fully believe that what matters most about your first MMO is that it marks the only time that all your MMO playing friends were all on the same server at the same time.  It’s kind of like High School that way.  People look fondly back on High School not because High School was so great, but because of the people, for good or bad, that High School contained.  Once they leave High School and go off to College and get Jobs and have Kids and join Clubs and all the other things that life brings, it gets hard to reconcile your friends into one group where you can do awesome stuff with all of them, you don’t have to choose and you don’t have to leave anyone out.

When I was playing EQ, the fact is, despite there being many servers to play on, as far as I was concerned, there was only one server.  My server.  As such, it’s no surprise why I advocate so much the single server design philosophy, so that I have the most control possible over playing with who I want when I want and not having arbitrary divisions between us.

Zed-box 360

Last week, Undead Labs announced their partnership with Microsoft and plans to release their upcoming Zombie MMO title exclusive to the Xbox 360.  As an owner of a 360 who does not own a PS3, this news excites me greatly.

They followed that up with a Q&A of their own and a rundown of links to other sites covering the news.

It is safe to say that there is no other MMO, or even game, that I am looking forward to more than this.  I just hope it doesn’t disappoint.

I also hope that Capcom is watching, because a Dead Rising 3 with even more multiplayer capabilities would be kinda awesome.

Anyway, here is a gaggle of concept art lovingly swiped from the Undead Labs site.  Hopefully they won’t mind.

World of Minecraft

I’ve been playing Minecraft.  It really is quite a fantastic little game.  Once the Survival Multi-Player mode gets fixed it will be downright awesome.

Anyhow, as I’ve been playing, I’ve been thinking about how this sort of thing could be done as an MMO.  I’d love to see fully destructible terrain in an MMO, but the issue really is one of containment.  Players will inevitably rub each other the wrong way.  So, consider this…

Take Minecraft.  Add in the ability to mark a server as “official”, which means that it passes some CRC checking and other verification (to make sure it isn’t running any cheats or hacks) which it passes to a central server (run by Notch).  Then, allow players, or more accurately server admins, build portals which can be connected to other servers (both servers involved have to create portals to complete the link, both verified by the central server).  Thus creating a network of Minecraft worlds.  Throw in some niceties like the ability to set an upper limit to the number of players connected, or even the ability to “white list” accounts allowed to build/destroy (everyone can look, only certain people can change).

Hmm… better yet, perhaps they should not allow this because I might waste entire days, even weeks, just wandering the network admiring people’s creations.

Defining Failure

If you travel in the gaming blog circles, you might have heard about or even read a little anonymous diatribe about Warhammer Online.  And there are responses.  One.  Two.  Three.  Four.  Five.  Six.  And I’m sure there are more…  But really, I don’t want to talk about that.  Instead, let’s talk about what constitutes a failure in the MMO world.

I’ve seen a number of places, in comments on the above linked posts and all around the Internet that Warhammer “failed”.  However, they sold 1.2 million boxes, which I have to assume covered a good bit, if not all of the development costs.  We know they bled subscribers, and the last official numbers were that they had 300,000 subscribers as of March 2009.  They have cut back on servers, down to 9 (4 US, 2 UK, 2 German, 1 French) and are most certainly down below the reported 300k.  Still… if we can assume that the box sales and the first couple of months recouped the development investment, and if the current operating costs are below their subscription revenue, while the returns for the investors aren’t good, is an MMO operating in the black a failure?  I mean, they haven’t shut the game off yet, so I kinda have to assume they operate in the black, or damn close to it.  I could be wrong.

Clearly, the game did not perform as well as people would have hoped.  They didn’t make WoW-style money hats to wear while driving dump trucks of money to the bank, but did they lose money?  Is the game bleeding cash?  Each perspective on a game defines failure in different ways.  An investor, for example, will define failure as earning less money than other, less risky, options.  If he earned less on his cash than he would have just putting it in a savings account, then it’s an epic failure.  A publisher or game company probably defines success or failure on the affect the game has on both the bottom line AND the company reputation.  If a game is making money but the press keeps bringing the game up as being crap or failing, then overall the game is probably a failure since it might affect getting future investors to give you their money.

For me, as a player and a wanna-be developer, success means the game runs and I, as a player, can play it and we, as the developers, are still able to release more content.  Failure exists only when the game is in the red and we have to shut it off to keep from bankrupting everyone involved.

How many MMOs have truly failed?  Asheron’s Call 2, The Matrix Online, Tabula Rasa, APB, Motor City Online, The Sims Online… Are there more bodies in the MMO graveyard?  How do you define failure?

Another Case for Class

It is amazing how much time I spend thinking about designing classes in MMOs when I really don’t care for them.  Or maybe I do.  Coming from a table top gaming background, many of those games had classes.  Sure, there were dalliances with systems like GURPS, but we always came back to D&D or some variant thereof.  Reading Tesh’s Quest for Glory post this morning (read it, it’s worth it – I’ll wait), I made the following comment:

I loved the Quest for Glory games, and I want that kind of differentiation between classes… however, every time I spend any serious effort thinking up a design for it, it always fails in an MMO sense. Yes, I want the rogue to advance by sneaking around and stealing things, planning jail breaks, cheating at games of chance, etc… but how do I fit those skills into a group dynamic?

Ultimately, I always end up at the idea of every character having two lives. The first if your traditional MMO style play, and the second is solo or specific group tailored quests that can cater to the class of the individual or the class set of a group (a rogue goes to the quest giver and is told “this is a two man job. you’ll need someone tough and good with a blade to pull this off.” meaning you need to duo the quest with a warrior, each of you having parts of the event tailored to your class’s strengths.

In the past, I’ve always tried to avoid this because it leads to heavy instancing… but I’ve gotten to the point where I think a better game design is giant city hubs of social activity with the majority of all adventures/quests in instances.

And it got me to thinking.  And while I worked the ideas rolled around in my head until I realized something… That second paragraph where I mention characters having two lives, that is exactly how the best table top games played out.

Four or five or six of us would gather and one of us would be the Dungeon Master.  We’d roll up our characters and play.  Our play would consist of two parts.  In the Adventure play, the group would head out on a quest, part of the major arc of the world we were in, and we’d investigate and fight, and mostly we’d play as a group, taking on roles in that group, occasionally a player would do something that only their class could do, but mostly this part of the game was rolling dice and reducing enemy hit points to zero.  Sound familiar?  The other half would be Development play.  Invariably, after an Adventure, we’d have learned some information that would point us into several possible directions.  The group would split up and handle tracking down leads.  The reality for this was because the full group could get together less often than subsets of our group could.  The result was that the rogue would head off to see if he could gather some more info from a bar down by the docks, the priest and paladin would head to the church library to do some research, and the mage would head to dinner with the town elders.  Each sub group would then have the DM play out for them a tailored mission in which they’d use their specific skills.  The rogue would use a disguise and then get in on a back room card game, manipulating the game and getting the other players drunk while easing information out of them.  The paladin and priest would discover a dark presence corrupting the church librarian and have to perform an exorcism.  The mage would use his knowledge of politics to get a better picture of who might be behind the dark days that are coming.  If the paladin had gone to the docks, the mage and rogue to the library, and the priest to the elders, each part would have played out completely differently, but possibly yielded the same results of finding the things the group as a whole needed to continue.

MMOs need this.  MMOs need two games.  One that encompasses the whole world and all the players with big dungeons and raids and guilds and… well, what we have now.   And they need to intersperse it with a class specific solo or small group game that caters to the class, the way single player RPGs can.  Many times in MMOs, I’m left feeling like a cog in a wheel, a box to be checked off on someone else’s spreadsheet.  Holy Spec Priest, check!  What it is missing are the elements that make me feel “Priest” or “Druid” instead of “Healing of an adequate level”, “Rogue” or “Hunter” instead of “DPS machine”.

Fantasy Fantasy MMO Again

Last week, I posted about how I’d design/build a world for a fantasy MMO.  At the end I said I’d post about how I’d take EVE’s character design and use it in a fantasy setting.

I’ve posted a few times about not limiting your players in their choices, and in fact a little over a year ago I actually talked about EVE’s design in reference to Fallen Earth’s decision at the time not to have respecs.  What I like about EVE’s design is that you need skills to use equipment and your skill only matters while you are using your equipment.  Applied to a fantasy setting it would essentially be: you are what you wear.

A warrior isn’t a class.  A warrior is the ability to wear heavy armor, take damage, use a weapon and perhaps a shield, and taunting abilities.  A wizard isn’t a class.  A wizard is the ability to use reagents and focus through a staff or wand and cast spells.  And so on…

A fantasy game under the EVE model would allow every character to have every skill if they take the time to train it, but what skills matter and what you are able to do depends entirely on what you are wearing/using.  If you leave town wearing plate armor, a heavy club and shield and your taunts, you are a warrior.  If you leave town in a robe with a staff, a wand and a bag of potions and reagents, you are a wizard.

The main thing that attracts me to this model is that it encourages players to play less characters.  If you get tired of being a warrior, you just switch gear and start playing as a wizard.  If next week your guild still needs a warrior, you can just put back on your warrior gear from last week and immediately be the warrior you were.  While I understand that many people like making alternate characters, and this wouldn’t prevent them from doing so, I personally have never enjoyed the work that goes into making sure my friends know where to find me.  I’d much rather be messing around with lesser used skills on my main character and have my friends be able to find me easily, than to be logged in as another character and have them have to track me down.

Obviously, a design like this would need to take care in how it allows people to wear gear and how much they can carry with them.  Letting someone carry around a few alternate skill items to swap in special situations is great, but letting someone carry around a full set of gear that they are able to use a macro to swap allowing them to cast fireballs between enemy attacks while tanking would be a disaster, unless you want the game full of macroing tank-mages.

Then again, I prefer a crafting driven economy over a mob-kill-loot based one.  Adventurers should find materials to sell/trade to crafters to buy/trade for finished gear.  But that is for another post…

Dragon*Con 2010: Day Two

Day Two is often less painful that Day One… except when you need to get up and dawn thirty.  Gooooooood Morning, Dragon*Connnnnn! This is not a test! This is MMO!!!  Time to rock it from Azeroth to the realms that are free!  Today I’ve got lined up another long day of working panels.  Starting with the Live Snarkcast in the Savannah room then I’m off to the World of Warcraft Q&A in the Capitol Ballroom.  Next, a Q&A with Sandeep Parikh and his work on The Legend of Neil.  After that it’s back to Savannah for WoW Addon Kung Fu, back again to the Capitol Ballroom for the WoW Meet & Greet and Trivia, and finally once more to Savannah for a Machinima panel.  Tonight is also the big MMO Gathering of Heroes party which is sponsored by SOE, AQ Worlds and Comcast Xfinity.  I’m not working it, but I’ll probably be there.

So how did Day One go? Every panel went great and we had attendance in numbers from 50 to 141.  The only small turnout that I worked was the Funcom panel, which we expected because Funcom wasn’t able to attend, but we love them so we ran the panel anyway.  I didn’t stick around for the Guild Q&A with Vork and Zaboo because I needed food and sleep, and I decided to spend the rest of my night wandering the con.

Dragon*Con 2010: Day One

Ahh… Day One of “Oh my, this is early…”  If you are down at the con and looking for me, I’ll be in the Sheraton in the Savannah room most of the day.  There is the MMO Track kick off at 10 am, then the MMO Roundtable at 11:30 am, Funcom 101 at 1 pm, New MMO Showcase at 2:30 pm, and MMO Failures and Flops at 4 pm.  If all goes well, at that point I’m off for the day, but I’ll still be sticking around for The Guild with Vork and Zaboo at 5:30 pm in the Grand Ballroom of the Sheraton, then back down to Savannah for Breaking into the MMO Industry at 7 pm and Machinima at 8:30 pm.  After that, you’ll probably find me in the lobby of the Marriott or maybe at the Zombie Prom.

As for yesterday, I showed up, got badge, gave blood, and then met with the track staff.  We set up, got given a lecture, and then ate some food.  All is good and right with the world.

Mindgames

I cannot help but think of gaming applications when I see stuff like this.  Imagine playing an MMO using only your mind…