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.

Dragon*Con 2009: Day Four

Perhaps next year we’ll stay until Tuesday, but when you are leaving on Monday, day four of Dragon*Con always begins with packing.  After leaving our luggage with the bellman, the wife and I headed out to see some last few things.  For me, it was a short day of two events.  First, a Q&A with Felicia Day.  We watched episode one of season three of The Guild, and then she talked and people asked questions.  Fun and funny, even with the lady who wanted her Penny/Bad Horse fan fiction signed.  Yes, slash fiction.  Yes, he is a horse.  Felicia signed it, but I think everyone was more than a tad creeped out.  Afterward I went to the MMO track post mortem.  The guys of the MMO track are a great bunch, they run a fantastic track, and I look forward to the future of it.

Normally I end day four with a trip through the exhibiters and dealers halls, and maybe the art show, but given my previous posts describing my changing feelings toward them, I didn’t go.  So instead we picked up the luggage, got the car from the valet, and made the trek back home… about an hour away.  Man do I love living in Atlanta when it comes to Dragon*Con.

Unpacked, ate a real meal, and now the tired is settling in.  Dragon*Con, I’ll see you next year.

Dragon*Con 2009: Day Three

Day three of Dragon*Con is usually when the cracks begin to show.  Its that second (or third) night of little to no sleep that leaves your feet shuffling a little more than walking, the enthusiasm is there but the expression of it has waned… and this is how I entered my first panel of the morning, “Oops!” – an apocalyptic track panel about things you need to know about surviving catastrophe.  I’ve gone to this panel every year that they’ve had it.  Its fun to listen to people who’ve done more research than you tell you stuff like “We all like to make fun of SPAM, but seriously, Hormel canned meats are something you need, and with the right dry spices and preparation it can be tasty… well, as tasty as SPAM gets.” and “Buying bottled water is good, but you have to rotate your stock because it will go bad.” and watching people furiously taking notes and the looks on their faces as the wisdom of these little nuggets sink in.  And for those that don’t go, here is the short version: In the case of any disaster, you are on your own for 72 hours, so you should always have food, water and supplies to last at least that long, if not longer.  Oh, and make sure your disaster recovery plans don’t rely on the things that will likely be lost in a disaster, like electricity.

Then there was a Champions Online panel… no developers, just fans talking about the beta and playing the game.  The kind of panel you just don’t get at other conventions.  I followed this with the “What’s wrong with WoW?” panel… the short version: Everything.  The long answer is that WoW does many things right, from a certain perspective, and if you are an MMO veteran who isn’t looking for the RPG version of whack-a-mole then WoW really isn’t for you.  The real long answer is… well… a series of posts that I might do later.

With no interesting panels for a couple hours, I took a lunch break and visited the dealers’ room.  Much like the Art Show and the Exhibiter Halls, I’ve been here before, a lot, and it is pretty much the same things every year.  But I made my way through the “5 for $25” shelves of graphic novels and didn’t find any I couldn’t live without.  Though, he did have a complete set of the huge leather bound looking Absolute Sandman series.  I wish I had that kind of cash to blow.

Back at the MMO track I settled in for an afternoon of SOE.  First, Free Realms… really, if you haven’t at least tried this game, I don’t know what to say.  It is free, it streams the client so you create an account, create a character and log in, the game downloads as needed and it does it very well.  Sure, its largely a collection of mini-games, but its fun.  I think it is anyway.  Second, The Agency.  The more I learn about this one, the more I like it.  It looks like an MMO version of the old Top Secret RPG.  You are an agent, you get skills, you do missions, you have other agents who help you out, you shoot stuff, you sneak in places, espionage…  it just looks cool.  Third, DC Universe Online.  You know, I really wanted to love City of Heroes, it had lots to like but in the end was too grindy.  When I saw Champions Online, I was excited, but from what I’ve read by the people who are playing, especially about how the graphics didn’t turn out to be the cell shaded awesomeness the screenshots originally portrayed, I’m not buying in yet and am waiting to here some ringing endorsements.  But from what I saw and learned about DCUO today, I’m really interested.  The physics of the game are just incredible.  As the example they used goes, you can freeze one bad guy in a block of ice, then pick him up and beat other bad guys with him.  That sounds like a comic book.

A smiled my way back to the Marriott then and attended a panel about upcoming post-apocalyptic movies and TV shows… not really a whole lot I didn’t know already, so nothing really exciting to report.  Book of Eli, Zombieland, The Road, V, Day One, Daybreakers… lots of things coming up I want to watch.

As the final night of Dragon*Con, it is also the final night of parties.  The Pirate Party is always a popular choice, though I imagine that many men choose it because of all the cleavage that comes with women dressing like pirates and wenches.  The highlight of this particular pirate party was watching one pirate make many frontal assaults upon the virtue on one wench, which she repeatedly rebuffed.  We also managed to catch the end of the Mad Scientists Ball where they had Tesla coils arcing toward a box within which they allowed ladies to dance.  Genius.  I didn’t make it to the SOE Party for the MMO track, and I wish I had… hopefully they will be back next year and do it again.

To wrap up the night, I spent it people watching in the Marriott.  Really, watching the other people, seeing the costumes that people create, is one of the best parts of the con.  It is so very inspiring.

Good night Dragon*Con, just one more day is left with you, but tonight was the last night.  Until next year…

Dragon*Con 2009: Day Two

When it comes to Dragon*Con, four hours sleep is a lot.  And remember, you can’t be hung over if you are still drunk.  Really, it doesn’t take much too keep yourself going all day, that canteen I have isn’t water, its vodka and Crystal Light Lemonade, because, you know, I’m trying to watch my diet.

The day begins with a car alarm.  I shit you not.  Not even seven in the A.M. and there is an annoying *BEEP BEEP* alarm that I can hear… in my room… on the 38th floor.  Jeez… So, once awake, I figured I’d just stay up.  Three hours later I’d find myself sitting in the Free MMOs panel, listening to Krystalle tell us about some nifty free MMOs some of which I knew about and some of which I did not.  Expect to see a few of them tested out and reviewed here, because these days in this economy I am all about the free.

Made my way over to the Hyatt for a panel on How To Draw Monsters.  Interesting stuff, will definitely utilize some of that in my Saturday doodles when they return.  While I was in the area I sped through the Art Show… Some people like to take their time and carefully examine the art, but I’ve been to enough Dragon*Cons that, no offence to the artists, I’ve seen most of this before, either exactly these before or items very similar.  Lots of the same artists with the same styles they always have, and almost all of it is incredible stuff… but its not new, and most of it is not the kind of thing you stand considering for hours letting the emotion of the piece work into your soul… its fantasy art, with dragons, and women showing boobs, and guys with swords, and little monsters, and fairies, and women as the seasons, and aliens, and henna, and Celtic knots, and all the stuff you would expect.  Good stuff, but at this point I can speed through the hall and if it doesn’t jump out and grab me then I’ve probably seen it before.  This year didn’t even have one of those awesome miniatures scenes I’ve enjoyed from the last couple years.

I also took this opportunity to make a first trip through the exhibit halls… much like the art show, it is a lot of the same stuff every year.  As is typical, I spent a little time in some of the book sellers looking for deals or books I’m missing, but overall, great stuff that I’ve seen before and so really easy to speed through.

Then it was off to the MMO Roundtable.  People from Cartoon Network, CCP Games, Funcom, Hi-Rez Studios, and Sony Online Entertainment answered questions about the MMO industry.  Lots of good stuff here.  I ran in Ferrel from Epic Slant, and he gave me a t-shirt.  Woohoo! Free stuff rocks!

With my head full of MMO industry goodness, I wandered over to Watch the Guild where we did exactly that: watched season one and two uncut.  It was interesting to see each season without the breaks, the credits for every short segment.  It played well.  Ms. Day was great.  Being that she’s a bit of a geek herself and a big reader, she seems to really like Dragon*Con, so hopefully this means she’ll make many returns, even if it means she has to miss PAX.

It is important to break for dinner prior to going out to party and drink.  I did so, and then did so.  Frankly, as much as I love the MMO track people and the MMO track, the WoW Party getting the giant room was a huge waste when you consider to do so meant pushing the BSG party into a piddly half-ballroom.  They reach max capacity very fast and had a massive line.  Seriously, on the first Dragon*Con after the series ended, did they expect attendance to diminish?  Its the funeral, the big send off… BSG had a huge turn out.  The show may be over, but fans always swell and linger at the end.  The Firefly Shindig, forced to use just half a ballroom as well was in a similar boat, though not anywhere near at severe.  Meanwhile, I strolled right in to the WoW party, took one of the many empty seats and almost immediately got up to leave.  I wanted to party, but I couldn’t get in to the good parties… so instead I resorted to the Marriott lobby, people watching while sipping spirits.  I did manage to run into and catch up with quite a few friends, but still, I’d rather have been able to get into a party instead.  That said, I still enjoyed myself and made it well beyond 3AM of another day at the Con.

Day two ends as day two should, exhausted and drunk.  Not the highest of highs, but high enough.

Why Do I Play?

Tobold has a great series of posts up called “Why Do We Play?” (that link goes to the summary, which links to the earlier parts because Tobold didn’t go back and put links in his introduction post) wherein he examines several aspects of gaming and how those aspect are realized.  Of course, its mostly great if you aren’t a big gaming blog reader.  Nothing in there is revolutionary, and most of it has been talked before in many places, but its not a bad read.  Here is my rebuttal, of sorts…

I’m there for the social.  I want to play with other people, and if I’m not going to play with other people, then I want a strong narrative which I am unlikely to find in an MMO and will more easily find in a single player game.  One of the things I loved about EverQuest, and I’ve talked about it before, is that the game wasn’t quest driven.  Yes, there were quests, and yes, I’ve said before that there was not a single day of playing EQ where I was not working on a quest of some sort.  However, quests are personal.  It is in their design to be so.  A quest is started by you, it is on your quest tracker, and you will complete it.  Someone can help you kill raptors and collect hides, but in the end, even if you both have the quest, you both need your own hides (whether the item is shared or not) and you will both talk to the NPC separately to complete the quest.  The reason EverQuest worked so much better as a social game than WoW or other modern games is that while a player could always be questing, the bulk of the game was in fighting monsters, and fighting monsters is something you actually do together.  When the monster dies, it may drop an item that is lootable by all group members, but still each of them loots the item for their own quest, they don’t complete the quest together, but they do kill the monster as a team.  Especially in games like WoW, when you’ve collected all your items, you are best off running back to the NPC and doing the turn in as soon as possible because the next quest he gives may very well be in the same area you are already fighting in to kill monsters you are already killing but are getting no credit for since you don’t yet have the quest.  And quests reward the player better than the killing.

To that end, I was very excited about Warhammer Online’s public quest system, where a quest wasn’t assigned to you but just happened in a specific area and to be a part of it you only needed to be there.  Of course, that game also had a ton of traditional quests and the heavy PvE and quest focus of the game, plus it being level based like most every other MMO, lead pretty quickly to people not socializing, racing through content on the traditional quests.  The saving grace of the game was supposed to be the PvP aspects, but with so much focus on PvE, and trying a bunch of PvP elements to PvE sieges, it didn’t really work too well.  Honestly, I hope they keep plugging away at the game and don’t close it down any time soon.  If they just accept that they are not going to defeat WoW at the PvE game and work on making the PvP game fun and rewarding, they might manage to carve themselves out a very nice niche, and I might go back to the game.

Despite my distaste for the gameplay of EVE Online, I am repeatedly drawn to the game because the social aspects of the game carry so much weight.  And by “social” I don’t just mean hanging around chatting with people, though I do mean that too, but in how the player economy involves interaction with other players, even when done through an auction/buy/sell interface there are still other players on the other side of those transactions.  Similarly, its why I am drawn toward Fallen Earth and why I’m so disappointed that I experience so much lag in towns.  Hopefully they’ll resolve that, or I’ll be able to buy a super PC (when I win the lottery), and I can join in.

But that’s it in a nutshell.  Of all the reasons to play an MMO, the reason I’m there is for the social interactions, and not just between me and my friends from previous games talking on our private chat server while playing in guild groups, but for the random happenstance of playing with and around other people, whoever they may be.

Fallen Earth

This isn’t exactly zombie news, but…

Over the past few months, I’ve been participating in the beta for Fallen Earth, an upcoming post apocalyptic MMO.  Before I get to the good stuff, let me just get the bad stuff out of the way.

The graphics.  And I don’t mean the style, but the performance.  My PC isn’t exactly new or top of the line, but I beat out their required specs and I play a great number of games released in the last couple years very well.  When I venture off by myself or in a small group, this game plays great.  But when I get to town or any large gathering of people, the game turns into a slide show.  Unplayable.  Obviously, I could buy a new PC, but my PC should be enough to play if I turn all the effects off… it doesn’t help though.  Even with minimal settings, low resolution and playing in a window, the game gets better, but never what I would call good in busy areas.  To make matters more confusing, if I stand still in town, I can sit and watch everything run great, but the instant I try to move or turn, slide show.

That aside… Fallen Earth captures the post apocalyptic world perfectly.  First off, the world is huge, so when you run off into the wilderness, you are literally running off into the wilderness.  One day I just picked a direction and started running.  Two hours later I was still running… I’d seen one other person and some critters, some salvage and ruins, but little else.  The best part of this… I started to get worried.  Am I lost?  Where is everyone?  I’m gonna die out here… This is what a world after Armageddon is supposed to feel like.  In other MMOs I would complain about all the empty space, because those games are littered with NPCs and stuff and are supposed to be full of people, but Fallen Earth is supposed to feel empty, and it does, and it works.

The combat is a little different from your standard MMO.  Ranged weapons require aiming, and melee weapons have standard swings but need you to be facing the target.  There is no auto attack or auto aiming, you don’t automatically hit something just because you have it targeted and hit your attack button.  This makes fighting moving targets more difficult, and it makes movement matter in combat.  Speaking of movement… you know how in real life if you are running and then jump, you pause when you land?  You know how strafing is slower than turning and running?  Both are true in this game.  So, if you are looking for typical First Person Shooter mechanics of jumping around like a coked up jackrabbit all while running sideways at full speed in a circle perfectly nailing your opponent all the while, you won’t find it.  Personally, I love it.

Another aspect of the game that I really enjoyed is the crafting.  Not because crafting is so awesomely fun to play, but because so much in the game can be crafted.  If you are familiar with EVE Online, it works like that.  People go out and scavenge from the wilderness, then craft items (and the crafting is all done “offline”, meaning you don’t sit at a bench and make stuff, you just set it to be made and it will be done in time).

In fact, the EVE comparison is important, because, to me at least, this game plays a lot like a ground based version of EVE.  While I could never really get into flying around space in a ship mining materials and joining corporations, I could easily get lost in walking the Earth, surviving.

I’ll make another post later with some screen shots, but to close off this post I’ll just say that if they can get the graphics issues sorted out, or if I win the lottery and can buy a new PC, I’m definitely on board for this game.  If I could take this game’s design and put in zombies, I think I’d have my perfect MMO.

EVE adding a ground game

If you dig around this site you’ll find that I occasionally praise the design of EVE Online.  Which is funny, considering that I don’t play it.  I did, at one point, but unless you have the desire and time to get involved in the forums, corporations and politics of the game or like the economy jockeying, the mechanics of the game are fairly boring.

CCP, the company that makes EVE, is looking to change that… sort of…

Enter, DUST 514.  I read about this over at Fidgit, and here is what was said:

DUST 514, featuring first-person shooter and RTS-style gameplay, will interact directly with EVE Online, CCP’s critically acclaimed flagship MMO. This interplay between the two games opens the EVE universe to console gamers and gives them a chance to become part of one of the most massive cooperative play and social experiences ever.

The primary gameplay of DUST 514 features brutal ground combat that takes place on the surface of planets from EVE, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST 514 combines equal parts battlefield reflexes and strategic planning, giving commanders and ground infantry real-time configurable weapons and modular vehicles to manage dynamic battlefield conditions.

Again, CCP seems to be taking risks by trying something that isn’t exactly mainstream.  Sure, console FPS games are old hat, but the idea of integrating that console FPS with a PC MMO and tossing in some RTS style elements has my interest piqued.

This article includes a video showing what I can only hope is in-game footage of combat.

I am excited to hear more, which they say we will at CCP’s Fanfest in October.

People and Absolutes

One of the things that makes blogging about game ideas difficult at times is the level to which other people will misconstrue what you mean.  Take, for example, my Monday post about procedurally generated content (PGC).  Almost every conversation that I had throughout the day with people on that subject jumped to the level of Love, which is a game that is using primarily PGC for its entire game.  For me, however, my intent was only for the rapid generation of content that would require a minimum of tweaking to sit alongside hand crafted content.  Have the PGC engine whip up a huge city of a hundred blocks, and then zip back in and touch up the buildings, even replacing some with entirely hand built ones.

One of the arguments was actually someone insisting that PGC will NEVER be used, and that games needed to be 100% hand crafted, all the time, forever and ever.

Whenever I see things like that, I’m reminded of a friend of mine, let’s call him Bill.  Bill loved EverQuest.  He played it five or six hours a day, minimum.  He spent most weekends, from Friday afternoon until 3 a.m. Monday morning playing.  When we dragged him out of the house, he talked about playing it.  He encouraged other people to try it.  And then one day, he decided he didn’t want to play anymore.  Not only that, but no one should play.  The game was destroying our lives and ruining our futures and every minute we put into the game was a minute wasted.  I’m pretty sure he broke and burned his original CDs.  Instead of EQ, Bill started up Kung-Fu, which was awesome.  He practiced every day, and all weekend.  When not Kung-Fu-ing he was talking about Kung-Fu and how everyone should be doing it.  Well, until he decided he didn’t like Kung-Fu anymore…

Another great example of people going to extremes: try entering into a discussion of MMO features and suggest that you’d like to see more benefit to grouping.  People will proceed immediately to claiming that “forced grouping” (an MMO Myth, by the way) is terrible and that eliminating solo play is bad, regardless of the fact that you might even be saying that solo is a perfectly viable way to play the game but you’d just like to see grouping have some advantage beyond “not playing alone”.

As with most things in life, moderation is usually best.  There is a time for everything, an appropriate amount of everything.  Game design is no different.  Every idea is worth considering, and not as an absolute, not as “the way”, but as a tool, a flavor, one thing among other things that can help you.  PGC has a place in gaming, and different companies will use it in different ways.  I’m just waiting for some game to come out, blow people away with their awesome design, and then for the devs to come out and explain how PGC had a large hand in it.

Of course, if that happens, the gentleman above who was insisting PGC had no place in gaming will probably start insisting that PGC needs to be used for every game, always, forever and ever.