The Reese`s Effect

“You got your chocolate in my peanut butter!” “You got your peanut butter in my chocolate!”

Sometimes when it comes to MMOs, that’s how I feel. Only instead of peanut butter and chocolate, its PvP and PvE or Raid and non-Raid. But so far, no one has yet come up with the Reese’s Peanut Butter Cup of MMOs, no one has found the right blend.

My most recent example is that I’ve quit playing in the Battlegrounds in World of Warcraft. I love the Battlegrounds. I think the idea of Capture the Flag, Control Points, and other typically FPS styles of play being integrated into RPG PvP elements is just awesome. And when the Battlegrounds released, you couldn’t keep me out of them. The problem is… I don’t raid. I really hate raiding. Spending an entire night following someone else’s raid guide to victory is just boring. If I had to do that, I’d cancel my account. Luckily, there is tons to do in WoW besides raiding, and for most of it, my lack of raiding has no effect… until the Battlegrounds. At first, it wasn’t bad. There were tons of people as ill equipped as me. A guy in full raid gear was a rare occurance. But its becoming alot more common, watching my damage spells become less and less effective, while my survival rate continues to plummet… all the fun of Battlegrounds has slipped away. If only there were a way to join a Battleground that was restricted, that you couldn’t enter if you had on you (equipped or in bags) more than 3 pieces of raid gear, and by raid gear I mean the stuff that takes more than a group (I think I’d be willing to let the 10 man instance gear in).

Of course, any game that has ever introduced PvP has had the eventual colliding of PvP and PvE… some skill is overpowered in PvP so they nerf it and send the PvE players into a tizzy. Or some skill gets added or fixed for PvE and it “cripples” some class for PvP. Most times it seems like the developers need to make two distinct and separate games to sort it all out.

Anyway… no lofty design stuff here, just an acknowledgement that it exists and a realization that I, personally, would love it if the problem could be solved.

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.