An MMO cannot exist on PvP alone

We’ve all heard the terms of “wolves” and “sheep” before.  Its the core of PvP.  No one wants to be the sheep, but sometimes you are.  In PvP games, you can learn from defeat and become a better player, but you cannot learn from being crushed.  In the FPS world, if you hop on a TF2 server and spend most of the game dead, you are less likely to return unless the game chat was just so awesome.  However, you can go to another server very easily, for no charge and no need to grind back up any levels.  For an MMO example, if you are in a battleground in WoW and your level 80 shadow priest meets a level 80 frost wizard on the battle field and you go toe to toe and lose, you can learn from that.  Pick different spells if it happens again, approach them from another tack.  But if you are out in the world on a PvP server and a level 80 warrior swings by and ganks your level 12 warrior, you aren’t going to learn anything from that beyond the fact that some people are power tripping assholes.  So, to keep sheep around, you need something for them to do, something for them to succeed at so that their faceplants in PvP don’t sting so badly.  And the wolves need the sheep, because if the “true sheep” start quitting, the “weaker wolves” are the “new sheep”.

Lots of PvP advocates love to trot out EVE Online as their example of how PvP totally owns and can be successful.  They conveniently forget that as a pure PvP game, EVE failed, and that over the years of its existence and continued development much of that has been spent making tutorials and NPC missions and trade skills.  The PvP of EVE has succeeded in the long term because the people at CCP worked on finding ways for the sheep to stick around.  Yeah, you might have attacked and destroyed my hauler and taken my load of goods.  You might have just set me back several days.  But I made twenty-seven successful heart-pounding runs through zero space before you got me.  And my rep as a guy who gets goods where they need to be is growing.  You are playing a PvP game, but to me you are just a new form of AI that I need to avoid in my PvE smuggler game.

The road to success is littered with the carcasses of failed PvP MMOs, and most of them end up failing for the same reason: they built a game for wolves and forgot to create a place for the sheep.

Removing Grouping – Part III

Now that communications and combat status updates are out of the way, what else does a group provide?  Loot!  Or, more generically, reward sharing.

Personally, one aspect of design I’m eager to change is level based progression, but that’s a separate issue.  Reward sharing actually comes in two forms. The first I’m going to call inherent. These rewards are things like experience points or deed flags where simple membership in the group (and proximity to the event in most games) garners you a share.  The main reason for this sort of structure is to prevent exclusion of “support classes” from rewards.  If your group is fighting a group of monsters and you are the healer and during the entire kill of one of them you cast no spells, the group structure ensures you get a share.  Obviously, more complicated “cast spell on person who fought” award trees could work most of the time, but I specified “cast no spells” for a reason.  You are a vital part of the group, they need you, but it just so happens that for sixty seconds during one fight no one was hurt enough to require healing, so you didn’t.  I suppose you could get even more complicated and add to the award tree anyone who cast a spell on someone who engages the monster within the last X minutes, but that could easily bog down the system with keeping track.  A better solution is actually to remove rewards from the act of defeating a monster, at least for experience and move it to quests/tasks.  A number of games, most notably World of Warcraft, have already begun moving in this direction where grinding experience points fighting monsters is far less rewarding that fighting monsters that contribute to a quest that will yield a large chunk of experience as a reward.  Even though, group membership is still used to assign the quest flag (the kill of a rat for a “kill ten rats” quest).

At this point, we could start looking into different methods of awarding flags, such as the award being an area effect so that any player character within range gets the flag whether they contributed or not.  Each of them valid, and each can be done, but every method, even grouping, has exploitable elements, so the issue becomes which exploitability are you more comfortable with and to begin looking into ways to combat it -like logging out people who are AFK too long and trying to eliminate users who “macro”.  Of course, the main reason some people don’t participate in combat is because combat design around things like the holy trinity (tank/healer/dps) encourage it, but that is a separate issue.

Its beginning to look like the current design of the reward structure, how players progress, and how combat functions in many MMOs (primarily the Diku style ones) are very dependent on the group structure and trying to remove that group element is going to require thinking the whole thing over from the ground up.

Hello 2010!

I am excited for this new year.  The job is going well, life is good, and everything is swinging upward.  Awesome.

The best part however is that my birthday, being October 10th, will fall this year on 10/10/10.  I don’t want to jinx it, but that is going to be a perfect day.

So, what sort of resolutions shall I make for the new year?

First, losing twenty pounds over the last year has been great, and I want to keep going.  That said, the new year is going to bring an examining of my diet and a look at shaking up my exercise a little.  I also want to run the Peachtree Road Race in July, so I have a goal.  Lack of a goal is usually the hard part.  I lost my last twenty because I wanted to be under 200 pounds, and since then I haven’t had much in the way of a solid goal.

Second, writing… One of the issues I have with writing is that it is almost impossible to do on my desktop PC.  The location of my desktop is not inspiring, and the PC has too many distracting things installed on it.  Luckily, I may have an opportunity to obtain a netbook, one of those little mini laptops, and that should help, allowing me to take my writing with me anywhere.  We shall see… in any event, I want to spend a little more time writing, and to help with that I have vowed not to start watching any new TV shows.  I refuse to get sucked in to shows that get canceled or wind up being mediocre.  Instead, I will only watch shows I am already invested in and new shows I’ll see on DVD or streaming courtesy of Netflix.

Third, programming… I am still, occasionally, working on my little games and my one business idea (see progress meters on the right).  I hope to be able to finish something in 2010.  I think I will try to work on finishing one of the smaller games and get it posted just to see if I can.  It is going to be lame, and for that I apologize in advance, but finishing something is an important step I need to take.

Fourth, the house… yeah, um, I might clean up the yard or something when the weather gets warmer, and there are a few trees I need to take down.  But let’s not get our hopes up…

Not a resolution, but this year will also be my first participating as staff for the MMO Track at Dragon*Con.  I’ve reached a point with the con that most of the panels are retreads of panels I’ve already seen.  This isn’t a bad thing, as newcomers will find those panels to be as exciting as I did when I was a newcomer.  But it means that the last couple of years I’ve been bored in some of them and more willing to skip them altogether when given the chance.  In fact, I pretty much only go to the MMO and Writing tracks with the occasional special event.  So I decided since I was spending so much time down in the MMO rooms, why not volunteer and help out?  I did, and I am.  Should be a lot of work and a lot of fun.

Anyway… welcome to 2010…

Goodbye 2009…

Looking over the last year, it started off rocky as I remained unemployed for a couple of months, but I did find work, and as a bonus I actually enjoy it.  I’m working at a small company again, only this time the boss seems to know what he’s doing and things are progressing rather than collapsing.  I’m still working on spending less and getting our budget under control, but I’ve also lost around twenty pounds and I’m floating around 194 and having trouble getting lower… looks like I might have to actually change my diet.

As far as gaming goes, I’ve canceled my last subscription MMO.  I simply don’t have the available time to make $15 a month worth the price.  Instead I’m playing some Free-to-Play games with micro transactions where that $15 makes for easily three or four months worth of play.

On the writing front, I failed the NaNoWriMo again, but made it further than I have before, and I completed a very short story, The Last Christmas, that I am quite proud of, enough that I posted it and plan to make revisions and keep working it.

In just about every way, 2009 has turned out to be a pretty good year.

I’m looking forward to 2010, but I’ll save that for tomorrow.  For now let’s just send 2009 out in style…  have a safe and happy New Year’s Eve!

Patient Zero

It has actually been a while since I finished reading Patient Zero by Jonathan Maberry, but I was waiting because I didn’t want to gush about a book I was giving as a gift to someone who might actually read the blog (as unlikely as that is).  Plus, I forgot.

Patient Zero follows Joe Ledger, a cop who has recently been offered a position with the FBI.  Just days away from his move he gets involved in a multi-agency bust of some suspected terrorists, one of whom doesn’t stay dead.  He is then approached by the Department of Military Sciences and told of a possible plot to release a virus that turns people into zombies.

Most zombie novels these days start after the end of the world, or are set within the fall.  Patient Zero is about trying to stop the zombie apocalypse from happening.  Another great aspect of the story is that it follows not only the people trying to stop the zombies, but also the people trying to start it.

This book was good.  Very good.  Couldn’t put it down good.  I blew through it, and so did the wife, and she’s not a fan of horror books or movies.  I’d gladly recommend it to just about anyone.

Less Remake, More Reinvention

I recently learned that there is a remake of The Karate Kid coming down the pipe.  However, he does Kung-Fu instead of Karate, it happens in another country, and lots of other changes.  In essence, this isn’t a remake but a name theft.  They’ve take the name “The Karate Kid” and are slapping it on a movie with a few similar themes.  On the other hand, the theaters in recent years have been littered with remakes.  Taking an old movie and essentially re-shooting it with maybe a few minor changes, or a couple of big drastic ones that either ruin the movie or ultimately have no impact.

Wouldn’t it be nice if instead of remaking an old film they were to take an old film and tell the story from another angle?  Take The Karate Kid for example.  Rather than retread the same ground, why not tell The Johnny Lawrence Story instead – the story of a bully who learns that violence isn’t answer through the ongoing conflict with a scrawny kid named Daniel LaRusso.  Or rather than doing yet another remake of Hamlet, make Gertrude instead – the original story from the point of view of the mother watching her son go mad.  There are so many stories that this can be done to.  Pick another character and turn the tale inside-out and view the whole thing in a new light.

A man can dream…

Removing Grouping – Part II

Last time I talked about communications, because to me that is the single most important aspect of an MMO.  The reason I play is the other people.  But I know the social aspects aren’t why many people play.  To many people the most important thing a group does is provide status updates.

One of the key elements in modern games and the focus on the trinity design (tank/heal/damage) is that joining a group puts the other players’ health and other stats on your User Interface where it is easy to keep track of.  In this way, grouping and raid groups become vital to the game.  Can you imagine playing a game where you couldn’t see the health of the other members of your party?  Imagine having to call out for every heal or assist.  Most games these days even include buffs on the UI so your priest can tell if that armor spell he casts has worn off or been dispelled.  Sure, these elements didn’t always exists, but with them being so predominant in games now, could we do without them?

Without the group structure, if you wanted to retain these UI status updates, you would need another way to get them.  So, instead of restricting this capability to groups we could unhook it and make it available always.  Target a player, click on an option button on the target element, select “Pin to UI” from the menu and they get added to your screen just as if they were in your group.  There might be some technical limitations to this, perhaps a maximum number of people you can pin to your UI, and it would be nice to know who has pinned you (so you can yell at a healer who doesn’t have you, the main tank, pinned), but I definitely think that a group of designers could sit around and hash out all the problems and find solutions to make this work.

This solution, of course, is more labor intensive than just joining a group or raid, so there might be resistance to such a change.  But I think the overall increase of utility would be worthwhile.

Movie Round-Up: December 25th, 2009

It’s Christmas, so these are going to be short and sweet…

Alvin and the Chipmunks: The Squeakquel:

No.  Just, no.  Not if you paid me.

It’s Complicated:

You know, reading the description of this movie, I wouldn’t mind seeing.  But I’m certainly not going to pay $10 to see it in the theater.

Nine:

Just like the movie above, it looks like its going to be decent, but not at the theater.  I’ll wait for this musical on Netflix.

Up in the Air:

I’m a big fan of Jason Reitman’s work, especially since Thank You For Smoking.  And George Clooney is great.  Everything I’ve heard about this film is good news, so I totally want to go see this.

Sherlock Holmes:

Oh, hell yes.  I’ve always liked Holmes, but not when he just stood around out-thinking his opponents.  I prefer Holmes to have a touch of action and adventure to him.  From the first trailer I saw of this I knew I was going to see it, and see it I will.

The Last Christmas

As promised, here is my holiday short story.  It begins like this…

He hadn’t thought of himself as anything more than Santa Claus in many years. Since he’d been passed the mantle he’d just enjoyed the magic of the position. He spent three-hundred sixty-four days of the year in his village workshop, with just one night out to deliver toys to all the girls and boys who still believed.

It was a dwindling list of names, but more so this year. Around April the list very nearly cut by half in a single day, and steadily it had fallen until around mid May. After that is dropped in chunks every now and then with one more sharp decline in early October. By December first, when the village usually kicked into overdrive to finish all the toys, there we barely more than a hundred names left, less as he loaded up his sleigh on Christmas Eve.

… you can read the entire thing here.