Showing posts with label philosophy. Show all posts
Showing posts with label philosophy. Show all posts

Thursday, October 1, 2009

The Loner

The solo player who likes to play MMOs. Damion Schubert's "The Loner" presentation explains the situation in all of its intricacies. Players who, for one reason or another, end up playing solo in massively multiplayer games.

This brings me back to my issue with CCP introducing the new join corp button as their solution to getting new players hooked. According to Damion Schubert, that could be the wrong move to make for a good percentage of the loners out there. I know I have addressed the "how to get more people playing Eve" issue before but I thought that this would add a little bit more weight to the argument.

I listed out the ten loner types that Damion mentions in his presentation. I think I'm somewhere between "the introvert" and "Commitment Phobic". Which loner are you? If any...

Loner 1 - "The new kid in town"

The new player is a tabula rasa.
No connections, no friends, no clue.
Friends that do come may quit.

Loner 2 - "The Daria" (Like from the show Daria)

In general, other people are a tragedy - but they are occasionally entertaining.

Loner 3 - "The Sociopath"

Doesn't understand what is appropriate social conventions
The real problem is when they also don't care.

Loner 4 - "Mr. Lunch At His Desk"

Playing on a very strict timetable.
Playing at unusual hours.
Playing on a non-gamer box.
May not have Voice Chat available
May want to group, but social friction makes this untenable.

Loner 5 - "The Introvert"

Reaching mass markets does not mean we're now reaching mostly extroverts.
According to Myers-Briggs, 50% of the population are introverts.
And we will always skew towards introverts.

Loner 6 - "The Adrift"

Some people are alone unwillingly.
In this case, being solo is a broken state.

Loner 7 - "The Unworthy"

Want to be part of 'the club', but aren't sure they have the chops.
Sometimes they don't.

Loner 8 - "The Vacationer"

"I need some 'me' time."
This player wants to escape his in-game obligations.

Loner 9 - "The Commitment Phobic"

Leery of long-term time commitments or scheduled events
Possible real-life distractions
Concern about falling with a groups of incompetents or bad leadership
Deep dislike of drama
May have had a bad experience

Loner 10 - "The Garbo"

"I just want to be alone."
Some people just like the level (or whatever) game.

Monday, September 28, 2009

My First Podcast!

Saturday evening I logged on skype and joined a group call with Darren, Karen, and Richard to create episode #54 of the Shut Up. We're Talking. podcast. Darren, a veteran blogger and a Host of SUWT, was kind enough to not only invite me onto the show, but also allocate a significant portion of time talking about one of my blog topics.

If you haven't listen to SUWT I suggest you go check it out. If you like hearing avid MMO gamers really get into the nitty-gritty of what's going on in MMOs and where they're heading then I think you will enjoy it.

Tuesday, September 15, 2009

Fun vs. Addictive

Games used to be about having fun. Now I fear that addictive design choices are preferable to fun design choices. The success of a game is no longer based on how much fun you have while playing it, but rather the amount of people who play the game. World of Warcraft has eleven million subscribers, but are they actually having fun?

Sadly, the success of a title often goes hand in hand with the addictiveness of the title. World of Warcraft is crafted around keeping people playing the game. Loot, skills, bosses, and achievements are all cheap tools for getting people to play more. I feel that developers have become too dependent on these tools and are forgetting to throw in challenge, innovation and immersion.

There was a time when games were developed by small groups of people. Sometimes even a single person who had an idea to make something fun - maybe even innovative, interesting, or challenging. I fear that today’s gaming industry has become more like the movie industry: large companies looking at the bottom line and pumping out titles that are guaranteed to make money. Successful formulas are used over and over again, until the consumers want something new. Then and only then do we see innovation.

It’s hard to remove things like loot from a game. I like finding loot and customizing my character. But it should not be the driving force when playing a game. Loot, leveling, and achievements should all be secondary to fun.

I dream of a day where I can play an MMO and never hear the term “grinding”. I dream of a day where I log on without thinking about how much more experience I need before the next level. When that day comes I believe the gaming industry will be a better place. However, changing our design principles to meet these dreams requires a moral decision. This decision may not be beneficial to industry profits, but it will be beneficial to the gaming community, by creating a higher quality gaming experience.

We can’t lose sight of what games are all about – FUN. Relying on immersive and challenging gameplay instead of materialistic tendencies is a great place to start.

- rant over

Tuesday, September 8, 2009

Leveling - Can We Get Rid of It?

I just got through listening to the “Shut Up. We’re Talking” podcast, hosted by Darren from the Common Sense Gamer. In the latest show, the podcasters bring up some interesting concepts about flawed game mechanics in MMOs.

Their discussion delved into pre level cap gameplay and post level cap gameplay, and how games change drastically after achieving player caps. Some players seem to live for grinding, questing and progressing in levels while others only begin to have fun after hitting their maximum level.

The problem a lot of players face during pre level cap gaming is that it can be very difficult to find PUGs (pick up groups) to play with. A difference of ten levels often means the complete lack in usefulness of the lower level character. Thus, if you cannot find a group of equally leveled players you may be stuck soloing your quests. Even if you're really good at the game, your talent is often considered secondary to your character level.

To make matters worse, games are so easy these days any idiot can progress to the higher levels. This allows a level forty player to utterly destroy a level thirty player during combat even if the level thirty is more talented. Levels, currently, only resemble the amount of time one has been playing a game and do not in any way guarantee player skill.

The only solution to this problem, that I can see, is to drastically reduce the bonuses of leveling up. Eve Online has come fairly close to accomplishing this. Skills in Eve do help to improve combat effectiveness, but it doesn’t mean that someone with eighty million skill points will always win against someone with six million skill points. Talent and strategy are still the biggest determining factors in when it comes to winning battles.

I now find myself asking the question “is it possible to design a fantasy MMORPG where a level one warrior can defeat a level sixty warrior, and still be a successful title?” The traditional level up system has become so engrained in our idea of what makes an MMORPG that I fear we may not be able to brush it off so easily. It also provides a great medium for addictive gameplay which developers are not going to toss out unless they have something else to replace it.

I think one way of solving this is, letting players level up in a way that opens up more styles of gameplay rather than just making them flatout tougher. I find that this feature appears in games like Call of Duty 4 and Planetside. In my very first multiplayer match of Call of Duty 4, I was able to place first with a level one character because of my skill with first person shooters. This was extremely rewarding, however, when I faced off against more skilled opponents I quickly became aware that some of the perks I could achieve through the leveling system would introduce valuable methods for outsmarting my opponents.

I think, if developers were to enable a similar leveling system in MMORPGs, they could still retain the addictiveness of a leveling system and at the same time allow low level characters to play a valuable role in all situations.

Monday, August 10, 2009

MMORPGs.. Are They For Me?

Can I survive in an MMORPG? Is there room in the world of MMORPGs for someone who is bored of grinding and stale quest?

I have been thinking about this subject more and more these days. With my recent stints in Warhammer and Age of Conan I can accurately pinpoint the reason that makes me turn the game off and it's the same reason that made me stop playing WOW. It's because these types of games make me feel like a hamster in a wheel, or a rat in a maze.

Here is a world carefully constructed to entertain you. Now follow steps one through ten to achieve the goal we set for you. There shall be rewards along the way to provide you with a sense of accomplishment. A nice new spell, maybe a sword, or fireworks when you level up... I feel like a dog who is given a treat for fetching the ball.

The virtual reward system is allowing producers to get away with game designs that don't have to be fun. The human need for accomplishment is extremely powerful and if a game can create a sense of accomplishment that everyone can experience again and again, then they have a very successful product.

We will never get rid of the reward system in games. Even if its simply the mental reward for completing the game it's still there. But do we have to sacrifice fun, or challenge in favor of accomplishment?

Sunday, August 9, 2009

Late Night Gaming Philosophy

Ok so it's the morning but I was up real late playing Warhammer Online and I came to an interesting realization about the nature of most MMORPG games. Which is, they are not challenging in the slightest. They rarely invoke a problem solving mindset where someone has to think quick about how to solve a problem or invent new tactics on the fly. Maybe this is a trend in a lot of computer games these days but MMOs in particular promote "stupid gaming".

This realization came to me after spending several hours in a large group partaking in the RVR missions of Warhammer. Player versus player combat is supposed to inspire seat of the pants thinking. Never once did I see a change in tactics or any players pulling off interesting flanks to outsmart the enemy. Mostly because we were already fighting in the most effective way that the game mechanics allowed for. Get in a large group and focus fire on anything we see.

You can progress in the game without using your brain at all. I could be a level 40 player with all the best gear in the game, but all that it really symbolizes is that I spent a lot of time going through the motions. Warhammer RVR feels more like grinding than player versus player combat. The tactics were the same and there were no surprises from the enemy. Just more mindless hacking and slashing.

One could argue that not needing to think seriously about engagements allows for more socializing while playing. But if that's your argument then the game becomes nothing more than eye candy for a chat client. As a game designer I wouldn't be happy with myself if I had created a game that literally made people use their minds less. We have enough things in society that promote lazy brained people, maybe game designers should think about the morality of their design choices a bit more.

Wednesday, August 5, 2009

Current State of MMOs

With my recent ban from Eve Online, I have been going through MMO withdrawal. To try and satiate my need of the giant virtual world I turned to both Age of Conan and Warhammer Online. I avoided WoW for two reasons. First, because I have played it in the past and the grind fest completely disinterests me, and second, because the PVP element of WoW is just about pointless.

Both AOC and WAR are supposed to focus on the PVP experience. This is how my experience has been thus far.

Upon entering the world of WAR my initial though was, "this looks exactly like WoW". It's almost as if the WAR team was using WoW as a template and then just copying the entire art style and engine feel. The UI, animations, quest setups, and art direction are all disgustingly similar to WoW. The good thing about this, is that I like the art style of WoW so the lack of ingenuity in WAR doesn't hurt it as much as expected.

The PVP element of WAR:

WAR focuses on realm vs realm (RVR) combat and scenario combat. The scenario combat was easy to get into and the aspect of leveling up in PVP was quite appealing. That being said, I found myself in too many battles where our team was doomed to fail from the start. Sometimes we would start with no healers, or the level difference between the two sides was substantial enough to make any strategies on our part useless. For someone who likes to play PVP games where strategy is the most important factor in deciding victories, the combat in WAR was extremely aggravating.

RVR combat was fun... at first. Initially, it was quite a lot of fun to roam around in 30 man groups crushing everything in sight. However, during one of our "campaigns" we were stopped by a lesser force at a seemingly impassable choke point. The final castle that we needed to capture had a single stair case leading up to the boss and capture point. The entire enemy team was camped at the top of the stairs raining down death and destruction to anyone who tried to emerge. 20 players were able to stop a group of 60 plus. There were no other ways up to the second floor and eventually our party disbanded. I heard that this was going to be changed in the next patch but for a game that has been out for almost a year it seems like a pretty big imbalance considering RVR is the main feature of the game.

Next I tried AOC:

After downloading all 16gigs and waiting about 5 minutes for the client to verify that all the game files were intact (it does this every time you start the client) I was ready to go. I created a demonologist and started the game. I heard that the graphics were pretty impressive so I had them cranked to the max. Bad idea... DirectX 10 and max setting had me chugging along at 12 fps. This is with a 295 GTX video card, and 8 gigs of ram...

After reading around on the forums for a while it became apparent that DX10 was just too buggy for AOC. Fine.. I switched the client into DX9 mode and cranked the graphics. Now I was getting 90 fps plus, but there were major artifacts appearing all over the screen. After tweaking with the settings for a while, I discovered that having shadows turned on created this game breaking effect. Reading up on the forums again, it seemed that there was no way around this other than turning off shadows and waiting for them to patch the game.

Being annoyed with the whole situation I continued with the shadows off. The first couple missions were actually quite fun and the voice overs were a nice surprise. The world felt alive, I saw other players running around and questing. Then I entered a series of missions that put me into an instanced state of the world. The world stays the same but all the other players disappear and its a single player game. This continued for several missions, and after a while of playing without seeing any other players I logged off.

I'll give it another try but at the moment WAR is getting the majority of my play time, and I don't much care for it either.. Basically Eve is getting reinstated the second my ban is lifted.