A World as big as the World

One of the things I’ve always dreamed of in an MMO was playing in a truly enormous world.  For example, if I were to play (or make) an MMO for a zombie apocalypse setting, I would want the world to be so large that even if I had millions of players, it could be as sparsely populated as you might expect a horror themed zombie game to be.  Of course, players could choose to cluster, for safety and companionship, but the possibility to walk for miles and miles and find no one else needs to exist.

The problem is that taking the time to build that world would be too much.  And that is why this has me very excited.

The CityEngine by the people over at Procedural just floors me.  Lots of people will tell you that hand crafted games will always be better than a procedurally generated one, and in one aspect they are right.  If your goal as a game maker is to tell a story, a narrative, like a Halo game, or Dead Rising, or any other traditional PC or console game, then yes, hand crafted content is the way to go.  Your story demands it.  But in an MMO or other Virtual World type game, where the players and their interactions are the real story, and your setting and lore are just a sandbox for them to play in, procedurally generated content done well is, in my opinion, the far better choice.

Thanks to Critical Distance for the link.

Dice Games

I’ve been thinking about game design a bunch recently.  Most of it is MMO related in a “What kind of MMO would I really want to play?” sort of way as I mull over all the reasons why I have lost interest in pretty much all the MMOs on the market right now.  But outside of that, I’ve also been thinking about dice games.

A post over on Wil Wheaton’s blog reminded me of the game Button Men, and it got me to thinking about games I could make out of the giant bag of dice that I own.  (Dragon*Con, I went to a booth and bought a bucket of dice for like $20, its all in a Crown Royal bag now.)  So, as I’m thinking about what I can craft out of my dice and other things around the house, I got curious about the existence of other dice games.  In my searching of the Intertubes, I found tons of games that use traditional 6-sided dice (some that use many many of them), but very few that actually made use of 4-, 8-, 10-, 12-, and 20-sided dice (the rest of the tradition role playing game set), and that is what I am after.

I’m going to keep working out some ideas of my own, and maybe even post them here.  But in the meantime… know of any good dice based games?  Let me know…

Subscription versus RMT

Search around the gaming blogs and you’ll probably find out the opinions of everyone weighing in on SOE putting RMT in the form of their new Station Cash into EQ and EQII.  There have also been announcements that the new Star Wars MMO from Bioware might be a free-to-play/RMT model game.  And SOE does have FreeRealms and The Agency coming.

To be honest… I really don’t care overly much.  About the only problem I have with the whole thing is that I find it weird when a game offers both on the same server.  EQ and EQII both still have a monthly fee that you have to pay to play the game, and now on top of that there is the Station Cash which allows you to buy weapons and armor (nothing great, but definitely a leg up from starting with nothing if you are willing to pay the $10 for it rather than get gear as you play), and experience point bonus potions (where you get use it and for the next 4 or 2 hours you get a 10%, 25% or 50% bonus to your exp earning, again nothing great, but would help you out if you’d rather spend the cash than the time it would take to grind out that exp on your own).  It will be interesting to see where they take it, how much of what kind of items they end up putting on the market, and how much profit they derive from it.  And of course, if they release an expansion that increases the level cap, now that they sell exp bonus potions for cash, will they be inclined to increase the experience curve in new levels making people desire the potions more?  If that is the route they end up going, that’s where I find the problem of using both payments in one game.  So now I am paying my $15 a month to get a game designed to make me want to pay more money…  seems underhanded, if that is the direction this goes.  But for now, its all a “wait and see”.

Another reason I don’t care about which payment model they follow is that neither subscriptions nor microtransactions address the problems that I have with most MMOs.  Let’s take Warhammer Online for example.  I really wanted to play this game, and on some level I still do.  I haven’t played it since beta because my contract job ended and I am out of work.  Its hard to justify paying for a game box and then a monthly fee when I need to be saving every penny until I find work again.  (I am just about the unluckiest person when it comes to unemployment… contract ends right as the economy goes to shit… the last time I was unemployed was in 2001… you remember 2001, right?  That was when the tech field kinda collapsed a bit and then terrorists destroyed the World Trade Center… so, I’m unemployed, sell your stocks and don’t visit any targets of opportunity.)  If I were to play Warhammer Online, sadly, I could only play with half of the people I want to play with.  A bunch of gaming bloggers and readers made up a group called the Casualties of War and picked one server.  I tried to steer my old EQ friends on to the same server, but they ended up somewhere else.  Unfortunately, these two servers were not merged.  So, if I did buy the game, I’d have to pick one group of friends over the other.  This has pretty much been true of every MMO to come out since EQ.  Even with EQ, while I started out on E’Ci with my local friends when I started a new job and found out a couple of people there played EQ too, they were on another server.  Sure, we could still share stories about the game and talk about stuff, but we could never play together… and even more odd, the two servers in question had totally different communities: for example, on E’Ci, player item auctioning was done in the East Commonlands tunnel; on the other server, Greater Faydark.  One server was fairly decent about setting up a raid calendar and people trying not to close people out of content, the other was totally free-for-all.  And while it was interesting to be able to talk about and compare how two groups of people played the same game completely differently, it was overshadowed by not being able to play together without paying fees, leaving behind friends, or playing on two servers (which given the “effort” required to level and raid in EQ, playing on two servers was kind of insane unless you were only serious about one of them).

These days, when a new MMO is launching, I don’t even bother to ask if its a subscription game or a micro transaction game… the first question I always ask is “How many servers do they have?”

iWoW

About a month ago, I gave my thoughts on if WAR was the WoW killer… since then, in the back of my mind, I’ve been wondering a few things, a few aspects as to why no game in the near future is going to be a WoW killer.

The number one reason… Apple.

Face it.  Apple is growing.  I’m a diehard PC, and I’ll never switch to a Mac because, 1) I hate the desktop for the Mac OS, and 2) there are no Mac exclusive softwares that I desire.  Of course, I could come to eat my words if somehow Mac manages to overtake the PC, but I really think that is unlikely.  However, Mac computers are becoming increasingly popular in a number of areas, and one of those happens to be in people who like gaming.  In fact, a number of people I’ve known through gaming over the years still have a PC they use for gaming, but they use a Mac for their day to day stuff.  Mostly Macbooks.  And the main reason is because they also have iPods and/or iPhones and those devices work more seemlessly with a Mac than with a PC.  They aren’t incompatible with PCs, but there is no doubt that Apple designs for the Mac and then ports to the PC.  Why wouldn’t they?

A set of data I would like to see are the sales figures and subscription numbers for people playing World of Warcraft on a Mac in the US and UK.  The reason I’d like to see those numbers is that right there, immediately, you have a defined set of “MMO Players” who cannot play WAR, or AOC, or LotRO.  They couldn’t play Vanguard or EverQuest II.  They could play EverQuest, but the game only went up to the Planes of Power expansion and its only minimally supported, and its on its own servers so you can’t play with your EQ PC playing friends. (Arguably, this makes the Mac version of EQ better than the PC version, because they are frozen in time at the point when, in my opinion, the game was at its best before they mudflated the game into oblivion.)  But Mac owners can play WoW, and they play on the same servers as everyone else and with all the same expansions and everything.  And realistically, its the only “successful” fantasy MMO on the Mac.

So that, basically, in a nutshell, is why I think you can’t really kill WoW.  At least, not until some other new fantasy MMO decides to support the Mac.

And yes, before anyone says anything, I realize you can dual boot the new Macs and play any MMO… but not everyone wants to dual boot, not everyone who buys a Mac wants to install Windows on their machine too.  Many of them went Mac to get away from Windows, they want support, not work arounds.

MechWarrior: An Exercise in Game Design

The purpose of this post is simple: If I were to design an MMO for a MechWarrior game, how would I approach it?  Please feel free to point out my flaws, add your own thoughts, or propose your own designs.

If I had to tackle this as a game designer, I don’t think I would bother trying to do any kind of class or archtype system beyond possibly giving some initial choice of a small (2-5%) bonus in certain skills.  But then, what would I do?

First off, I would completely and absolutely separate character level from character power.  As a player does things in the game, be it quests, or crafting, or combat (both PvE and PvP), they would earn experience which would go toward a “rank”.  I’d probably steal ranks from the military, and for each rank I’d have a few mini-levels inside, like to move from Private to Private First Class you might only fill the exp bar once, but going from something like Sergeant Major to Second Lieutenant you might have to fill it 5 times signifying the harder jump from Noncommissioned Officer to Commissioned Officer.  This level would largely be a measure of how much ass you have kicked, but without a real relation to the power of the character.  Meeting a Brigadier General on the field as a Colonel doesn’t mean he’s going to win, it just means he’s been doing this longer or more than you.

Second, I would tie the player’s power into sort of an “item level” system.  As a MechWarrior, you pilot a Mech (giant powered robot armor), and if you like your wrist mounted pulse lasers, the more you use them, the more experience you earn with them, and you’ll level up your wrist mounted pulse laser skill which directly would affect your accuracy with the lasers, but indirectly would allow you to use more complicated and intricate wrist mounted pulse lasers.  On the other hand, if you prefered wrist mounted welders and repair kits, you’d get similar skill levels, but with wrist mounted welders and repair kits instead of lasers.  The key here being, if you can level up both if you want to spend the time, but you can only have one equiped when you leave the garage.

In a way, this would mirror Eve Online’s system of skills and things you can attach to your ship and which ships you can drive, but without the forced delay of a strictly time based advancement system.  Think of Eve but also being able to actively grind out the skill instead of logging out one day and coming back a week later when Frigate level 5 is done training.

Anyway, as will the item skills, there would also be rig skill.  Items attach to slots on your rig, rigs come in various shapes and sizes.  As the game expands, more and different rigs could be added, new items and item groups, specialized items.

Because experience given is based on usage (you plus item used plus target of item use times the success of the usage in some formula), there would be no need formalize grouping or raid structures for the dividing of experience points, so groups would end up being just communications channels.  Then you could even add in skills and items to support “hacking” so that you can “tap in” to an enemy’s chat, and of course to monitor for taps and counter them.

I think the entirety of the game would be PvP.  The beginning focus would be on One on One gladiator style combat, expanding into Two on Two, Five on Five, 3 or more Teams, Free for All or whatever.  Then, just like they have for first person shooter and racing games (or for that matter, World of Warcraft’s Battlegrounds), you can add “mission” types.  Capture the Flag, King of the Hill, Marked Man/Escort, anything you can think of.  In fact, the game might go so far as to run contests for player designed submissions for maps and rulesets.

If a “larger” game is needed for people to play, you can make a robust guild system having people swear allegience to an army and fight for them in massive battles.  The guilds/armies can build their own bases, run scrimmages for themselves or against other teams.  Blending that in with the “missions” from above, you can actually throw in leader boards and seasons to turn them from random battles into an organized sport.

Outside of the Mechs, players would have an avatar, a character, to run around “the city” in, to meet up with other people and talk.  Or not… you could also go the route of EVE Online and just have an avatar image, a picture of you, with no animation (although, even EVE is adding in stuff for people to walk around space stations).  The world outside of the combat zones becomes just a simple chatroom.  If you really wanted to get crazy, you could even drop the text and have it all be voice chat.  If you did that, and made the game playable with a controller, you might even get an MMO you could run on a console, cross platform even.

So there, in a completely un-fleshed out outline is what I would do for an MMO based around a MechWarrior style mythos.  Feel free to comment…

Dragon*Con 2008: Day Two

A better day of panels… I got to see SOE demonstrate FreeRealms, which, in the simplest terms, is Puzzle Pirates on steroids and crossing genres.  It definitely is something I am going to look into, and at the price (free), why not?

Force of Arms, a mechanized armor fighting MMO being built on the Multiverse system, has a lot of potential.  However, right now, potential seems to be what it has the most of, and everything about the actual game play seems to not be nailed down just yet.

On the other hand, Champions Online, looks like it is going to be City of Heroes squared… at least.  The two gents who showed off the game left me feeling really good about this one.

I took some time to go through the dealers’ and exhibitors’ halls… and it was pretty much the same.  The same dealers with the same stuff for sale, the same exhibitors with the same products.  Oh, there were some new items here and there, but nothing really to blow one’s shirt up.

And then the nightlife began.

The planned events by the Con were fairly normal… and like normal they were hum-drum.  The Colonial Fleet party for Battlestar Galactica was alright, with it’s 80’s soundtrack… it got better when some of the cast showed up.  The Shindig for Firefly was boring.  But later in the evening, the BSG fans had a party of their own on the 10th floor of the Marriott, and those cats know how to throw down.

Yeah, the day is for panels, but the night belongs to the parties… its what the Con is all about.  It would be a shame if they ever tried to move to a convention center and lost the hotel party nightlife.

Gone to Con…

It is that time of year again, when despite living “in Atlanta” I drive downtown and stay in a hotel for four days.  Dragon*Con.

As I have the last couple of years, I’ll be posting my rundown on what I see and do each day, as if anyone cares.  Mostly I do it so that I can remember what it is I do myself.

Anyway… if you happen to be going, I’ll probably be spending a bunch of my time around the MMO track or the Apocalypse Rising track or the Writer’s track.  The only place I know I will be for sure is Sunday at 1pm I plan to attend the screening of 20 Years After.  I would say, “I’ll be the guy with the shaved head and the goatee” but there will be approximately 2,851 people who match that description as it is, as my friends call it, “the Dragon*Con uniform”.  Instead, look for my hat… I’ll probably be wearing or carrying a tan baseball hat that says “Founded 1733 Savannah, GA” on it.  If you approach me, be sure to speak the passphrase, “The Cheese Stands Alone”, so I’ll know who you are.

Is WAR the WoW killer?

Let’s be honest… asking if any game is the killer of any other game is stupid.  No game in MMO history has ever killed any other game, simply because very few of them are actually dead.  And of the ones that are, most of them killed themselves by not being very good.

However, that said, it is possible that a game could, by releasing and being similar to an existing game but different enough to warrant another game, steal enough of the population of the original game that the original game might be declared dead on a technicality.  And by that I mean that the numbers officially shrink to the “die hard fans of the game who will never ever leave until you wipe their hard drives with powerful magnets and rips their keyboards from their cold dead hands” population who will stay and new subscriptions will be few and far between, if any at all.

Warhammer Online, in that respect, is not, and will never be a World of Warcraft killer.  As similar as the play styles of the game may be, through interfaces and other measures, the bulk “goal” of the games are different.  In WoW, no matter how many arenas and battlegrounds they release, PvE raiding is the ultimate goal of the game.  Not hardcore raiding necessarily, but with Wrath of the Lich King’s supposed focus on 10 man scaled instances allowing raid groups to play through the same content as a 25 man raid but with lesser difficulty (tuned for 10 instead of 25) and reward, it is clear that WoW is primarily a PvE game.  WAR on the other hand, by all beta accounts, supports PvE fairly well, but the end game, the goal, is really the PvP/RvR aspects.  That change of focus in the late stage game, from WoW’s PvE raiding to WAR’s RvR conflicts, will appeal to entirely different groups of people.

If WAR is going to kill anything, its going to be Dark Age of Camelot that it steps on.  From all accounts, this game, WAR, is taking many of the best elements of WoW (UI ease of use, etc) and applying them to the best elements of DAoC (realm versus realm conflicts) and then throwing in a few new elements (Public Quests).  Looking at the features list of WAR, and perusing the screenshots and videos and information pooring out after the NDA lifted, unless you are a die-hard fan of DAoC’s lore or have a PC that can’t run better than DAoC, there seems to be no reason not to ditch DAoC for WAR.

So… is WAR the DAoC killer?

Going back to Azeroth…

… nah, I don’t think so.

There are many reasons I stopped playing WoW.  The first and foremost was that there were so many blasted servers that after the initial scatter, and then several re-homes, of all my previous-MMO friends, I ended up being invested too much in a server where few of them played, and I didn’t want to start over again, again.  Then the friends I did have on the server I was on stopped playing, or did move servers and started over.  I tried making new friends and joining new guilds, but frankly everywhere I ended up was full of one of two kinds of people, 1) hardcore, you must play now, fanatics who wanted everyone to be on all the time and either farming or raiding, or 2) people who were so casual that the guild was little more than a chat channel while everyone played alone together, soloing their way to glory.  Then when Battleground turned into nothing by a grinding gear-fest, I lost my last reason to play.  I wanted to PvP, but I didn’t want to spend the time, effort, or money required to gear up enough to be able to last more than a few seconds.  And the game supports no method by which you can PvP against only similarly geared people.

Despite my distaste for how things ended, World of Warcraft has remained installed on my PC even though my account is cancelled.  But not anymore.  I’m just removed it and I’m never going back.

For one, I’m going to be picking up Warhammer Online, and I’ve put myself in with a fairly organized group of people who don’t seem to be hardcore slave-driving raid-mongers nor solo-only chatoholics.  For another reason, you need only see the direction WoW has decided to continue heading… and by that I mean into silliness.  With the next expansion, Wrath of the Lich King, Blizzard is putting motorcycles into the game.  WoW has always been a pun filled humorous type game.  Even back in its origins at an RTS game, humor was embedding in the voices of the units (if you kept clicking the same unit over and over again they eventually got upset with you and demanded you stop touching them), but WoW has always been a step further.  Mostly, the things in game could be easily ignored, or avoided.  Or, most importantly, they were things you sought out, saw, and then went back to not seeing them.  Funny names and odd sites are great fun when they pop up from time to time.  But this is different… how often do you see people on mounts?  Your answer is probably like mine, “All the time.”  So now, we are going to have motorcycles riding around all over the place.  Not being a flying mount, they will probably be unrestricted, meaning you can ride them around the old world.

If they really wanted to put motorcycles in the game, have them be funny, but not have them be ubiquitous, they could have put in a gnome somewhere, with a motorcycle, who will help you build one.  It would be a series of quests that would give out a couple rewards, but ultimately give out a motorcycle mount, limited uses (10 or 20), non-repeatable.  Of course, people would cry about not being able to keep the mount, but a few people crying is better than unleashing the World of Motorcyclecraft, in my opinion.

With that, I’m done.  And I’m never going back.

An MMO You Could Take To The Bank

This all begins over on Raph Koster’s blog, with his post about the RPG Piggy Bank.  Then David McDonough ran with it.  Now here are my thoughts which began over on Nerfbat

I think someone really needs to do this.  It could be a revolution on two levels.  First, it could actually interest more people into saving money.  Second, it would finally put a game with a huge real world impact out there and “people” couldn’t just say that games are for kids or are just for entertainment anymore.

I would start with two different games.  The first would be kid focused.  Build an MMO with puzzles and educational things, while also including an adventurous “hack and slash” type game.  Some times you would go out and fight monsters and save the world, and some times you’d stay in and play mini-games for various reasons.  And not just the Tetris-style mini-games from Puzzle Pirates, but steal games from Brain Age, games that might actually help with learning while also still being (for the most part) fun.  The money invested into the game, either by monthly fee or by a microtransactions model (one where you buy items, game cash or points for real dollars), goes into a trust fund style account for the child.  The trust would be set up so that nothing can be spent until the kid gets out of High School, and that drafts from the trust after that would have to be approved, mostly to ensure the money is going to a college or other educational program, and perhaps have a monthly stipend paid out to a checking account for the kid (college expenses and what not).  When the kid turns 25, the remainder of the trust is turned over to the kid.  (And of course, if something happened to the child, the trust would be released to the family.)

The second game would be aimed at adults.  And I don’t mean that in a “blood and boobs” sort of way, but just that the game would need to appeal to more than just kids.  Only this time, instead of money invested going into a trust fund for college, the money goes into a retirement 401k or some other similar plan, the kind that begins payouts at 65.  Think of it as Social Security by way of an MMO.

If you really wanted to get crazy, you could allow people to set up any kind of saving fund they wanted and pay into it through game play.  Say you want to buy a new car and you need a minimum of a $3,000 down payment.  Set up a savings goal with the bank of $3,000, then direct your gaming account to desposit all funds into that savings goal.  Then a few months (or whatever) later while you are playing… “DING! Car Down Payment Achieved!”  What?  Oh!  Sweet!!  You could even set up multiple goals and split your payments into different funds, you want 30% to go into the new car fun, 30% to go into the vacation fund, 20% to go into the big screen TV fund, 10% to go into the house down payment fund and 10% into the retirement fund.

Of course, you’d need some way to fund the game… which could be done by advertisement partnerships and things like that, or even just shaving a tiny percentage off money deposited through the game as a service charge.  But seriously, I think this idea has merit.  I wonder what it would take to pull something like this off… hmm… where did I put those example business proposals? …