STO: Hey, Not Too Shabby

[This post was written about month ago when STO was first launched. I tried to age it like a fine wine ... which didn't work. So I might as well post it before it spoils completely! But anyway, the server issues mentioned below are much improved now.]

Mixed Bag of Fun and Crap

STO Space Battle

Get ready to blow up countless numbers of space jerks! Wait, wasn't there an ethics code in Star Trek? Whatever. Let's genocide some species!

Confusing. Buggy. Laggy. Did I mention confusing? And yet … here I am waiting for the servers to come back up.

As I write this, it is Friday night at 2:30am and the Star Trek Online servers are down. They have been down for hours. The game was patched at least twice today, with huge hundred-meg patches each time. My naive inner voice says, “Maybe they fixed the quest bugs!” but in reality I know they’re just trying to get new hardware working. Something has gone very wrong and they’re scrambling to fix it.

The launch has been problematic. Tons of downtime. Problems with the billing server. Severe lag in some parts of the game. But the space combat is fun.

I had to Google where a great many quest NPCs were because the in-game maps are cryptic and terrible. I had to ask other players for help about how to advance my crew members’ level, and how to increase in rank, and I spent twenty minutes remapping the keyboard keys because Cryptic doesn’t playtest for lefties. But it doesn’t matter because the space combat is fun.

The ground combat is not fun. It’s not bad per se. It just isn’t anything to write home about: it’s boring. The space combat, though, has just the right amount of tactics and pacing to keep you glued to your chair, killing Klingons until the wee hours of the night. Why is it fun? It just is: the moment-to-moment activities are entertaining. Okay, it starts off a bit slow and it takes a bit too long to open up the next ship — but the payoff is great.

Space combat cribs extremely heavily from Star Fleet Command, but who wouldn’t use that as their starting point? It’s the best of the Star Trek space games by a large margin.

A Very Special Audience

This game hits a very specialized audience. Sandra is a Star Trek fan and an avid MMO player; she would be an ideal target audience for this game. Except that they used vaguely-3D space combat … just 3D enough to make her seasick whenever she tries to fly anywhere.

A lot of people get seasick when navigating in 3D. It’s one of the things they teach you in any gaming school. Cryptic had to know this. So they made a very specific choice: “Fuck those guys! We’re making a 3D space game for the nerds who like epic space battles.” That’s what they did, and it paid off in fun. Nerds like me think this is a fun game.

But this game is far from being even as accessible as other major MMOs. Sandra can play WoW for 12 hours straight but she can’t handle STO for more than 15 minutes. I hope they weren’t expecting to gather the casual gaming crowd with this thing.

Also, if you don’t like Star Trek, don’t bother. I have a friend who is loving the game, who admits to “doing the voices” during fights. He loves the game. (Yelling things like “Emergency power to the starboard shields!” or “Dammit I need those torpedos now!” definitely makes the game more fun, unless of course people around you are pointing and laughing.)

Another friend couldn’t get past the tedious beginning to get to the good parts. To enjoy STO you need to like Star Trek and space battles and not get seasick when the camera swings around and have a bit of patience to wade through some dull bits.

Amazing Achievement Even With Help

Star Trek Online Character

Meet my tactical officer Mordak. Don't make fun of his 70s 'stache or he'll break you in half.

I worked as a designer on STO when the license was owned by Perpetual. Perpetual disintegrated (because their engineering department failed to make an MMO engine), and the license was sold to Cryptic. I assume Cryptic obtained all of Perpetual’s assets and docs as part of the handoff, because the game has many little touches that come right out of our original docs.

Just as an example, I worked on the character classes, races, and traits, and many of the bits I had planned are in the game. For instance, Bolians have acidic blood when they get hit by melee attacks. That was one of mine. Not special or important, but recognizable. There are too many for it to be a coincidence — and yes, it is awesome to see random bits of my design docs in the game.

On a larger scale, they reused Perpetual’s notion of how Warp Space works. They obviously used the mock-up screens we had made. However, in our design, the blue ribbons that flow along the map were highways that increase speed. In Cryptic’s STO, they seem to just be pretty ribbons of light.

However, there are big differences too. Perpetual had designed the ground game to some extent, including the three classes as seen in Cryptic’s version, but the big thing that Perpetual didn’t have was a fun space game. When I abandoned Perpetual’s sinking ship, we still had no fun space-combat prototype.

We were, of course, playing tons of Starfleet Command, but we were running in random directions, trying to do too many things at once. We argued, “You should be able to beam a PC bridge crew onto your ship, and take stations!” or “If the ship is severely damaged, the captain should be able to rush off the bridge and put out the engineering fires!” and on and on. In other words: we had just begun to brainstorm what would be fun space combat in an MMO.

Cryptic must have spent a good amount of energy making the space game fun. They certainly didn’t crib from Perpetual’s notes there. This was all Cryptic. And it’s the best part of the game. So hats off to them!

Space combat is the core of the gameplay; it’s a lot more fun than ground combat, which feels chaotic and mushy and has terrible AI. And all other aspects of the game — such as crafting or exploring your ship — are barely there. They’re just little placeholder systems that are clearly supposed to be improved later.

The amazing thing is that they made this entire game in two years. Yes, they reused Champions’ engine. (It even has the same bugs as Champions had when it launched, so it’s obviously based on an older branch of Champions.) And yes, they cribbed from Perpetual’s docs and probably from anywhere else they could, too, because holy crap they had only two years to make a HUGE game. But I gotta say, for just two years of work, this is an amazing accomplishment and I am quite impressed at the team’s finesse.

Containing an entire space game and a ground game at once is an incredible undertaking. Now if only they’d spent another year finishing the game, they would have a knockout product that would … well, it’s too inaccessible to steal many players from WoW. It might have stolen some from EVE Online though … hmm, yeah, okay I agree: better to ship it now. They did at least do one crucial thing: launch with a core gameplay mechanic that is inherently fun.

Buggy, Confusing, Boring

Tactical officer applies harmless fire suppressant to an out-of-range opponent who is not on fire anyway.

That said, the game is a mechanics nightmare, with so many interactive parts that a million little quirks occur in the game. Here’s a bug report from their open beta just a few weeks ago:

So there I am, rescuing scientists from a burning science station. There are fires everywhere, so I rip some fire extinguishers off the wall, and pass them out to my away team- keeping one for myself, of course.

When we came to a fire, sometimes the team would try to find a way around; other times they would just stop at the fire, and go no further; and once in a while they would just run right in and catch on fire. The one thing they never tried was putting out the fires- well, if you want something done right… So I put them out myself, and we rescued the scientists.

A mission or two later, we’re down in the swamp, surrounded by Gorn warriors, mortars, and pet dinosaurs- I’m talking about some really nasty troops here, and the whole swamp was full of them. Luckily, I had my bridge crew with me! What would I do without these guys, right? They’re my brain trust, my A-Team! So the Gorn attack, and my crew charges into the fray (very outnumbered, mind you), and do the only thing that makes any sense in this situation. They use the fire extinguishers.

On Gorn assault troops.

I kid you not. They pulled out those fire extinguishers, and started spraying gray smoke everywhere! Much dying ensued. Not the kind I had hoped for, either.

After we rezzed, I went around the group and confiscated everyone’s firefighting equipment before we went back into battle. I just hope my ship never catches on fire, because we will be doomed.

I reproduced this awesome glitch myself and it is awesome. I gave one of my tactical officers a fire extinguisher, and every so often he breaks that sucker out and goes to town.

And there are a great many other funny stories to be had, especially on the ground combat (where you basically play a “pet class” role, managing four pet NPCs at all times). Some of them are intentional (try equipping Tribbles on your crew members), some not so much — I gave my science officer a bunch of medical hypos, and then watched in horror as he injected all of them into his body, one after another, like a burned out junkie.

Less amusingly, the game’s skills are a muddled mess. Buying the first point of training for any of your bridge crew actually decreases their effectiveness, according to the in-game GUI screen. Buying the second point brings them back up to where they were before you bought any points. Buying the third point is when they actually get better. This is, of course, a bug, even if they did it on purpose.

And certainly the worst problem is that the game doesn’t get to the exciting parts nearly fast enough. You will be stuck on your newbie ship for 12 hours or so of gameplay before you get the better ship with more options and interesting setups. This is a long time to be flying around in a ship with two phaser banks and one photon torpedo tube. They should definitely give you more options more quickly.

The Future: Brighter than Champions

The game is woefully imbalanced. Let’s just get that right out there. But they didn’t make the mistake they did on Champions, where they jacked up the difficulty through the roof on launch day. Kudos to learning from your mistakes, guys. It’s imbalanced, but it’s imbalanced in the player’s favor. They can slowly make the game harder until it reaches the desired point.

The ground combat is really boring. And I am sad to say that, because they obviously cribbed the basic ideas from design docs I wrote at Perpetual! But nevertheless, boring boring boring. To save it, they will need to cut out boring bits and add in new bits until they find more compelling moment-to-moment game mechanics. However, space combat has the spark of fun needed to carry this game forward in the meantime.

I thus predict a nice strong (200k?) audience for this intentionally niche game. When it comes out on XBox 360, with lots more polish, it could do even better. They just need to focus on bringing the fun mechanics to the light and fixing up all the broken and incomplete stuff.

This is a great game for being a part of the live team, because they will be able to make the game a lot better with relatively small amounts of effort. Good luck guys.

The Newbie Hose Continues to Spurt

Several sources that I read told me today that, during the Activision Blizzard Fourth Quarter Calendar 2009 Results Conference Call (whew!), Mike Morhaime (president of Blizzard) said the following about World of Warcraft:

“Our research shows that trial players who play World Of Warcraft past level 10 are much more likely to stick with the game for a long time. Currently, only about 30% of our trial players make it past this threshold.”

[Quote via Digital Spy. Apparently if you register on the Activision investor site you can listen to it yourself.]

Morhaime went on to talk about how they intend to use the upcoming Cataclysm expansion to improve this number, but at the moment I am more interested in the number itself. Most of the comments I’ve seen today focus on how terrible it is: OMG, 70% of trial players quit before level 10! That’s … that’s … awful! WoW is dying! Blizzard, do something!

Except it’s not terrible. It’s amazing. A five year old game, content that for the most part hasn’t been touched at all in five years, and three out of ten free trial players are putting in the 4+ hours of gameplay to get to level 10? (Remember, a new player will take longer to level than an experienced WoW-hand.) And for many players, that four hours is going to be more than one play session, which means that they have to remember to come back. Amazing.

Do you know what kind of numbers other MMOs have? Here’s a hint: For most games with downloadable trials, less than 30% make it to level 2 — let alone log in a second time. Seriously. Even new AAA boxed games that have no trial mode — which means that you’ve already paid $50 just to play — often fail to keep 30% of their players for 4 or more hours.

I know that if you haven’t seen the numbers yourself, you won’t believe me. But it’s true. Either Blizzard’s newbie game is miraculous or the people joining have other strong incentives to stick around (like friends in the game or the game’s reputation).

This is the first AAA MMO that has avoided dramatic player drop-off for so long. Normally when drop-off happens, all sorts of gameplay flaws are exposed. Eric and I have had the same discussion about World of Warcraft in various forms over the past couple of years. It goes like this:

Me: Game system X in WoW works really well.

Eric: It only works because they have an infinite newbie hose. Once the hose breaks, it will all fall apart.

But it looks like WoW’s newbie hose really is infinite. I shake my head in awe.

Community Friendliness: Size Matters

Sometimes when I’m talking to an old AC2 player, they will ask me the most surprising questions. One that really stuck out was, “How did you manage to get such a great community around AC2?”

And it’s true. AC2 had a great community in its later years; people would help one another; in-game chat was friendly and relatively benign (there was cussing and off-topic chat, but not a lot of slander and racism). How’d we do that?

Just to compare, when I started playing Aion a few months ago, if I asked a newb question in chat, people would compete amongst themselves to come up with the most outlandish lie they thought I might believe. If the lie would get me killed, so much the better. And we’ve all had experiences in WoW where people were rude and insulting in chat. What’s the difference between these games and AC2’s community?

Sadly, the difference is size. That’s all, just size. As Aion has bled off players over the past few months, the professional trolls have all but disappeared, fleeing to greener pastures. The people that are left actually hope to play with you some day, and they care about how you remember them. And they are, generally speaking, more patient than the people who left early.

Same with AC2. When it launched, it was full of cheaters, gankers, and the regular collection of assholes. But then chat broke in AC2. I mean that you could not chat, at all, for two months. (It was broken sporadically, but more often than not.) This wasn’t exactly a technical failing as much as it was a political failing with Turbine’s publisher at the time, Microsoft. But the details didn’t matter. The game bled off over half its players in two months, and never recovered momentum. But who was left? It wasn’t the people who delighted in verbally insulting others — those players had gone elsewhere. What was left were the people who loved the game, or who were very patient, or who didn’t even realize there were other places they could be playing. These people tended to be a bit older, but even when they weren’t, they acted older, to fit in. Most of them didn’t want to get ostracized by the small community remaining.

Small = Less Anonymous

The smaller your community is, the less anonymous you are. When I was playing EQ2, I would see the same dozen people every day when I played. If one of those people was a dick to me, you better believe I would remember it. They wouldn’t be invited to my group. Their behavior mattered! Of course, that’s only because EQ2 has a tiny population remaining. If it was WoW where there are literally hundreds of people I can group with at any given level, I couldn’t possibly keep track of all the assholes.

This idea of “smaller communities are nicer to each other” isn’t new. In fact, when DDO was first being designed, that was one of its design features: they planned to cap each world to just 1500 concurrent players, far smaller than the server architecture could actually support, in order to keep each world small, tight-knit, and friendly. Since DDO was designed to be a grouping game, the designers believed that fostering relationships among players was key to creating the social fabric.

Of course, DDO was re-envisioned many times after that first design, and in the end the game launch was basically a dud, so it was good that the game was designed to work with small populations, because that’s all they had. But this setup did still develop friendly groups of people who knew each other and would be nice to you even if you sucked. Now that DDO is open to the public, I assume the population has a lot more immature people in it. (Does it? I haven’t had a chance to play it again yet.)

This also points out the big drawback of the “One World” MMO architecture, such as Guild Wars or Champions uses, where every zone is an instance on the same global server. In a game where people can have the same name as other people, and may or may not be in the same version of the world as you at any given time, it’s basically impossible to make friends or keep track of who’s who. That doesn’t stop people from being nice to you in those games, but it definitely lets them get away with being assholes with relative impunity.

Of course, many players would prefer having hundreds of people to play with, even if there are a handful of assholes in there, rather than having only a dozen people to play with on an EQ2 server. The single-world architecture definitely has benefits. But the anonymity it provides is not one of them.

Bad Apples Ruin Entire Pies

But really, what are we talking about here? What’s the difference between a good community and a bad one? It’s not like AC2’s community changed when half of the players left. The remaining players didn’t get replaced with nice friendly people. They were always nice friendly people. And they were always helpful. But it’s easier for us to remember the bad apples than the good ones.

Log into WoW and ask a newb question, and you’re likely to get four or five answers. One of them will call you names and tell you to GTFO. Four of them will give you the right answer, and one of those people will go to the trouble of guiding you precisely to where you need to be. Similarly, in Aion, even if you got a bunch of lie responses, a few people would IM you and say, “Don’t listen to those guys, you need to do such-and-such, located here”, and then send you an automated map showing exactly where you needed to go. (One of Aion’s cooler features, btw.) There are always nice people in MMO’s. But we don’t count the nice people when determining if the community is friendly or not. We count the assholes. So when the population is diminished, and there are fewer assholes to count, we interpret the community as being nicer.

It’s an interesting bit of psychology here: if you ask a question and get five responses, and just one of those responses is insulting, you’ll still walk away with an unhappy memory of the experience. People don’t like being insulted; it hurts our feelings and creates negative connotations in our heads. Similarly, this is why blogging requires such a thick skin, or posting on forums or Youtube or anywhere else. The vast majority of people aren’t going to insult and attack you, but the few that do attack you really sting, more than you let on. I don’t mean they hurt you consciously, necessarily. Even when you don’t take it personally, you still remember it as a negative experience. The fact that they’re anonymous cowards doesn’t dilute the insults.

This is why anonymity is bad for cooperative games. And it’s why small games with less-anonymous audiences tend to be perceived as friendlier.

Making Friendlier Communities = Removing Anonymity

What we’re talking about here has very obvious real-world counterparts: living in New York is a whole lot different from living in a small town in Indiana. A big part of the difference is the population size. In New York, you can get away with being a jerk to people on the street. You’re never going to see them again. But if you live in a small town of a few hundred, you don’t want to piss off the neighbors. So people are friendlier. Okay, maybe a bit oversimplified, but you get the idea.

So far, MMOs have mirrored the behavior of real-world populations. When the population is small, you’re less anonymous than when the population is large. But that doesn’t have to be the case… MMO’s don’t have to be like real life if we can think of a better way. Maybe there are ways to remove the anonymity to an extent — just enough to keep people from being rude and hurtful just because they can. Or maybe that’s not possible — maybe our culture, at this point in time, couldn’t accept anything like that. I dunno. But I do know that MMO’s are young. Really young. One clever idea can still flip the MMO industry on its ear.

And if you’re just looking for an MMO with a friendly community, might I suggest visiting LoTRo? I’m enjoying myself, and so far, all six players have been very pleasant.