Looking for People

Wolfshead made a great post about chat in MMOs.  I often find myself agreeing with Wolfshead.  We seem to come from the same place in that EverQuest got a lot of things right about building communities and having players be social while they play.  Anyway, that’s not what I want to talk about because, honestly, if you read his post, that’s how I feel.  But along side the chat discussion is a discussion on the Dungeon Finder in WoW.

In the comments, however, Tesh used the word/phrase “self-professed” and it got me thinking, and I commented as well.  In most games, we have to trust other people when they tell you what they’ve done or where they’ve been.  Well, not so much anymore… with gear score and achievements and bind on pickup items, people don’t have to trust you, they can inspect you or check your Armory profile and verify it.  People used to have to be social, now they don’t.

Anway… back to the Dungeon Finder.  The truth is, Blizzard named it properly.  You select the dungeon or dungeons you want to do, you select your role in the group, and then you queue.  You are finding a dungeon.  EverQuest had an LFG tool.  Looking for Group.  It was poorly named.  It should have been the Look for Experience Points tool, because that’s how many people used it.  They didn’t want to make an effort to find a good group, they just wanted to join one already formed and then soak up exp.  However, because of the nature of EQ, while Exp might be what you were after, what you got was a group since getting Exp often meant sitting in the same place with the same five other people for hours.  If you didn’t talk and socialize, you had better at least be excellent at playing and making the exp, otherwise you might get kicked from the group.  But in WoW, you use the Dungeon Finder to find a dungeon, you then do the dungeon and then you are done.  Then you use the Dungeon Finder, ad nauseum…

What I really want is a Looking for People tool.  I don’t want an objective and a role, I want a funny guy who plays with style and makes playing the game more fun than grinding the floating bags of exp and loot.  The tool should be half a personality test, and matching should be made on more than just people going to the same place.  A chatty guy should be placed with a group that wants a chatty guy.  And so on…  I know it would be a pain to build, and some people probably wouldn’t want all those options, which would be why you’d hide them.  The main screen could be as simple as the Dungeon Finder: where I want to go, what I want to do.  Then, under an Advanced Options or Social Options or Fine Tuning you put another screen with a whole mess of check boxes and/or drop downs that allow people to self select a narrower group of people.  The defaults would, of course, be Any/All and then those who wish could go from there.

The first option I’d add?  The ability to say, “Only pick people/groups from my server.”  You know, the people on the other servers in the Battlegroup might be great people, but I’d rather play with people who, if they turn out to be great people, I can play with on a regular basis.

The Sacrifice

Left 4 Dead: The SacrificeThis shouldn’t be news to anyone who is a fan of Left 4 Dead and Left 4 Dead 2, but yesterday the final chapter of The Sacrifice comic came out online.  Such a good story.  Go read it.  I’ll wait.

These sorts of things are why I love Valve Software.  Not only are their games well built and fun to play, but they understand story.  From Half-Life to Left 4 Dead to Portal to even Team Fortress 2, a game will little story of its own but surrounded by tons of great videos and other stuff.

Anyway, to get back on the Zombie Wednesdays bandwagon, yesterday also saw the release of The Sacrifice DLC for L4D and L4D2.  It’s great to fill in the gap of how our original survivors get down to New Orleans, and it’s also nice that they released it for the original game as well, just in case there are some purists out there still clinging to the L4D2 boycott and never bought the sequel.

Want to play?  On Live, I’m Jhaer.  Friend me, but also be sure to tell me who you are…

Another Case for Class

It is amazing how much time I spend thinking about designing classes in MMOs when I really don’t care for them.  Or maybe I do.  Coming from a table top gaming background, many of those games had classes.  Sure, there were dalliances with systems like GURPS, but we always came back to D&D or some variant thereof.  Reading Tesh’s Quest for Glory post this morning (read it, it’s worth it – I’ll wait), I made the following comment:

I loved the Quest for Glory games, and I want that kind of differentiation between classes… however, every time I spend any serious effort thinking up a design for it, it always fails in an MMO sense. Yes, I want the rogue to advance by sneaking around and stealing things, planning jail breaks, cheating at games of chance, etc… but how do I fit those skills into a group dynamic?

Ultimately, I always end up at the idea of every character having two lives. The first if your traditional MMO style play, and the second is solo or specific group tailored quests that can cater to the class of the individual or the class set of a group (a rogue goes to the quest giver and is told “this is a two man job. you’ll need someone tough and good with a blade to pull this off.” meaning you need to duo the quest with a warrior, each of you having parts of the event tailored to your class’s strengths.

In the past, I’ve always tried to avoid this because it leads to heavy instancing… but I’ve gotten to the point where I think a better game design is giant city hubs of social activity with the majority of all adventures/quests in instances.

And it got me to thinking.  And while I worked the ideas rolled around in my head until I realized something… That second paragraph where I mention characters having two lives, that is exactly how the best table top games played out.

Four or five or six of us would gather and one of us would be the Dungeon Master.  We’d roll up our characters and play.  Our play would consist of two parts.  In the Adventure play, the group would head out on a quest, part of the major arc of the world we were in, and we’d investigate and fight, and mostly we’d play as a group, taking on roles in that group, occasionally a player would do something that only their class could do, but mostly this part of the game was rolling dice and reducing enemy hit points to zero.  Sound familiar?  The other half would be Development play.  Invariably, after an Adventure, we’d have learned some information that would point us into several possible directions.  The group would split up and handle tracking down leads.  The reality for this was because the full group could get together less often than subsets of our group could.  The result was that the rogue would head off to see if he could gather some more info from a bar down by the docks, the priest and paladin would head to the church library to do some research, and the mage would head to dinner with the town elders.  Each sub group would then have the DM play out for them a tailored mission in which they’d use their specific skills.  The rogue would use a disguise and then get in on a back room card game, manipulating the game and getting the other players drunk while easing information out of them.  The paladin and priest would discover a dark presence corrupting the church librarian and have to perform an exorcism.  The mage would use his knowledge of politics to get a better picture of who might be behind the dark days that are coming.  If the paladin had gone to the docks, the mage and rogue to the library, and the priest to the elders, each part would have played out completely differently, but possibly yielded the same results of finding the things the group as a whole needed to continue.

MMOs need this.  MMOs need two games.  One that encompasses the whole world and all the players with big dungeons and raids and guilds and… well, what we have now.   And they need to intersperse it with a class specific solo or small group game that caters to the class, the way single player RPGs can.  Many times in MMOs, I’m left feeling like a cog in a wheel, a box to be checked off on someone else’s spreadsheet.  Holy Spec Priest, check!  What it is missing are the elements that make me feel “Priest” or “Druid” instead of “Healing of an adequate level”, “Rogue” or “Hunter” instead of “DPS machine”.

If you are going to have Class…

Personally, I think I would be much happier in an MMO without classes.  I’d rather a gear based system or a skill based system, and if you dig around here you can find all the reasons why (mostly it’s because I want to move toward getting away from “level” as a separator and the focus of play), notably this post last week.  But, if a game is going to have classes, I think I would prefer a game to simplify it at much as possible.

Rather than try to make a dozen classes, look at your combat design and build classes based off of it.  For example, let’s take the most popular design, the trinity.  Tank, DPS, heal.  Or, in other terms, taking, dealing and recovery.  Really, a game designed this way only needs three classes.  Four if you really want to split up melee based DPS and range/magic/whatever based DPS, but functionally they are the same.  If your game is going to have a small group of players potentially fighting groups of NPC enemies larger than their group, you might want to also have a crowd control class.

Once you establish your primary roles, those are your classes.  But to keep a game from being too samey, as your classes level, give them talent trees that allow the player to add flavor to their character.  In my opinion, the talent trees should essentially define a secondary role/class for the character.

For example, rather than having a warrior, a priest, and a paladin in your game, have only a warrior and a priest, then give the warrior a talent tree of priest-lite skills and the priest a tree of warrior-lite skills.  If your game only has three classes (your game is 100% trinity based), then a warrior would have two trees – a priest tree and a DPS tree.  Your priest would have warrior and DPS trees.  And your DPS would have warrior and priest trees.  The one thing you want to avoid, however, is having a tree that improves directly on the base class.  Warriors do not get a warrior tree.  The reason for this is to avoid having a clear “optimal path” for development.  In WoW, for example, if you search around you can probably find the mathematically proven superior talent tree build for a tanking warrior.  Any player who takes a “fun” skill over the optimal path may find themselves unable to get into some raiding guilds.  All max level warriors should be as good at being a warrior as every other max level warrior, the difference will be in their gear (theoretically available to everyone through effort or auction) and in their tree which doesn’t affect their ability to take damage, taunt enemies, and whatever else you’ve determined is the primary role of the warrior.

Primarily, I like this idea for it’s simplification of balance.  If you have one tanking class, you only need to adjust his ability to tank up or down and needed.  If you have a half dozen tanking/semi-tanking classes, now you have to make sure that semi-tank A isn’t better than tank B without making semi-tank A useless and all sorts of complicated gyrations just to keep all the plates spinning.

Anyway… those are just my thoughts.  I could be wrong.

A Week of Tweets on 2010-10-03

Movie Round-Up: October 1st, 2010

Case 39: Let Me In The Social NetworkCase 39: (official site)

It’s nice to see Renée Zellweger return to her horror movie roots.  (Her first big role was in Texas Chainsaw Massacre: The Next Generation.)  However, this movie was made in 2006, released in other countries last year and finally getting its US release now.  The US release was delayed a few times.  All those delays don’t speak of confidence in the film, so I’m worried this is going to suck.  I want to see it, because it does look a little bit interesting, but there is no way I’ll drop $10 to see it.  Netflix for sure.

Let Me In: (official site)

A remake of the film Let The Right One In.  I’ve had the original in my Netflix Instant queue for a while, but I have to really be in the mood for a foreign film.  Seeing as how I don’t speak any foreign language well enough to watch without English subtitles, a foreign film means more effort.  That said, I’ve heard it is incredible, and I really want to see it.  And I will… probably at some point after I’ve seen the remake.  I’m going to try my best to see this in the theater, but don’t know if I’ll make it.

The Social Network: (official site)

Facebook.  A place on the Internet that I both love and hate.  But this movie isn’t really about Facebook as much as it is about the personalities behind its creation, or at least the perception of the personalities from the outside.  But being directed by David Fincher and written by Aaron Sorkin, I can’t possible see how this is going to be anything less than good.  Early reviews are even saying that it’s great.  This movie will probably be the reason I don’t see Let Me In until next weekend.

Fantasy Fantasy MMO Again

Last week, I posted about how I’d design/build a world for a fantasy MMO.  At the end I said I’d post about how I’d take EVE’s character design and use it in a fantasy setting.

I’ve posted a few times about not limiting your players in their choices, and in fact a little over a year ago I actually talked about EVE’s design in reference to Fallen Earth’s decision at the time not to have respecs.  What I like about EVE’s design is that you need skills to use equipment and your skill only matters while you are using your equipment.  Applied to a fantasy setting it would essentially be: you are what you wear.

A warrior isn’t a class.  A warrior is the ability to wear heavy armor, take damage, use a weapon and perhaps a shield, and taunting abilities.  A wizard isn’t a class.  A wizard is the ability to use reagents and focus through a staff or wand and cast spells.  And so on…

A fantasy game under the EVE model would allow every character to have every skill if they take the time to train it, but what skills matter and what you are able to do depends entirely on what you are wearing/using.  If you leave town wearing plate armor, a heavy club and shield and your taunts, you are a warrior.  If you leave town in a robe with a staff, a wand and a bag of potions and reagents, you are a wizard.

The main thing that attracts me to this model is that it encourages players to play less characters.  If you get tired of being a warrior, you just switch gear and start playing as a wizard.  If next week your guild still needs a warrior, you can just put back on your warrior gear from last week and immediately be the warrior you were.  While I understand that many people like making alternate characters, and this wouldn’t prevent them from doing so, I personally have never enjoyed the work that goes into making sure my friends know where to find me.  I’d much rather be messing around with lesser used skills on my main character and have my friends be able to find me easily, than to be logged in as another character and have them have to track me down.

Obviously, a design like this would need to take care in how it allows people to wear gear and how much they can carry with them.  Letting someone carry around a few alternate skill items to swap in special situations is great, but letting someone carry around a full set of gear that they are able to use a macro to swap allowing them to cast fireballs between enemy attacks while tanking would be a disaster, unless you want the game full of macroing tank-mages.

Then again, I prefer a crafting driven economy over a mob-kill-loot based one.  Adventurers should find materials to sell/trade to crafters to buy/trade for finished gear.  But that is for another post…

Red Undead Redemption

Red Dead Redemption: Undead NightmareToday’s Zombie Wednesdays post was going to be about my initial impressions of Dead Rising 2, however due to a slew of free movie screenings this week I might not actually get to play it until Friday.  Instead, I bring you the artwork for Red Dead Redemption’s upcoming Undead Nightmare DLC.

Now, some people are upset at this because they feel that it detracts from the realistic feel of the original game.  That the supernatural has no place in the world crafted by RDR.  Then again, no one is forcing them to buy and play this expansion.  I can see why they might be upset since Rockstar is “wasting their time making crap like this” or whatever, just like people get pissed when Harmonix releases another batch of DLC songs they don’t care about.  Get over it.

Personally, I can’t wait.  Zombies in the Old West?  Yes, please!  And this time the bulk of (or all of) the DLC is single player, so I don’t have to rely on finding random people to play with when I want to play.  I look forward to the new missions and retouched world with an undead flavor.  Squeee!

There is supposed to be a trailer available on Thursday, so look for it.  The only question is… will I have to go up against zombie John Marston?

The Secondary Market

It was April 9th of this year.  I went down to the bookstore at the first opportunity I’d had to pick up the latest of Jim Butcher’s Dresden Files books.  At the store there was a shelf right inside the door with about three or four dozen copies of the hardback.  I picked one up and flipped it over to make sure I had enough cash to buy it when suddenly I saw a second rack of books.  Above it was a sign for “Previously Owned Books” and on that shelf was a copy of the book I had in my hands, only instead of being $26 like the one I was holding, it was $20.  Sure, I had $30 on me and could afford to buy the new copy, but who doesn’t want to save $6?  I put the new copy down and picked up the used copy, bought it, and marched home with my new book to read.

The preceding paragraph isn’t true.  I’m not sure it could be.  Yeah, you can buy used books, but the number of times you’ll have the opportunity to buy a used copy of a hardcover book just three days after release is so small as to be non-existent.  But what am I getting at?

I posted a couple weeks ago about the issue that blew up the gaming sphere of the Internet.  Discussion has continued, and many people keep on trying to equate the sale of used games with the sale of used… well… anything else.  My book example above, I’ve never seen that happen.  I’ve also never seen someone buy a $30,ooo car, drive it for 2 or 3 days and then go sell it to CarMax for half the value so that CarMax can sell it for $28,000 (if anything, they’d return to the dealer and try to undo the sale and get a lot more of their money back).  Now, I’ve seen that happen with music CDs, but that’s because people buy, rip and then resell since they don’t need the CD anymore to enjoy the music, but that is a whole different issue.  We aren’t talking about people making illegal copies of games.  But speaking of games, I’ve known plenty of folks who will buy a game new, play it for 3 days, either finishing it or disliking it, and then sell it to Gamestop or some other used game reseller.  I have walked into a Gamestop just 2 or 3 days after the release of a new game and found used copies $5 to $10 cheaper than the new one sharing shelf space with the new copy.

The fact is, in most products with a healthy secondary market, that secondary market doesn’t have a large impact on the initial release and first month (or two) of sales, and that is really the meat of the matter.  Video games, in some respects, have such a short shelf life (except for the occasional blockbuster that bucks the norm) that anything which hurts that hurts the industry.  To combat that you have companies trying to offer multiplayer experiences that encourage the consumer to retain the game instead of reselling it, and one-time access codes that reduce the value of the game on resale.  And of course you have digital distribution models that prevent reselling altogether.

I think secondary markets are great, even vital, but I also think that the creators of a product need a reasonable amount of time to make their money before the secondary market kicks in and takes that away.  I don’t like the idea that game companies are looking for ways to eliminate or hamstring the used games market, but I also hate seeing places like Gamestop selling used games within that first month of release, knowing that’s it’s contributing to less profits for the creators (and more for the secondary market).

Eventually, I think the game companies will win, and destroy the secondary market with unlock codes and digital distribution.  Imagine a future where you buy a game for $60 and inside is a one-time code that you must enter to play the game.  If you buy the game used, it’s little more than a demo, giving you 30-60 minutes of play unless you buy an unlock code from the marketplace for $60 (perhaps a bit less… $50?  $40?) to open the rest of the game.  Suddenly, the used game would only have a limited value (the disc being needed in the drive to play), which kills the resale value.  Your $60 first purchase becomes a $5 resale that Gamestop can sell for $10… or maybe Gamestop can sell you the disc AND the unlock code for $60.  Who knows…

Luckily for me, I only buy games that I know that I’ll keep, and I don’t buy used games (if I want an older game, I’ll just buy in new when it drops to $20 on Amazon or at BestBuy).  But I do occasionally lend a game to a friend, or borrow one, and whatever they do will impact that as well.  We’ll just have to wait and see what they decide to do…

A Week of Tweets on 2010-09-26

  • It’s the Derek and David show! Better than any “Reality” TV! If you don’t know what I’m talking about, you are missing out! #
  • If you could go on vacation for the next month with an… — The first place I would go is Disney World. I haven’t… http://4ms.me/aKBdcL #
  • I enjoy formspring.me, but only as an exercise in creative writing. #
  • Why didn’t someone tell me that all 85 episodes of Robotech were available on Netflix Instant? Weekend = gone! #
  • Not sure about the film but I dig the song in the trailer: http://link.brightcove.com/services/player/bcpid1813626064?bctid=614634428001 #
  • This must be Thursday. I never could get the hang of Thursdays. ~Arthur Dent #
  • I dislike the phrase “years young” as alternative to “years old” for age. Going to spearhead the “year survivor” movement. #
  • @Krystalle @tipadaknife What do you use to see who unfollows you? in reply to Krystalle #
  • The wife and I have been texting all morning. Yes, we are in the same house. Stairs are hard. #