Crisis on Infinite Servers

One thing I am a big proponent of is building games to have one single world server. The simple reason for this is illustrated by every single game that doesn’t do it. I play, then find out some of the people I work with or chat with on message board or whatever play on another server. Usually we have just one option, someone has to start over. Although, more and more games are allowing server transfers… for a price.

However, I do understand the limitations of many games to support a single world environment. Imagine World of Warcraft with only a single world… the lag would be unbearable. Outside of the sheer population problems, one world means you need to actually develop more content in order to spread people out and keep it from being bland, unless you go with a 100% group/raid instanced world.

As an alternative to trying to cram everything on to one world server, I think what I would like to see is an in-game acknowledgement of multiple worlds (or shards, if you prefer) with a method to allow players to move between those worlds.

Lets take WoW as an example. Put in an NPC in each major city who wanders around like a crazy homeless person muttering about the multiverse. Give him a quest, where the player needs to gather a few simple items (a gemstone of some kind, a few other things, nothing rare, all common drops cheaply obtained, maybe some food for the crazy guy as well). Upon bringing the items, the NPC gives a second quest and sends the player to a room where they take the items gathered (reconfigured by the NPC) to an obelisk, opens a dialog with a list of all the servers, they pick one and hit Complete Quest. *poof* The player is logged out to character selection where the character they just chose to transfer now has a listed status of “Travelling to [insert server name here]…” The transfer takes somewhere between 3 to 10 days to take effect. That last part is there to discourage people from transferring back and forth alot.

Maybe even throw in a part about how the shifting between worlds is rough, and the character will lose all items not tightly bound to their souls (i.e. – droppable items and money are gone, oh, and the bank is going to give your stuff to Goodwill after a few days so you lose that too), if you fear transfers will hurt the game economy. And of course, the devs could exclude servers that are new (if that is desirable) or already over populated (but if you give players the ability to leave crowded servers, doesn’t overcrowding become their problem?), and even provide a glimpse into the interdimensional pathways (a count of server populations including the number of characters queued for transfer).

I guess what I’m saying is, at this point in time, a game that launches should have, from day one, a way to easily transfer characters (at the very least from the DBA point of view) since the games that have come before have shown that players desire it. I know in some cases, making this player controlled would eliminate a revenue stream from the company, but maybe instead they just add twenty-five cents to the monthly fee they were planning to charge. Besides, if they build it into the game from the get go, it means they don’t have to pay someone to run character transfers later.

Henchmen

Inspired by Friday’s post and the comments that followed… How would you handle multiple characters under a player-NPC style system?

One thought would be henchmen. You’ve started a fighter character, gotten him a sword and some armor, but now you decide you want to play a mage… So, you roll up your mage, but you don’t want to go it alone, so you pull up your characters and pick your fighter to be a henchmen. Your fighter is now an NPC pet that you can give orders to.

Immediately, its appearant that in a game with levels this probably would be game breaking and unbalancing. Even a skill based game could make this a challenge to implement. But in a game without levels and skills, one that is based on player skill and goal achievement through narrative (quests), this could work very well. A system like this would allow a player to be his own party and play it like the old days of the AD&D games made by SSI, or allow a few friends to fill a gap in their group when they can’t find a player to fill it.

These pets wouldn’t be super smart, they’d be much like current game pets, simple commands and defending the owner, etc, because you wouldn’t want pets to be the defacto method for playing your MMO. Obviously much research and legwork would be needed to make this function, and it would have to be a “right fit” for the game being designed. But for now I just like thinking stuff up until I hit that lottery jackpot…

Offline Play

Some days I wish I could remember to write stuff down. I had alot I wanted to say concerning this post over on Tattered Page, but I could only remember one part, so I’ll just go with that.

As much as I ultimately end up hating EVE Online every time I go back to it, I keep going back to it because ti does have a few really cool ideas. The biggest of these is the introductions of true Offline Play.

Many games before and after have had some type of reward for people who are offline. In World of Warcraft, being offline in an inn or city would result in an experience bonus when you returned. The longer you were gone, the longer the bonus would last. It had a cap, of course, but it was a nice way for casual players to feel like they had a chance in hell of keeping up in level with the people racing to the top. But in EVE, skill training happens whether you are logged in or not. So, if you set a skill that’s going to take fourteen days to train, you can log out and come back in two weeks to find it complete.

So… where am I going with this?

What if, you had a game that was designed around player created and/or controlled towns, and when a citizen of that town logged out in town he was given a menu of a list of work tasks that the town needs performed that he can set himself to do while he’s logged out? Things like, collect garbage, defend walls, work the mine, tan leather. And all of these things would amount to resources that the town leaders could manage and pay wages for.

The mayor says he’s going to pay 2 gold per pound of trash/weeds cleaned up from the street. Now, a player could, if he chose to, while playing, run around picking up junk and pulling weeds, turning them in for pay. But how many people would really do that? Instead, based on the town size, the mayor lists he needs three garbage men, and a player who logs out can pick that, his character will be seen (as an NPC) walking the streets and collecting garbage during daylight hours that he isn’t logged in. When he does log back in, he finds that over the last week working as a garbage collector he earned twenty two gold.

But who wants to be a garbage man? Why not join the town militia? The militia pays ten gold a day, and while you are logged out, your character will be used as an NPC to patrol the city walls and to fight off attackers. Now, you won’t die while you are offline and lose your character or gear, but the point is that non-player-based-NPC guards are always of level or strength equal to the average citizen minus two, or something like that. So getting players to be guards is likely better than leaving it up to the NPC guards, unless you are new to the world and fall below the NPC level. (Of course, in my overall design, the game is PvP and players playing will be given the option to actively defend assaults before NPC-players or NPCs are populated.)
And working in the mine? the fields? fishing? You help increase the resources of the town. Players as NPCs would always be slower/worse than players playing to give incentive to play, but would allow players to still feel like they are contributing and not falling so far behind even when they can’t play.

I’m sure there are many complications that I haven’t thought through, but its an idea I’d love to see a game take a whack at.

Defeat Not Death

There is a really great post over on the Tattered Page that I want to post about, but my head isn’t very clear today and I have too many meetings to attend, so I’m going to put that off and return to a subject I have hit before…

I want to touch again on “the Death Mechanic”. No, that is not a new horror film, nor is it a job title. It is the unfortunate moniker given to the question “How does your game handle player defeat?” Sadly, too many games have, possibly due to the moniker, limited this to player death. And so, as I’ve said before, I feel games need to feature alot more variety in player defeat so that not everything equates to death. One specific thing I would like to see in games, especially in PvP, is player defeat resulting in a temporarily unconscious/immobile player who then returns to full health but with a penalty, like a limp (slower movement) or an injured arm (slower attacks) or even a head injury (lower accuracy). In this way, defeat stings, but since the defeated player would “catch a second wind” and put him up to full health, they’d also be given a temporary boon to attempt to avoid repeated ass kickings (since, logically, if a player lost a fight, he would have done some kind of damage to his opponent before going down).

The main reason I want to see this type of change is to throw a wrench into the current game dynamic. How would PvP and even PvE be affected if a player had to be defeated (reduced to zero hit points), say, three times before they were more permanently removed from the action (knocked out for 3 minutes instead of 10 seconds)? What if players couldn’t actually kill other players, only knock them out and loot them, unless both players (attacker and target) were both flagged to allow death, but experience or other rewards for PvP were greater when flagged? Then throw possible permanent death into the mix… Perhaps not every outcome would be desirable, but it certainly would be different from the bulk of current games.

I really think that many games have boxed themselves into a corner with their death mechanics. Think about it… if a player dies as part of normal activity of the game, what must you do? First, you have to create, both in function and in lore, a way for players to return from the dead. Sure, you could just go the first person shooter route and just have people respawn *bam* with no reason, but this isn’t an FPS, this is an MMORPG. Role Playing Game. In addition to that, since you have defined defeated as dead, hit points are really life points (or blood points). The character is being hit and bleeding to death, so now you need magical healing (or at least, people have come to expect it).

So, lets take hit points back, all the way to the beginning, back when they were not intended to mean your life literally, but were meant to be the character’s ability to move and avoid death by rolling with blows, taking a punch. Now, only critical hits are actual bleeding hits (and they’ll carry with them a damage over time component unless bandaged), and the rest just means you are taking blows or ducking out of the way tiring yourself out. Now, instead of magical healing, players can hit you with toughness, invigoration, agility… and these things will increase your hit points because they are extending the amount of ducking and taking blows you can do.

Yes, in the actual function of “healing” in the game not much will change, but once you disassociate the combat from bleeding and death, it opens up many other possibilities for how to handle defeat in the game and the directions your story can take. As I’ve mentioned before, wouldn’t it be cool if when you are attacking an enemy city and your group wiped out, they captured you instead of you being dead and resurrecting/respawning? I think it would…

The Whole Wide World

If you have played any MMO, you have likely run into a quest that needed you to circumnavigate the world to finish it. Visit some guru in a far off place or take a note to an officer in some city’s army, whatever. You have also likely found a time when you wanted to group with someone who you grouped with yesterday, but today find them to be on another continent. If the game had no travel assistance, like run speed enhancements or teleports or griffin mounts, you probably got a bit annoyed at the twenty or thirty or sixty minutes all this running around was going to take you.

And, if you are like most people out there, you probably wanted them to fix the travel issue with instant travel teleports so that you only had to travel a couple minutes to a portal, port, then a couple minutes to your destination, at most.

In my opinion, though, the problem here has been misidentified and the solution is completely ass backward. The problem is not the travel time, the problem is that you have to travel.

Travel should, to me, be a non-trivial task, like it is in the real world. If you need to run errands in your life, don’t you try to get a few of them together and make one travel loop getting them all done and returning home at the end? I know I do, and that’s because I don’t want to go out and come back for each item, especially if those items are far away. To that end, I try to do things near home if I can, or if I find I’m always going far away for stuff to move my home closers to my interests.

This is the problem with most games: not enough content close to “home” for the player. There should be content for solo, groups, raids, PvE, PvP, every level, every class, whatever boundaries exist in the game within a reasonable distance from “home”. Now, what is a reasonable distance is another argument altogether, but for now we’ll just vaguely say that reasonable is “a travel time for which the majority of players feel no disappointment in making both there and back”.

A long while back, I started down the road in my design thought processes of what I refer to as a “town-centric” design. (If you are so inclided, you can go read the thread and my posts over at the MMO Round Table.) And I still hold that, in my opinion, this is the best way to design a game: start with the player’s home and radiate content out from there. At some point if a player tires of one town, they can move to another town, at which point they will have all the content they need around the new town, all within a reasonable distance from the new town.

I love travel in games, and sometimes just for travel’s sake, but I hate when travel becomes a barrier to fun.

Removing Barriers

The wife and I have been discussing the future of our gaming. First and foremost has been the question of where to continue our gaming. Do we want to move to console gaming or stick with PCs? It is not an easy question, and of course we can not afford to do both.

The main pro on our pros and cons list for sticking with PCs is MMOs. As I mentioned in yesterday’s post, my interest in the existing games is waning. While talking things over with the wife, I came to the realization that the biggest hurdle for us in most games is the fact that we have to play together if we want to play together. Did that make sense?

See, sometimes I have to work and the wife wants to play, but if she plays with her main character and this happens too many days in a row, she will out-level me (unless we are at max level) and now I will need to play catch up in order for us to play together and both of us have fun. The key being both of us having fun… being too low is never fun, swinging weapons and casting and not affecting much, neither is being too high, swatting away monsters without fear of losing. City of Heroes solved that; halfway at first with side kicking, and then the rest of the way later with Mentoring. It’s not a perfect system, but it worked well enough that when we were playing CoH, the wife and I never had to worry much about who leveled when. Of course, as I have said a few times in this blog, we stopped playing CoH when the graphics engine upgrade for CoV was just enough to force us to turn the details down just enough to make the game unappealing.

The alternative in most games is for us to play a secondary character when we can not play together, but personally, I think this causes more problems than it solves. What happens when I have been having a blast with my secondary for five days and now when the wife wants to play I still would rather play my second? It also serves to hinder a player/character relationship. If my best friend is on, I would rather see him and him see me than for me to have to look for one of his seven characters and him to keep an eye out for my five. It is a further disconnect from how real life works. Not that I am saying I want to emulate life 100%… holding a job and paying a mortgage in game as well as real life would be frustrating.

What is the solution?

My thoughts would be to begin designing any system with either a sidekick/mentor construct in mind, or with an eye on removing or reducing playability gaps between players. I am going to try to focus on the playability gaps…

First step, remove the direct link between player level and player power. Still have experience points in a game, earned when fighting or questing or crafting or anywhere the game can determine you have completed some defined task and reward you for it. Have levels with some mathematical formula for determining experience needed to level. 100 exp for level 1 (because everyone starts at level 0), 300 for 2, 600 for 3, 1200 for 4… until you reach some point where you just say “every level beyond X takes Y experience” where X could be 50 and Y could be 10,000,000 or something. No level cap. If someone wants to grind to level 999,999,999 so be it, if that is what they enjoy. But, you do not want to entirely remove player level’s ability to affect player power, because then people who like grinding will complain that grinding is pointless, so with every level you earn a “skill point”. And since experience is rewarded for more than combat, it would be possible for a crafting minded player to still be able to grind out those 999,999,999 levels by making swords instead of using, if they were so inclined. Once this link is severed, there is no reason not to allow players of any level to play together in groups.

Skill points are the second step. You can earn them with leveling. We will also allow people to earn them with training, similar to the way EVE Online skill training works, you select a skill to train the “next point” in and the point takes time, both in and out of game, with two major changes. One, allow people to train more than one skill at a time. The way that would work is, say a skill takes 1 hour to train, and you have 5 of those types of skills, so, in EVE Online world, you would have to log in (or still be logged in) each hour to switch skills. We would let someone select all 5 skills and in five hours they would all go up one point. Time of training times number of skills in training equals length of time for point. Oh, and training stops if your account expires, but will start again the moment the account is made active again picking up right where it left off. Now, if you are training a skill and then level and buy the skill you have been training, the time you have spent training will be applied to the next point. So, say you have that 1 hour skill training for 30 minutes, and then buy the point. The next point of the skill, which normally would have taken 2 hours to train, will now show only 1 and a half hours remaining. Two, unlike EVE, if training completes and there is no change made by the user, training will continue into the next point of the skill(s) selected. So, yes, conceivably, someone could start a character, set all skills to train and then not log in for a year and return with a fairly well decked out level 0 character. If they really want to pay for a game for a year and not play, more power to them.

So, what are the skills? Well, skills would allow you to use items or perform tasks, there can and will be huge hierarchy trees of skills, special and advanced skills that must be quested or learned from a master (maybe even allow that master to be another player). But how important will they be? This will vary… some skills would have to be proprietary, meaning you have to have the skill (and possibly even of a certain level) to use or do something. Other skills would be “untrained” skills, for example, in a fantasy setting wielding a sword could be an untrained skill, meaning that everyone can swing a sword, but gaining levels in swordplay and other advance skills will make your character “better” at sword use by affecting calculations (perhaps each level of skill gives you a +1 bonus to some section of the “to hit” formula that allows you to be more accurate) or by opening special moves (the use and timing of which can translate into “player skill” allowing players who practice with their combat to become more effective so that they might be able to trump the numerical calculated predictability of standard “auto-attack” combat). Of course, skills are not all combat related… there can and would be crafting, social, and other skill trees.

Back to the leveling… with the multitude of ways to gain experience, do we need to worry about power leveling? No, because, honestly, who cares? If a player wishes to become the “apprentice” to a local tailor and grind out eleventy billion hats so that he can gain a bunch of skill points, why not? If someone wants to “squire” for a powerful knight assisting him in combat while the knight does most of the real fighting work, why not? You could even encourage power leveling through an apprentice/master (or sidekick/mentor) system! While the squire is fighting with the knight, any skills he has set for training (you know, the timed training, not level based earning) that the knight uses he will get a training bonus, very small at first but growing larger the more a skill is used. So, while the knight and squire are out grinding experience killing monsters, eventually the squire would ratchet up to a double (or even triple) training rate, and he would be cranking out the combat skills at twice (or thrice) the normal rate, as long as they remained grouped (so yes, the bonus would be lost between gaming sessions, but we would give it like a 15 or 30 minute cool down window to account for temporary loss of connection).

But what about classes, you might be asking… especially since I wrote a post a while back about staying with classes, and another on my version of a class system. I still think players should have to pick starting attributes, and I think they should still have to pick a class, for lack of a better term, and award them with a bonus to certain skills when it comes to training. And I would even still do that by grouping the skills into sets and having the players rank the sets. And yes, I would still allow players to change their set rankings later in game (through quest or something). Would this allow players to game the system? Sure. They could rank combat the highest and train combat, then change ranks to merchant skills and train crafting. But, to me, it would not matter… no matter what system you come up with, some players will learn how to game it, how to maximize the systems to minimize risk and time and effort, because it is what they like to do. It’s on the shoulders of the designer to make game play and the world a compelling enough distraction that it keeps the player’s focus off the mechanics and off the desire to game it.

Paladin

When I run pen and paper compaigns, one thing I hate most is people who want to play a paladin. This is partly due to the the fact that most people really suck at playing a paladin, and partly due to the preconceived notion of a paladin.

The white suit of armor, lance, flag, holy, goody-goody… the restrictions set forth in the book descriptions and the fairy tales… its just… boring.

To me, a paladin is simply a devout warrior of the faith, and its that second part that is the rub. What if you are a devout warrior of a god that desires the subjugation of all people under his will? Under those conditions, would lying to someone be against your faith and cost you your powers?

This is where the true essence of roleplayin comes in. A good GM, in my opinion, will work with his player to outline the tenets of his faith and determine the shape of the paladin’s persona. From this, the GM will be able to extrapolate what constitutes challenges to the faith and what would cause the paladin to lose the favor of his god.

Now… you may be wondering why the heck this even comes up. Over an EN World, someone posed the question: If Dudley DoRight is entering the city of an evil overlord, and at the gates the guards are asking people if they are paladins, would the paladin lose his god’s favor for lying in order to get into the city?

Really, its a stupid question involving a contrived situation created by a lazy GM who simply wants to trap and torture his paladin player. What reason could an evil warlord have for instructing his minions to ask “Are you a paladin?” of each person who enters the gate? But further, this whole situation would only work if the player was indeed a Lawful Good paladin who followed a god that holds honesty in high regard. It would be better if the warlord instructed his people to keep a lookout for certain crests denoting paladins and their deities. Even better, if its just the Lawful Good Dudley DoRights that he fears, would be to hire a spell caster to guard the gates with Circle of Protection from Law and Circle of Protection from Good spells, preventing the DoRights from even approaching the gate.

There are just so many better ways to handle every aspect of this.

Tools of the Trade

Let’s just begin with the fact that I hate EVE Online.

I played it for a number of months, and in that time I mined, I fought pirates, I ran trade routes some of which I did through “zero space”. I read the message boards and I talked to people in game. I joined a corporation, I formed a corporation, and I fought in corporate wars. I was literally bored out of my mind.

But… I have to give EVE credit for one thing. The guys at CCP have over a a hundred thousand people paying to play a game that doesn’t exist. Now, before you go on a tirade defending EVE, pay attention… EVE has no designed large goals. There is no “end game”, in fact there is barely any “game”. All the stuff people love, corporations and politics and piracy and all that… player created using simple tools provided by CCP.

CCP has given you a basic economy system, and from that players have developed complex trade routes and commodities management. CCP has given you corporation structure, and from that players have developed complex politics. And so on… what CCP didn’t do was spend any effort developing story and static content, they developed no dungeons, no wide ranging NPCs (there are some low end pirates, the guard NPCs for protected space, and some space stations). They didn’t waste any effort trying to create repeatable encounters with respawning monsters, because they also didn’t create any level advancement for players.

Of course, CCP also doesn’t have 6 million subscribers, but their buck and a quarter thousand is nothing to shake a stick at.

So, this has brought me to my theoretical game design. Make tools not games if you want a deep community. Let people define the game for themselves. Now, this doesn’t mean that you can’t make games at all, but games should be small and contained.

The idea I have is what I’m going to start referring to as “city-centric” design. Essentially, a player joins the game and is initially made a citizen of one of a handful or less completely NPC controlled cities. From here they can play numerous games, be that crafting or adventuring or whatever. But, as long as they remain a citizen of an NPC city, their advancement in the game (however advancement ends up being defined) will be self only and hindered. The NPCs of the NPC city don’t care about you. So the push comes to either join or found your own player created city. As a citizen of a player controlled city, every game you play affects the city. If you decide to run caravan escort missions, every time you succeed you strengthen the trade route between your city and your destination city; every time you fail, the trade route weakens. The strength of a trade route will affect the supply and price of city specific products and resources. If you keep running caravan escorts from your city by the coast to a city in the mountains, mined ores will slowly become more plentiful and cheaper. At the same time, this makes things easier for people who have chosen to play the blacksmith game. You can also attack other cities and play defender for your own city. The people who run the city, the dictator, king, or elected official, will have control of city development… like a real time strategy game, or Sim City. They get to decide how resources are spent, the style (texture sets) to pull new buildings from, and prioritize city missions (they’ll determine if that caravan protection you just ran payed out 1 gold or 5 as a reward from the city). They’ll control alliances and animosities. And of course, when communicating with the leaders of other cities, they’ll need messengers to carry the letters, which the players can do.

So, what about PvP vs PvE? Do both. Allow the players to decide if the mission they are undertaking will be done PvP or PvE, and control the affect the result has. PvP is generally harder, so a PvP caravan escort would yield more change than a PvE escort.

Then, we can take the whole thing a step further… people who don’t want to be citizens of a city can choose instead to belong to a guild… an adventurers guild, a tradesmans guild, etc… and those guilds can buy/rent buildings in cities, as many as they can afford. Tasks performed for the guild will enrich the coffers and prestige of the guild.

My mind is racing with ideas… now I just need someone to bankroll them… Ha!

Games Within Games

No, I’m not talking about Puzzle Pirates and its Bejeweled Bilging and Dr. Mario Sailing. I’m talking about fully realized games encapsulated within games.

Many moons ago (okay, a couple of decades of moons), I played Ultima Online. In UO, I had a Chess set, and I could sit down at a table and play Chess with another player. On days when I didn’t feel like making hats with my tailor, or guarding the pass with my guild extorting money from random travellers, I would sit in a specific Inn frequented by Chess players and play.

In EverQuest, it was the one thing I always wanted. They did give us Gems, a game to play while waiting between pulls or watching your mana bar refill. But it was single player, and pretty much sucked.

In World of Warcraft… well, Blizzard gave us jack shit, but the guys who made the Cosmos add on gave us Chess and Othello and other games, and even made them multi-player, but they were global, you didn’t have to be anywhere near your opponent.

Other games also pretty much gave us nothing…

I miss the simple pleasure of sitting in a (virtual) room with another player and playing a board game. I would love to see more encapsulated games inside MMOs. And really I would love to see those games played in the game world itself, and not in a window that passerbys can’t see.

A Real Class Act

Okay… with a few recent posts around the internet on Classes vs Skills for characters in MMOs, I decided to go dig up the post I made on one of the previous incarnations of my site about how I would design classes in my game, if I ever got to make one. I’m a little pressed for time this morning, so what you are getting is actually two posts I made mushed into a single post, so make sure you read all of it before you comment. Read more