Bring On The Women!

My wife took one look at Team Fortress 2 when I got it and immediately wanted to play. She took a second look at it, and hasn’t played it… her one complaint, “There are no females.”

Looking out across the FPS landscape, its usually generally a safe bet that my wife won’t want to play them. First off, she doesn’t like PvP in most games. Secondly, the grim and gritty realism that many games try to attain just doesn’t interest her. But when she saw the outlandish graphics of TF2, she was willing to put aside the dislike for PvP (“I think I want to play a Medic.”) and give it a shot. But without being able to play a woman, she lost interest again.

Just this week I was reading Games for Windows magazine’s March issue and perusing the article on the new Battlefield game: Battlefield Heroes. Once again, she saw the stylized graphics and immediately wanted to know more. So I showed her the article and dug around the Internet for more info. Not one single scrap mentions female characters, likely because there aren’t any… no more interest in the game.

I’d really like to play some FPS games with my wife, so, please, could someone put a game with really cool stylized graphics AND have female models in it? Please?

Thoughts on PvP

About a month ago, Scott at Broken Toys made a great post on How To Make A Game With ‘PvP Done Right’. Tobold followed that up with We Just Don’t Want To Lose. Both great posts… and there were a bunch more.

So, exactly how can you manage to have good PvP and avoid making losing feel like a crippling loss?

Before I go into anything, lets just put out there that I do not like 100% open friendly fire PvP. I prefer PvP games where there are sides to choose, like Dark Age of Camelot and World of Warcraft and the upcoming Warhammer.

I would think what you would need is to reward players with several buckets.

Let’s call the first bucket the “Combat Bucket”, in here the player is given points for damaging enemies, healing damage done by enemies, casting debuffs and buffs with diminishing returns for recasting spells that don’t stack (i.e. – if you cast a debuff that reduces the target’s accuracy by 5% and a second cast stacks for a 10% total you get full points for casting it; but if it does not stack and a second cast keeps the effect at 5%, you only get points if your cast is considered a “refresh” – the effect lasts 30 seconds and you recast it at 10 seconds or less to go; if it doesn’t stack and isn’t a “refresh” you get nothing). Essentially, within the PvP environment (the open world, the instance, whatever), every action that is taken in offense or defense earns points in the Combat Bucket. You could even split this into two buckets for offense or defense, but that might get complicated.

The next bucket is the “Kill Bucket”. When an enemy is defeated, points are dropped into the Kill Bucket for all the people who participated in the kill. How far/deep to go with this is a very long discussion and requires testing to determine how far is far enough and how deep is deep enough. How is the kill awarded? To a player? To a group? To a side? To everyone who damaged, debuffed, buffed/healed those people, etc?

The third bucket is the “Victory Bucket”. If the PvP has objectives that are met, points are dropped into this bucket. This can be for winning the match in a WoW Battlegrounds type scenario, or even completing mini objectives like the subquests that exist inside the WoW Battlegrounds (gathering supplies and what not in Alterac Valley, or capturing/defending control points in Arathi Basin, or capturing a flag in Warsong).

The key here is to try to award points for as many actions as possible and to reward “doing nothing” as little as possible. With a model like this, sure a player might AFK through a round of fighting and earn a minimum Victory reward (if his team wins the round), but actually participating would earn rewards as such a faster rate that being AFK through rounds would seem like a complete waste of time.

But why the different buckets? Well, with the points you earn, you can buy items, but the items would also be divided up. Some items would require generic “points”, and the player could spend from any combination of their buckets to buy them. Then you’d have items that required specific point types. New weapons and items that affect combat would come from the combat and kill buckets, with special “trophy” items coming from only one bucket. And the Victory Bucket would be spent on titles or armor models. With trophy items, the purchases could be tiered so that maybe you’d buy a first level helmet plume for 5,000 victory points, and the second level helmet plume would be 10,000 points plus a first level helmet plume, making the point cost of the second level actually be 15,000, but also making it so that spending the first 5,000 has no penalty to it except expending the points sooner rather than later so if you end a hard day of playing with 5,800 points, buying the first level plume doesn’t hurt you on your way to getting the twentieth level plume.

Anyway… this is just me armchair game designing again… feel free to shoot holes in my proposal, you won’t offend me with constructive criticism.

The Unfortunate Truth of Success

Last week, Blizzard announced that they are working on another expansion for World of Warcraft… Wrath of the Lich King.

Needless to say, many people were underwhelmed.

I am too. The new expansion looks like its going to be The Burning Crusade part II. Ten new levels, more raid zones, and another couple of tiers of gear. Sure, there is something about hero classes, but from first glance they are either going to be pointless or they are going to be game breaking. In other words, very few people will bother, or the hero classes will be a requirement to proceed in raiding or participate in PvP.

As many in the blogosphere have pointed out, Blizzard has never really been known for innovation. Blizzard doesn’t invent wheels… or for a better analogy, Blizzard doesn’t design new cars, they take existing cars and trick them out in Fast and the Furious fashion.

And why should they bother to reinvent the wheel when they’ve already got 9 million people paying for the old wheels. If only half of their subscribers buy the expansion, that’s more box sales than some of the most successful games in history. This is the Unfortunate Truth of Success… once you have a stranglehold on the lead, trying to further outdistance your competition is a waste of money compared to coasting, enjoying a downhill ride that will net you more money than other people dream of at their peak.

I doubt I’ll be journeying to Northrend or fighting the Lich King. I canceled my WoW account over a month ago because it was clear to me that they are supporting only two types of play: Raiding and Solo casual. Want to PvP? Sorry, you have to raid (or farm gold, or buy farmed gold) to get the gear needed to compete. 5 man groups? Only if you want to grind cash, pots, faction of ramp up to raiding.

WoW lost me as a player, and they aren’t likely to win me back while they continue down this same worn path.

On The Hunt

The Burning Crusade came out to much fanfair. Lots of people have blogged about how it is either totally awesome, more of the same, or a complete waste of time. I’m enjoying it, but probably not for the same reasons that everyone else has.

Most of my friends always wanted to play the Horde. And I must admit, playing on the side that is, in PvP, the perpetual underdog appealed to me. Back when I used to play FPS games exclusively, I always joined the losing side in public games to try to even the score. You can’t be the hero if you win all the time… heroes are supposed to pull victory from the jaws of defeat, not lazily claim another victory from the pile of easy wins. But one thing always kept me from getting in to the Horde: the male-hunchback syndrome.

All the males of all the Horde races have their heads slumped down and look like they should be ringing the bells of Notre Dame. It would be one thing if the women were hunched too, but they weren’t, it was just the men. But with the introduction of the Blood Elves for the Horde in the Burning Crusade, finally there was an upright standing male to play.

So the wife and I rolled up some blood elves, and rather than our usual form of one of us playing damage and the other support, we decided to both play hunters.

It really is kind of silly. Another friend of ours plays a warlock and when we all group, its like we have a six person group, not three. The one thing we lack is reliable healing, but luckily (or is that sadly?) you can pretty well avoid the need for healing with the proper tactics. We kill… everything. Pets and traps, bows and arrows. The animals tank, we slow them and burn them, and we pincushion them. It’s almost not fun unless we push the envelope and work exclusively on Orange and Red quests, fighting stuff three, four and five levels above us.

It is definately a different game than the old priest/paladin game we are used to playing.

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…

Logic is cold

Thanks to Scott for the original link.

One of the problems I find, not just in games but also in life, is that people have an unwillingness to accept logical truth. There is a basic dichotomy to any competative game: if someone wins, someone else has to lose.

Look at something non-MMO, like Baseball… the teams with the most wins last season still lost just over 40% of their games. The Mets and Yankees finished with .599 records. 97 wins and 65 losses. And its considered a pretty good season. Yet somehow, in PvP games, lots of folks find that ratio, dying 4 out of 10 times you enter a fight, to be completely and utterly unacceptable. On the other hand, the Tampa Bay Devil Rays had a .377 season, 61 wins and 101 losses. More than 6 out of 10 times, they lost… if people can’t accept a 40% death rate, a 60+% rate would drive them completely off the “unfair” deep end. If you are winning 6 out of 10 fights… someone out there is only winning 4 out of 10.

There seems to be, among players of computer games, a feeling that somehow them being human playing against a computer (even if its actually another person controlling the enemy on their screen) gives them an edge, that the game will be “more fair”. Of course, the idea of “more fair” is a total waste of time. There is fair and there is not fair. Something cannot be more or less fair, once it stops being fair it is not fair. What they mean by “more fair” is that they will win more often. Against computer AI in most games this is true simply because the game doesn’t learn. It may kick the crap out of you all the time when you first play, but as you play more you will (should) get better, and the computer will not. Eventually, you’ll win all the time because you will have learned all the moves it is programmed to use. Computer games are old dogs, and they don’t learn new tricks.

But when a player takes control of the enemy, now you are playing against… you. When he loses, just like you, he’ll learn. The both of you will learn, and keep challenging each other, and over time what will show is that one of you is better at learning than the other and therefore stays ahead better, winning more often. One of you will be the Yankees, and the other one will be the Devil Rays. And there is nothing wrong with this. Its true. Its logical. And from the point of view of the Devil Rays, totally and completely unfair.

So, what’s the answer? There isn’t one. Like I said, its not fair, and that’s just the way it is. But I will leave you with a thought…

It comes from the movie Rudy, about Daniel Ruettiger. Rudy doesn’t make the real team, but he makes the practice team. In practice, one of the real team guys yells at Rudy for trying too hard. Rudy fires back with this great line (which of course I can’t find right now) about how he has to do his best in order to keep the real team at their best. When you PvP, keep in mind that you may not win all the time, or even most of the time, but by God you can make them work for it.

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.

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!

2006: Day 3 – An Age in a Day

I could write about the panels I wasted my morning on. Well, wasted isn’t really the right word… the swordfighting display was cool, as were the various writing panels, but the free form discussion of game modding was kinda lame. I mean, how many different ways can someone ask, “But what if it doesn’t work?” and the guests respond with a new form of “Then you fix it.” I showed some friends the undead siege art. But I’m not going to spend much time on that, because frankly, I want to live in the Age of Conan.

Funcom is here and they have a booth for their upcoming game, but today they did a full blown demo using the current beta client and servers (they actually used their live data thanks to the Hilton providing the internet access). All my worries for this game have been pushed aside, and if Vanguard still wants my business they better show me something cooler than this.

The first thing we are shown is the character creation. Have you played City of Heroes? Their costumes are cool, but the body and face creator in AoC is freakin’ amazing. You can give yourself scars or a broken nose, you can be all sorts of skinny or fat, its just awesome.

Then we see combat. Auto-attack doesn’t exist. For range attack with a bow, you draw the bow, then it smoothly transitions into an aiming system, pick your target and fire. We only saw bow, but I’d guess it works the same with everything ranged, perhaps spells. We didn’t see spells. But we saw close melee combat. Your character has six sides… front, left front, right front, left rear, right rear, rear. If you swing through a side and someone is in it, you can hit them. So yes, you can do a wide arc swing and hit multiple targets. Hitting someone is a series of key presses which determine the kind of swing and the location of the strike… almost like one of those console fighting games, but without the mad slamming of keys to make super-ultra-mega-death-combos. There are combos though, as you learn more fighting moves you can use them. But the absolute best part of combat is that you actually interact with each other. When you swing at them, you swing at them, not just in the same swinging motion you always make. You slash at legs and torsos and heads. And finishing moves can actually involve grabbing the opponent, running them through and then letting the body slip to the ground. It makes for much more visceral experience. And there is mounted combat. You can ride past someone and slash at them as you go. You can trample people. And the horse leans when it runs, just like real horses.
Then there are the towns. Player towns. Run by guilds. And you have to defend them from NPCs who rise up to fight you. Towns are strickly PvE, but for PvP they have tower keeps, and you can siege them, with real siege gear, that you have built. You actually can build, arm, aim and fire a trebuchet with a rolling flaming shot that slams through the approaching forces or the enemy keep walls. Since guild towns are PvE, they are instanced, which means the landscape doesn’t get cluttered. Tower keeps being PvP are limited in number, contested.

Basically everything about the game looks great. So far, it is the game I will buy a new computer for.

I saw a preview of Neverwinter Nights 2 also. It was pretty good. It beats Conan only in that it has DM tools so you can make your own modules and there is no monthly fee. Conan wins at everything else.

There was, of course, much hanging out, costume watching, and drinking.

Alliance: Sometimes I wish I was Horde

Ishiro loves him some Alterac Valley.

Now, for those who don’t understand, let me explain. In World of Warcraft, if you wish to engage in PvP but do not wish to engage in open PvP out in the wild where you can get ganked, outnumbered 5 to 1, there are Battlegrounds. Warsong Gulch is Capture the Flag: each team has a base that holds a flag and a field between the bases, and your team tries to get the other team’s flag and bring it back home. Arathi Basin is Control Points: there are 5 control point locations on the map you have to assault and hold, while holding them you earn points (10 at a time), and the first team to 2000 wins. Alterac Valley is a Campaign: huge map, with a home base, towers, control points, and other stuff, if you hold a control point that gives you access to a graveyard which allows you to better hold the battle lines, the winner is the one who defeats the other teams general.

I like Alterac Valley for a number of reasons. One, there is lots to do. You can capture rams to equip your NPC ram riders. You can gather minerals from the mine. You can PvP and collect armor fragments to upgrade your NPC guards. And more. Because the war is usually long (5+ hours) people learn to organize and play together and leaders emerge. Two, the Alliance wins fairly often at this. Mostly we win because after 6 hours, the Horde team usually goes for an end run, we defend it, and they start quitting. I’ve heard its different on other servers.

But that doesn’t explain the title… see, in Arathi Basin and Warsong Gulch I have never been on the winning team. The Alliance sucks. People spend too much time going for individual kills, no one ever wants to play defence (less honorable kills to be had), and the Horde just rolls right over us. I’ve actually been involved in an Arathi match that ended 2000 to 80. That’s right, we managed to hold one control point for 8 ticks. And most Warsongs end with a 3-0 loss, usually because I, a priest, am the only one on defence no matter how much I ask for help.

Another thing… the Alliance on my server just blow at organization. They don’t form up groups, they don’t listen, and generally they just don’t play well together. We win Alterac because its a long haul campaign, were Arathi and Warsong usually take less than 30 minutes (especially at the rate we allow the Horde to get points). The other team, however, always seems to move together in groups, defend each other, play well… it makes me envious.

I keep trying Arathi and Warsong in hopes I can find people who are good at it… until I do, though, most of my efforts will be in Alterac where more often than not we can win.