<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Elder Game &#187; Design</title>
	<atom:link href="http://www.eldergame.com/category/design/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eldergame.com</link>
	<description>MMO game development</description>
	<lastBuildDate>Sat, 13 Mar 2010 04:23:16 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>STO: Hey, Not Too Shabby</title>
		<link>http://www.eldergame.com/2010/03/sto-hey-not-too-shabby/</link>
		<comments>http://www.eldergame.com/2010/03/sto-hey-not-too-shabby/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 22:33:32 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=543</guid>
		<description><![CDATA[[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
Confusing. Buggy. Laggy. Did I [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>[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.]</p>
<h3>Mixed Bag of Fun and Crap</h3>
<div id="attachment_565" class="wp-caption alignright" style="width: 310px"><a href="http://www.eldergame.com/wp-content/uploads/2010/03/Space.png"><img class="size-medium wp-image-565" title="Space" src="http://www.eldergame.com/wp-content/uploads/2010/03/Space-300x263.png" alt="STO Space Battle" width="300" height="263" /></a><p class="wp-caption-text">Get ready to blow up countless numbers of space jerks! Wait, wasn&#39;t there an ethics code in Star Trek? Whatever. Let&#39;s genocide some species!</p></div>
<p>Confusing. Buggy. Laggy. Did I mention confusing? And yet &#8230; here I am waiting for the servers to come back up.</p>
<p>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, &#8220;Maybe they fixed the quest bugs!&#8221; but in reality I know they&#8217;re just trying to get new hardware working. Something has gone very wrong and they&#8217;re scrambling to fix it.</p>
<p>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.</p>
<p>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&#8217; level, and how to increase in rank, and I spent twenty minutes remapping the keyboard keys because Cryptic doesn&#8217;t playtest for lefties. But it doesn&#8217;t matter because the space combat is fun.</p>
<p>The ground combat is not fun. It&#8217;s not <em>bad</em> per se. It just isn&#8217;t anything to write home about: it&#8217;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 &#8212; but the payoff is great.</p>
<p>Space combat cribs extremely heavily from <a href="http://en.wikipedia.org/wiki/Star_Fleet_Command">Star Fleet Command</a>, but who wouldn&#8217;t use that as their starting point? It&#8217;s the best of the Star Trek space games by a large margin.</p>
<h3>A Very Special Audience</h3>
<p>This game hits a <em>very</em> 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 &#8230; just 3D enough to make her seasick whenever she tries to fly anywhere.</p>
<p>A lot of people get seasick when navigating in 3D. It&#8217;s one of the things they teach you in any gaming school. Cryptic had to know this. So they made a very specific choice: &#8220;Fuck those guys! We&#8217;re making a 3D space game for the nerds who like epic space battles.&#8221; That&#8217;s what they did, and it paid off in fun. Nerds like me think this is a fun game.</p>
<p>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&#8217;t handle STO for more than 15 minutes. I hope they weren&#8217;t expecting to gather the casual gaming crowd with this thing.</p>
<p>Also, if you don&#8217;t like Star Trek, don&#8217;t bother. I have a friend who is loving the game, who admits to &#8220;doing the voices&#8221; during fights. He loves the game. (Yelling things like &#8220;Emergency power to the starboard shields!&#8221; or &#8220;Dammit I need those torpedos now!&#8221; definitely makes the game more fun, unless of course people around you are pointing and laughing.)</p>
<p>Another friend couldn&#8217;t get past the tedious beginning to get to the good parts. To enjoy STO you need to like Star Trek <em>and</em> space battles <em>and</em> not get seasick when the camera swings around <em>and</em> have a bit of patience to wade through some dull bits.</p>
<h3>Amazing Achievement Even With Help</h3>
<div id="attachment_566" class="wp-caption alignright" style="width: 210px"><a href="http://www.eldergame.com/wp-content/uploads/2010/03/Mordak.png"><img class="size-medium wp-image-566" title="Mordak" src="http://www.eldergame.com/wp-content/uploads/2010/03/Mordak-200x300.png" alt="Star Trek Online Character" width="200" height="300" /></a><p class="wp-caption-text">Meet my tactical officer Mordak. Don&#39;t make fun of his 70s &#39;stache or he&#39;ll break you in half.</p></div>
<p>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&#8217;s assets and docs as part of the handoff, because the game has many little touches that come right out of our original docs.</p>
<p>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 &#8212; and yes, it is awesome to see random bits of my design docs in the game.</p>
<p>On a larger scale, they reused Perpetual&#8217;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&#8217;s STO, they seem to just be pretty ribbons of light.</p>
<p>However, there are big differences too. Perpetual had designed the ground game to some extent, including the three classes as seen in Cryptic&#8217;s version, but the big thing that Perpetual didn&#8217;t have was a fun space game. When I abandoned Perpetual&#8217;s sinking ship, we still had no fun space-combat prototype.</p>
<p>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, &#8220;You should be able to beam a PC bridge crew onto your ship, and take stations!&#8221; or &#8220;If the ship is severely damaged, the captain should be able to rush off the bridge and put out the engineering fires!&#8221; and on and on. In other words: we had just begun to brainstorm what would be fun space combat in an MMO.</p>
<p>Cryptic must have spent a good amount of energy making the space game fun. They certainly didn&#8217;t crib from Perpetual&#8217;s notes there. This was all Cryptic. And it&#8217;s the best part of the game. So hats off to them!</p>
<p>Space combat is the core of the gameplay; it&#8217;s a lot more fun than ground combat, which feels chaotic and mushy and has terrible AI. And all other aspects of the game &#8212; such as crafting or exploring your ship &#8212; are barely there. They&#8217;re just little placeholder systems that are clearly supposed to be improved later.</p>
<p>The amazing thing is that they made this entire game in two years. Yes, they reused Champions&#8217; engine. (It even has the same bugs as Champions had when it launched, so it&#8217;s obviously based on an older branch of Champions.) And yes, they cribbed from Perpetual&#8217;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&#8217;s finesse.</p>
<p>Containing an entire space game and a ground game at once is an incredible undertaking. Now if only they&#8217;d spent another year finishing the game, they would have a knockout product that would &#8230; well, it&#8217;s too inaccessible to steal many players from WoW. It might have stolen some from EVE Online though &#8230; 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.</p>
<h3>Buggy, Confusing, Boring</h3>
<div id="attachment_564" class="wp-caption alignright" style="width: 310px"><a href="http://www.eldergame.com/wp-content/uploads/2010/03/Andorian_Idiot.png"><img class="size-medium wp-image-564" title="Andorian_Idiot" src="http://www.eldergame.com/wp-content/uploads/2010/03/Andorian_Idiot-300x281.png" alt="" width="300" height="281" /></a><p class="wp-caption-text">Tactical officer applies harmless fire suppressant to an out-of-range opponent who is not on fire anyway.</p></div>
<p>That said, the game is a mechanics nightmare, with so many interactive parts that a million little quirks occur in the game. Here&#8217;s a bug report from their open beta <a href="http://forums.startrekonline.com/showthread.php?t=73047">just a few weeks ago</a>:</p>
<blockquote><p>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.</p>
<p>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&#8230; So I put them out myself, and we rescued the scientists.</p>
<p>A mission or two later, we&#8217;re down in the swamp, surrounded by Gorn warriors, mortars, and pet dinosaurs- I&#8217;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&#8217;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.</p>
<p>On Gorn assault troops.</p>
<p>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.</p>
<p>After we rezzed, I went around the group and confiscated everyone&#8217;s firefighting equipment before we went back into battle. I just hope my ship never catches on fire, because we will be doomed.</p></blockquote>
<p>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.</p>
<p>And there are a great many other funny stories to be had, especially on the ground combat (where you basically play a &#8220;pet class&#8221; role, managing four pet NPCs at all times). Some of them are intentional (try equipping Tribbles on your crew members), some not so much &#8212; I gave my science officer a bunch of medical hypos, and then watched in horror as he injected <em>all</em> of them into his body, one after another, like a burned out junkie.</p>
<p>Less amusingly, the game&#8217;s skills are a muddled mess. Buying the first point of training for any of your bridge crew actually <em>decreases</em> 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 <em>third</em> point is when they actually get better. This is, of course, a bug, even if they did it on purpose.</p>
<p>And certainly the worst problem is that the game doesn&#8217;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.</p>
<h3>The Future: Brighter than Champions</h3>
<p>The game is woefully imbalanced. Let&#8217;s just get that right out there. But they <em>didn&#8217;t</em> 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&#8217;s imbalanced, but it&#8217;s imbalanced <em>in the player&#8217;s favor</em>. They can slowly make the game harder until it reaches the desired point.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2010/03/sto-hey-not-too-shabby/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Side Note: Turbine Games Still Need More Polish</title>
		<link>http://www.eldergame.com/2010/01/side-note-turbine-games-still-have-no-polish/</link>
		<comments>http://www.eldergame.com/2010/01/side-note-turbine-games-still-have-no-polish/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 06:56:18 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=518</guid>
		<description><![CDATA[Side Note: Turbine Games Still Need More Polish
What&#8217;s Turbine been doing the past year? Nothing too exciting, it seems&#8230; even though DDO went free-to-play and is apparently making lots of cash, it still has only a skeleton crew working it. But Turbine did just launch a new Lord of the Rings expansion &#8212; Siege of [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p><strong>Side Note: Turbine Games Still Need More Polish</strong></p>
<p>What&#8217;s Turbine been doing the past year? Nothing too exciting, it seems&#8230; even though DDO went free-to-play and is apparently making lots of cash, it still has only a skeleton crew working it. But Turbine <em>did </em>just launch a new Lord of the Rings expansion &#8212; Siege of Mirkwood. It&#8217;s supposed to be really good, too. &#8220;Okay cool, it&#8217;s probably time I check in on Lotro,&#8221; I thought, early this morning. As of 1:30 am <em>the following day</em>, I am still not finished downloading.</p>
<p>I went and got the &#8220;Play in Under An Hour&#8221; download package. It started off downloading really fast, faster than my regular torrents, even. Then it stopped. I mean, it completely stopped downloading at all, for an hour. I shut it down and restarted it and it went for a while longer and then stopped. Repeat ad nauseum and finally it was finished! I logged in to the character-select screen, and &#8230; hey, that&#8217;s not what my old character was supposed to look like! He&#8217;s only wearing underwear!</p>
<p>Ha ha, of course, the quick downloader hasn&#8217;t downloaded my old avatar&#8217;s clothes. That&#8217;s fine. I&#8217;ll just look naked or whatever until it downloads. I click Log In. No, actually I will sit at the &#8220;loading&#8221; screen for HOURS without any feedback, while it downloads the needed art in tiny scrips and scraps. After hours of waiting, I gave up. (EDIT: apparently I should have shown up as red with a note that my character wasn&#8217;t available. But he was in the newbie town of Bree so I guess it figured he was available. I dunno.)</p>
<p>Eventually I uninstalled and tried to get smarter about this. &#8220;I do own the original disks, I&#8217;ll just install from disk and then patch.&#8221; As of this writing, the CD install is still patching. It&#8217;s been patching for 10 hours, with an average 200 KB/s download speed. So that&#8217;s like 8 gigs of downloaded data and I&#8217;m still at -700% complete.</p>
<p>No, really, I&#8217;m at -700% complete.</p>
<p><img title="lotro-negative-percent" src="http://www.eldergame.com/wp-content/uploads/2010/01/lotro-negative-percent.png" alt="lotro-negative-percent" width="719" height="556" /></p>
<p>Is that good? Am I almost done? I don&#8217;t know. It went to 100% and then kept right on going, all the way up to 800% or so, and then flipped. Now it&#8217;s a negative number, but it&#8217;s slowly getting smaller. Maybe when it reaches 100% again it will be done.</p>
<p>I don&#8217;t know. All I know is they need to work harder to make this game accessible to returning players, because this is the second time in recent memory that I&#8217;ve tried to play Lotro and the second time I&#8217;ve failed to manage to play at all. Turbine could spend some time on this. I think that would be okay. I mean, they would make their money back for the time spent.</p>
<p>Okay, I&#8217;m done with the vitriol now.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2010/01/side-note-turbine-games-still-have-no-polish/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>2009: A Year of Shitty MMOs</title>
		<link>http://www.eldergame.com/2010/01/2009-a-year-of-shitty-mmos/</link>
		<comments>http://www.eldergame.com/2010/01/2009-a-year-of-shitty-mmos/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 06:48:11 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=511</guid>
		<description><![CDATA[I read Scott Jenning&#8217;s blog post about how terrible the year was for MMOs, and I had to agree that it wasn&#8217;t a fun year for MMO companies. &#8220;But still,&#8221; I thought to myself, &#8220;If I had my own blog, I would have a couple of counter-points to make.&#8221; That&#8217;s when Sandra reminded me I [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>I read Scott Jenning&#8217;s blog post about <a href="http://www.mmorpg.com/showFeature.cfm/feature/3864/Scott-Jennings-2009-That-Horrible-Year.html">how terrible the year was for MMOs</a>, and I had to agree that it wasn&#8217;t a fun year for MMO companies. &#8220;But still,&#8221; I thought to myself, &#8220;If I had my own blog, I would have a couple of counter-points to make.&#8221; That&#8217;s when Sandra reminded me I have something called Elder Care, or Elder Scrolls, or something like that. I finally remembered my password, and here I am! Um, I have some counter-points to make. (Put your vitriol helmets on now.)</p>
<p><strong>Fate Was Not Kind To You, WAR, Because You Were Developed By Morons<br />
</strong></p>
<p>Some readers have asked me why I didn&#8217;t pick on Warhammer Online. The fact is that I did write about how doomed they were&#8230; but those posts never left the &#8220;drafts&#8221; section of the blog, because it was too easy a target. It&#8217;s like making fun of the mentally challenged kid: you don&#8217;t get points for showing them up. Anybody in the industry could have predicted what happened to WAR with 100% accuracy.</p>
<p>Gee, was WAR created by somebody who thinks <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19660">people who disagree with him should be &#8220;burned at the stake&#8221;</a>? Wait, and did that same article point out that WAR was developed primarily by inexperienced developers because they were easier to cow into obedience? Yes? Wait, literally? That wasn&#8217;t even exaggerated? Huh. And they said they hate playing other MMO&#8217;s because it &#8220;gives them ideas&#8221;? Weird. Maybe&#8230; maybe&#8230; could any of <em>that </em>have had something to do with the tons of newb mistakes they made? Nah. It was probably just the economic downturn.</p>
<p>In case you are confused by sarcasm, what I mean is the company <em>deserved to fail due to their incompetence</em> and they did, and anybody surprised by this is probably surprised by other predictable things, like the sun rising. They made a DAoC clone that wasn&#8217;t as compelling as the original, with a weaker IP (sorry, Warhammer tabletop fan(s), but it&#8217;s true: your IP is not even as big a draw as the free &#8220;Vaguely Camelot&#8221; IP), and they spent an amazing amount of time and money making the game, yet launched it with a pittance of content. And then they did all sorts of crazy things, like opting not to open forums, even for support. This made many players&#8217; initial experience, including my own, pretty miserable. I had originally predicted they would have only 100k by their first-year mark, and I don&#8217;t know what exact number they have now, but I&#8217;d be a little surprised if they have that many playing customers.</p>
<p><strong>Champions Online Falls On Face<br />
</strong></p>
<p>I just canceled my Champions Online account yesterday. The place is a ghost town; I&#8217;d be confused and amazed if they have more than 50k subscribers (because, if so, where the heck are they?). Frankly, the game was launched way too soon, and they did the dumbest thing you can possibly do to a fragile game: they <a href="http://www.mmorpg.com/newsroom.cfm/loadNews/14850">made a launch-day patch that made the game tons harder</a>. After months of beta-testing, they threw ALL their data out the door, jacked all the monster difficulties way up, and shipped it. What kind of an idiot would do that? Actually, every newb team makes this mistake. It&#8217;s caused by thinking, &#8220;Holy SHIT, players will reach level 50 in a month of play! We have to fix it!&#8221; And so they fix it, all right. They make the game so un-fun that nobody bothers to get to 50 at all. Ta-da!</p>
<p>The thinking is really just that simple, and it&#8217;s always this stupid knee-jerk last minute reaction among the team. MMO&#8217;s need players to survive, and a traditional boxed game gets 90% of its players from its initial launch. So MMO companies are really keen to keep all those players paying for at least three months&#8230; ideally six months. But they realize they&#8217;re out of time, so they just flip some knobs, twiddle some monster skills, and hope for the best. Inevitably, they would have been better off letting people level quickly. Some might get bored, but they are likely to come back later when more stuff is added. If you make the game into an unbalanced muckball, everybody&#8217;s experience will be terrible and they won&#8217;t come back.</p>
<p>Sandra and my newbie experience was pretty amusingly bad. Our level 13 characters got <em>stuck</em>, unable to continue playing because we picked the wrong skills &#8212; we could no longer defeat monsters anywhere near our level. We had to roll new characters! That was basically when Sandra quit. I kept going a while longer, but the imbalances were pretty dramatic (both too easy and too hard, randomly, in every aspect of the game), and it sapped the fun out of being a superhero.</p>
<p>It&#8217;s better now, actually. It&#8217;s kind of fun now. If you like playing in a ghost town. Because there&#8217;s almost nobody left. If you want to play, I recommend you do it now! It&#8217;s getting hard to find PvP arena groups as it is&#8230; soon it may be impossible. I don&#8217;t know what they&#8217;re gonna do&#8230; well, if Cryptic can hold on until the Xbox 360 version launches, I&#8217;ll be happy to give the game another shot on the console.</p>
<p>&#8220;Of course Cryptic will stay alive!&#8221; you say. &#8220;They have Star Trek Online coming out in a couple months!&#8221; Uh, hrm. Well, here&#8217;s where I <em>don&#8217;t</em> pick on Star Trek Online because it&#8217;d be like making fun of the mentally handicapped again. Sorry, guys. I love the IP, and I know Cryptic is working hard, and I&#8217;d love to be proven wrong, but I can&#8217;t see it happening. STO won&#8217;t be substantially more polished than Champions was at launch. Why? Because it&#8217;s a <em>significantly </em>more complicated game, and it&#8217;s launching much too soon to be good enough. It will be lucky to retain 100k subscribers a year after launch. That number would be fine, except they probably need a lot more money than that to keep the lights on at Cryptic HQ, let alone repay their debts.</p>
<p><strong>Aion Core Gameplay Involves Grinding and Being Murdered Repeatedly<br />
</strong></p>
<p>Oh god Aion is a beautiful game. I don&#8217;t just mean the inhumanly pretty avatars. I mean the whole world has great art direction. It feels like Asian Disneyland From Hell. It&#8217;s wonderful. Cute kangaroos hop up to you and box you to death. Mole people squeal and fall over in mid-combat, too excited to keep fighting. One of the first surprise encounters comes from cute animated stalks of evil corn. There are beautiful lakes full of loons calling, fish swimming, adorable lobsters nipping at your feet. This game has serious atmosphere.</p>
<p>But it has the biggest grind EVAR. I had lots of friends who started it and were excited by it, and they have all left, except for one. The invariable reason? &#8220;This game is grindy as hell.&#8221; It&#8217;s got serious pacing problems, and for a PvP game it takes WAY too long to get to the PvP part.</p>
<p>And then when you get to the PvP part, turns out it&#8217;s full of these bird men who are 20 levels higher than you who continuously kill you, for fun, just for the hell of it. I had read that there were, like, these elaborate tiers of combat, so I could occasionally fight people somewhere near my level. That has yet to ever happen. Well, sometimes I can sneak up on an enemy while they&#8217;re fighting in PvE, and gank &#8216;em. That makes me feel like a big dickhead.</p>
<p>I&#8217;m still paying for Aion, but&#8230; I can&#8217;t see myself staying in it for much longer. And I lasted longer than almost everyone I know. The worlds are still relatively populated, though not nearly as much as two months ago. But it&#8217;s a beautiful game, and the US maintainers are desperately trying to fix things &#8212; they&#8217;ve gone to double-XP weekends every weekend in order to try to get people up to higher level so they can PvP. Will they succeed? Search me.</p>
<p>Aion is still a big hit in its homeland. But it&#8217;s a just modest success in the US. And the sad thing is, it&#8217;s the biggest US hit of the year by a long shot. (Ignoring WoW, which is on its own scale.)</p>
<p><strong>Big-Ticket MMO&#8217;s Still Sucking, Facebook Games Growing More Fun</strong></p>
<p>Another thing Scott&#8217;s blog pokes fun at are the terrible Facebook games that seem to be soul-sucking leeches, designed to hook players like crack and then spam their friends list for more suckers. Those games really are pretty terrible. But why is everybody focusing on these leech games? They are the dying breed on Facebook.</p>
<p>I was just working on <a href="http://www.techcrunch.com/2009/11/10/move-aside-vampire-wars-city-of-eternals-is-a-real-game/">a Facebook game with a lot of actual gameplay</a>. It&#8217;s in Flash and it&#8217;s actually got a real virtual world and avatars and everything. And content and gameplay and so on! This is the future of Facebook games: <em>actual games </em>that happen to be integrated closely with Facebook.</p>
<p>Smart devs should get in on this while they can &#8212; there&#8217;s still time to make one of these second-gen Facebook games&#8230; that is to say, games with actual content. But I understand if you want to just make fun of Farmville some more instead. It is definitely easier.</p>
<p><strong>Games Are Nickel And Diming Me, But I Am Still Not Angry</strong></p>
<p>Another thing Scott&#8217;s blog pokes fun at is how games are charging for more stuff now. He listed off a lot of examples, but none of them were at all upsetting to me, with one exception: charging for rerolls in Champions, because Champions was designed to <em>need</em> lots of rerolls in order to play well. So charging for it is exceptionally mercenary for a subscription-based game.</p>
<p>But the other stuff? Charging for world transfers, race changes, character renames, whatever? Yeah, go ahead. In fact, please do more of it. I like these sort of options and I don&#8217;t mind paying a few bucks for them. You are not losing customers by adding a for-pay race-changing option. You just aren&#8217;t. It&#8217;s not a problem. I don&#8217;t know what Scott is smoking.</p>
<p><strong>Conclusion: It&#8217;s The Business Model, Stupid<br />
</strong></p>
<p>It&#8217;s tempting to say that these big-league MMOs are suffering primarily due to the economic downturn. But I have a hard time buying it. The Flash casual game market has really heated up this year; our FlashGameLicense.com brokerage site is showing <em>huge </em>monetary growth in terms of online games of all sorts: casual, hardcore, whatever. I&#8217;ll admit that no Flash product is as hardcore as &#8220;go to the store and buy a $50 box to play this game&#8221;. But DDO is apparently breathing new life into Turbine as a &#8220;freemium&#8221; downloadable game. Champions and Warhammer could be doing this, too. Why aren&#8217;t they?</p>
<p>The reason they don&#8217;t is that small MMO companies are venture-capital collection machines. They seem to <em>exist </em>to get venture capital. They do <strong>not </strong>exist to eke out a modest profit off of their games; they need to show HUGE (500%) return on investment in order to keep getting more venture capital. So what happens when their game isn&#8217;t a 500% ROI game? They <strong>don&#8217;t</strong> try to salvage it and turn a nice sum. They immediately go about desperately making <em>another </em>game, another gambit, another roll of the dice, maybe we can keep this boat afloat before the VCs shut us down, maybe they won&#8217;t strip us for parts if this next game/expansion/repackaging/acquisition is a hit!</p>
<p>VC&#8217;s are used to most of their bets not paying off. That&#8217;s why they demand such huge rewards from the ones that do. Would it be possible to take 5 million and make a game that returns 15 million in ten years? Yes, that&#8217;s not even that hard. But good luck getting only 5 mil in venture capital. You&#8217;ll need to set your sites bigger. You&#8217;ll need to go for the mega-game that jousts with WoW&#8217;s popularity in order to get venture capitalists excited.</p>
<p>It&#8217;s a dead-end dream for most companies. The thing Sandra and I have always wanted to do in the MMO world is take one of these modest games, these Champions or Warhammers or Asheron&#8217;s Calls or whatever, and run them, and turn a tidy profit for many years. That dream is hard to realize because these companies aren&#8217;t interested in turning a minor profit on a game. (With the very notable exception of SOE, who is happy to keep a game going as long as it&#8217;s in the black. Good on &#8216;em. Note that they aren&#8217;t a venture-capital company, though.) For most game companies, when a game goes out the door and flops on its face, it&#8217;s not time to repurpose the game and figure out how to make a profit &#8212; it&#8217;s time for a hail-mary pass with the entire company.</p>
<p>In other words, yeah, these 2009 MMOs sucked. But not really. If the stakes weren&#8217;t so high, these would all be little success stories. They &#8220;suck&#8221; because they threw millions and millions at a product, scrambled as hard as they could for a few years, and then rolled the dice to see if they got rich instantly. They didn&#8217;t. So, bam. They suck by fiat.</p>
<p>I think we&#8217;re seeing that infusing game companies with fifty million in venture capital is not a reliable way to make or run a game. But we&#8217;re at a dead spot right now, where MMO&#8217;s are still too hard for a small privately-funded team to make, but not profitable enough for a VC firm to get rich off of. So the games keep imploding, the same sad story over and over. And yes, there will be more of the same for 2010, but we&#8217;re going to start seeing more of the small companies making names for themselves, showing reasonable profits and carving into the mainstream gaming audience. 2011 is when the flood-gates will finally burst.</p>
<p><strong>Conclusion Part 2:</strong></p>
<p>To be clear: I don&#8217;t mean to be picking on Scott Jennings. It does seem like I am, but this is just what happens when you single-source your vitriol-post. Scott&#8217;s a good guy who knows what he&#8217;s talking about, he won&#8217;t mind.</p>
<p>So, yeah, this is why I try not to share my random game opinions on the blog unless there&#8217;s something constructive to add. But I guess I&#8217;m averaging one hate-post a year, which isn&#8217;t too bad.</p>
<p>So yeah&#8230; I&#8217;ll see you later, when I finally manage to get the next of those Psychology for Designers articles completed!</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2010/01/2009-a-year-of-shitty-mmos/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>Champions Online: Please, Fix This, Hurry</title>
		<link>http://www.eldergame.com/2009/09/champions-online-please-fix-this-hurry/</link>
		<comments>http://www.eldergame.com/2009/09/champions-online-please-fix-this-hurry/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 14:00:43 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=465</guid>
		<description><![CDATA[I know how easy it is for a game to die early in its life. Asheron&#8217;s Call 2 had a promising career as a small but profitable MMO, but that was dashed very early because the game&#8217;s chat system broke for nearly three months(!), and due to political concerns with our publisher, Turbine&#8217;s engineers were [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>I know how easy it is for a game to die early in its life. Asheron&#8217;s Call 2 had a promising career as a small but profitable MMO, but that was dashed very early because the game&#8217;s chat system broke for nearly three months(!), and due to political concerns with our publisher, Turbine&#8217;s engineers were not allowed to fix it. (And, for the record, when we finally <em>were</em> allowed to fix it, Turbine rewrote the entire chat system in a few days, because chat systems are easy, and Microsoft Game&#8217;s engineers were dumb as dirt. But I&#8217;m digressing&#8230;)</p>
<p>Anyway, it is very easy for an early-launch fiasco to turn one of these small-to-medium games, like Champions is destined to be, into a tiny speck of a game. Right now Champions is in grave peril of this happening, and I really hope they fix it.</p>
<p>Champions is not a polished game. It&#8217;s got the heart of a really <em>fun</em> game, but it is so glitchy that it can be hard to see that. The only reason any sane team would launch the game in this state is because they have too much pressure not to (from their funders, publishers, or just their bank accounts). So they knew it wasn&#8217;t perfect. The game&#8217;s dense and confusing GUI doesn&#8217;t do it any favors; boss monsters pendulum between trivial and instant death; oh, and half of the game&#8217;s abilities are broken or buggy, often to the point of uselessness.</p>
<p>They got the client and server stable, the graphics pretty, and then they launched it, ignoring all those &#8220;little content bugs&#8221; that are actually huge issues. Been there, done that. It sucks, but you can salvage the game and get a nice medium sized, 300k subscriber base out of it. That&#8217;s what you should be striving for now, guys.</p>
<p>I want to love this game. It is an ambitious, Warcraft-meets-City of Heroes, directed game with lots of variety and options and possibilities. It&#8217;s a wonderful playground, but with plenty of goals, too. At the same time, it&#8217;s also stupidly punitive. As I said, nearly half the game&#8217;s powers don&#8217;t work, or are so underpowered that they effectively don&#8217;t work. But others are so powerful that they simply must be purchased&#8230; and the game is clearly balanced around you owning one or more of these potent powers. However, you&#8217;re left on your own to discover what works and what doesn&#8217;t. So far, so &#8230; good! This won&#8217;t appeal to the part of the WoW audience who wants more direction and simplicity, but it will appeal to a different audience, one that will explore their little hearts out. But then Champions ruins this by charging an arm and a leg to alter your character later.</p>
<p>My first character is actually ruined. &#8220;Telepoet&#8221; can teleport, and he can spout poetry, but he does not own a defensive power and so he cannot solo. Alas, I picked his options in the wrong order and I can never afford to undo these changes. Right now, to get him back to a usable point, I&#8217;d have to spend 6 times more money than I&#8217;ve ever owned. As a final cruel jab, the cost actually scales up with level, so I can&#8217;t even save up money to buy it: if I just farm low-level monsters for money, I earn XP which levels me up, and the goal actually gets further away. The character is truly stuck.</p>
<p>My next character is usable, but gimpy. He picked a power that worked great at level 5, but stopped being useful by level 10. When I tried to reset him at level 12, it cost the rough equivalent of Fort Knox&#8217;s vault. I can play him, for now, but there&#8217;s always a nagging feeling that he&#8217;s not as good as he could be. And he seems to be getting weaker. It gnaws at me. Do I really want to keep going with this guy, if he&#8217;s going to get ruined soon too? Maybe I should just go back to EQ2.</p>
<p><strong>Cryptic can trivially stop the gushing loss of players: </strong>Make it cost next to nothing to reset your character. Call it an Early Player Advantage that wears off in three months (presumably when you have vaguely-working powers, if not balanced ones). Don&#8217;t worry, Cryptic, you <em>can</em> take this away again. You&#8217;ll get bitching, but not nearly as many people will quit as are quitting now. Talk amongst your team until you figure out the compromise that works best, but here&#8217;s the thing: my level 13 guy has 50 silver, and I need to completely reset him. Make it happen. Your post-free-month concurrency numbers are going to make you very sad. Take steps now to buttress them.</p>
<p>Despite this, I have really enjoyed myself in the game. Yes, the game systems are hilariously buggy, and every patch seems to fix two bugs and add two more. And did I mention that half the powers are buggy? But it&#8217;s still <em>fun</em>. Really fun. However, I need some insurance against the miserably bad game balance. Cryptic needs to throw players a lifeline here. And fast. If I was producing this game, I&#8217;d make this a hotfix patch going out tomorrow.</p>
<p><strong>Other initial thoughts:</strong></p>
<p>After about 20 hours of play time, here are some thoughts that stuck out:</p>
<ul>
<li>I sure hope the designers don&#8217;t expect me to read that quest text. It&#8217;s too small and the font is too hard to read for more than a sentence or two at a time. Clearly nobody spent hours reading this stuff in game. Headaches!</li>
<li>On the other hand, the big green map indicator that shows exactly where I should go? Awesome.</li>
<li>The flavor text from NPC&#8217;s is great. It&#8217;s short enough that I actually read it, too.</li>
<li>Here&#8217;s an example of the subtle bugginess of the game: The &#8220;Speed Boots&#8221; travel ability is described as one that is slow to build up speed, but has a higher top speed. The (nigh-indecipherable) &#8220;advanced description&#8221; of the skill seems to verify that this is so. But Sandra and I raced this power against every other, and it is never faster. (This is what the folks on the forums say, too, but we figured they were wrong. Turns out nope, they were right.) I&#8217;m guessing that the data for the ability is set right. But it&#8217;s still broken. This particular ability is at least usable anyway. (That&#8217;s not the case for most of the buggy powers.)</li>
<li>I was going to show you the stats on Speed Boots, but it turns out to be surprisingly hard to take screenshots of this game&#8217;s GUI, and I gave up trying.</li>
<li>The game works pretty well with a wired XBox 360 joystick plugged into the PC. I could see this being a console success. You know&#8230; after another year of bug fixes.</li>
<li>When I started, everybody said, &#8220;Watch the stats! They&#8217;re important!&#8221; But stats aren&#8217;t really that important, in general. Just TWO stats are important: the ones your particular character template is based on. Most abilities seem to do damage that scales with your level regardless of your stats.</li>
<li>This game has tons of visceral appeal. Bowling badguys over with machine gun fire, hitting them on the head with lampposts, leaping away from danger&#8230; it&#8217;s a FUN play vibe. When your character isn&#8217;t gimp, I mean.</li>
<li>I don&#8217;t think the Public Quests are working like the designers hoped. There&#8217;s never more than one other person helping me&#8230; the game fails to rally people around these quests.</li>
<li>Making your own nemesis villain that then shows up in the game to fight you? That&#8217;s awesome.</li>
<li>Why did they bother with an auction house when they don&#8217;t have time to make it usable? Sorting is by done some internal ID number (as opposed to, say, price); there&#8217;s no way to transfer money between characters (even in the bank); and it&#8217;s difficult to even find the auction house anyway. I wouldn&#8217;t have even known it existed, except some forum trolls were telling people to stop whining about the cost of repairing your character&#8230; &#8220;Go and make money on the AH, noob!&#8221;</li>
<li>You can&#8217;t make significant money on the AH prior to level 20, or at least I haven&#8217;t been able to.</li>
<li>This game is a lot of fun to duo with. Sandra and I quite enjoyed duoing (until our characters&#8217; gimpiness did us in and we were unable to fix them.)</li>
<li>At this point, I haven&#8217;t seen much reason to group up as more than a trio, though. I&#8217;d love to get a Sunday afternoon game going with friends, but I&#8217;d need fun things to do for at least five people at once&#8230;</li>
<li>I can&#8217;t make macros. That means Telepoet can&#8217;t spout battle poetry!</li>
<li>This game doesn&#8217;t need a punitive death penalty. It starts out negligible but it slowly becomes pretty significant. This is a mistake. The game is hard, complex, and twitchy. Success is its own reward here. I thought the designers really &#8220;got it&#8221; &#8230; until I died a few times at level 15 and realized I could no longer kill the quest boss because I&#8217;d gotten too weak. I had to go farm low-level minions until I got my power back. Fail.</li>
</ul>
<p>Champions: Better than City of Heroes? Yes. Or at least, it will be eventually. The question is, will anybody be left to see it?</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/09/champions-online-please-fix-this-hurry/feed/</wfw:commentRss>
		<slash:comments>31</slash:comments>
		</item>
		<item>
		<title>Think Like a Designer</title>
		<link>http://www.eldergame.com/2009/09/think-like-a-designer/</link>
		<comments>http://www.eldergame.com/2009/09/think-like-a-designer/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 19:06:54 +0000</pubDate>
		<dc:creator>Sandra</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=444</guid>
		<description><![CDATA[&#8220;Learn to think like a designer, not a player.&#8221;
You&#8217;ll hear this a lot from game developers giving advice to would-be designers. And it&#8217;s not wrong &#8230; but taken at face value, it leads to being a sub-par designer. There&#8217;s no value in mimicing what you think a stereotypical designer would do.
Better advice: &#8220;Learn to understand [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>&#8220;Learn to think like a designer, not a player.&#8221;</p>
<p>You&#8217;ll hear this a lot from game developers giving advice to would-be designers. And it&#8217;s not wrong &#8230; but taken at face value, it leads to being a sub-par designer. There&#8217;s no value in mimicing what you think a stereotypical designer would do.</p>
<p>Better advice: &#8220;Learn to understand how different types of players (including you!) experience your game, and analyze that like a designer.&#8221;</p>
<p>Not nearly as memorable, but way more accurate.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/09/think-like-a-designer/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Reinforcement Concepts for Designers</title>
		<link>http://www.eldergame.com/2009/08/reinforcement-concepts-for-designers/</link>
		<comments>http://www.eldergame.com/2009/08/reinforcement-concepts-for-designers/#comments</comments>
		<pubDate>Wed, 12 Aug 2009 12:55:20 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=239</guid>
		<description><![CDATA[All game designers should take a few courses in psychology. This will help a lot more than you think, especially if you&#8217;re aiming to be a systems designer (as opposed to a level or content designer). Game design is an application of psychology: the goal of a game is typically to entertain and/or engage the [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>All game designers should take a few courses in psychology. This will help a lot more than you think, especially if you&#8217;re aiming to be a systems designer (as opposed to a level or content designer). Game design is an <em>application</em> of psychology: the goal of a game is typically to entertain and/or engage the human being playing the game, and studying psychology helps explain how we entertain and engage people.</p>
<p>Don&#8217;t believe me? Let&#8217;s just peek into our Psych 101 course book for some examples. Let&#8217;s talk about positive and negative reinforcement! Then we&#8217;ll follow up with the role of tedium in behavior management.</p>
<p><strong>Positive Reinforcement versus Negative Reinforcement</strong></p>
<p>Positive reinforcement is when you reward good behavior with a cookie. Negative reinforcement is when you reward good behavior by making the pain stop.</p>
<p>These can be mathematically equivalent, but they have psychological ramifications you need to consider.</p>
<p>Suppose you&#8217;re designing the food system for a new MMO, and you decide that characters become physically weaker if  they don&#8217;t eat a piece of food every few hours. (Eating food is thus a <em>negative reinforcement</em> because it removes the weakness that comes from being hungry.) Another way to design the same system is to give players a <em>buff</em> when they eat food. This is a <em>positive </em>reinforcement.</p>
<p>Mathematically they look like the same system, because you&#8217;re going to balance the game based on the &#8220;fed state&#8221; &#8212; in other words, when you figure out how tough monsters should be, you&#8217;ll assume the player is properly fed. It matters not to the spreadsheet whether food is a buff or just the absence of a debuff.</p>
<p>But it matters to the player! <strong>M</strong><strong>odern gamers expect all punishment to cease when they are playing your game the right way.</strong> You can take advantage of this to train players to play your game the right way.</p>
<p>In this example game, since players NEED to eat in order to play correctly, you should use <em>negative</em> reinforcement. You&#8217;d put an &#8220;I&#8217;m Hungry!&#8221; icon on the screen whenever they needed to eat, and you&#8217;d remind them that they are weaker due to lack of food. When they eat, these indicators go away and the character pats her stomach like she&#8217;s happy to have finally eaten. This helps teach players when they aren&#8217;t playing optimally. Even if players don&#8217;t get the hint right away, it will sink in eventyally. If they&#8217;re dying a lot, they&#8217;re likely to think &#8220;I should really eat something. That will help!&#8221;</p>
<p>On the other hand, if eating provides only tiny effects (and you didn&#8217;t balance encounters assuming that players were fully satiated all the time), then you would present eating as a &#8220;buff&#8221; instead. This teaches players that eating is a good thing, but not something mandatory.</p>
<p>Now, if you secretly decided that players should always be eating food or else they are sub-par statistically (and unable to complete quests for their level), you&#8217;d really confuse them by making food a buff instead of debuff. Players intuit that a buff is an optional power benefit. They do not expect you to have factored this optional benefit into every combat encounter&#8230; if you did that, it wouldn&#8217;t be optional! Be wary of sending mixed signals like that. It&#8217;s pretty common, but then again it&#8217;s also pretty common for MMO&#8217;s to be unintuitive.</p>
<p>Both positive and negative reinforcement are very useful in every MMO &#8212; you just have to decide which to use in each situation. &#8221;But I don&#8217;t want negative reinforcement in my game!&#8221; you say. It&#8217;s got that word <em>negative</em> in there. That can&#8217;t be positive! Actually, when used in moderation, negative reinforcement is fine. For instance, World of Warcraft treats armor repair as a negative reinforcement, and it works great. You only get into trouble when you overdo it. When a game has too many negative reinforcements, the player can feel like they&#8217;re having to do too much &#8220;work&#8221; to play the game.</p>
<p><strong>The Role of Tedium</strong></p>
<p>Punishment and negative reinforcement often go hand in hand, because usually you can&#8217;t negatively reinforce unless you do something unpleasant first, which the player will perceive as punishment. In WoW, you&#8217;re <em>punished </em>for letting your armor break: you take a lot more damage in combat. Repairing your armor is <em>negatively reinforced </em>by removing that punishment.</p>
<p>So normally they are directly related. But there&#8217;s one major case where this isn&#8217;t true: players don&#8217;t generally perceive <em>being bored </em>as a punishment per se. This means that developers can inject tedium into their game, and then negatively reinforce behaviors in order to <em>remove</em> the tedium. Brilliant! Well, sort of.</p>
<p>Walking from city to city in World of Warcraft is torturously boring. Using a gryphon is moderately less tedious, and having your own flying mount is less tedious still. WoW uses tedium &#8212; and the slow removal of it &#8212; as a balance and reward mechanism.</p>
<p>Balancing through tedium works! But it won&#8217;t keep working forever: its acceptance among gamers is quickly disappearing. Tedium is the last bastion of the old punishing mechanisms from the early days of computer games. Remember those games? Man, they were punishing.</p>
<p>Back in the day, if you died, you were <em>severely</em> punished. In Ultima Online, you lost every item you had, and you could even lose the deed to your house and all your belongings. Holy shit that was punishing. This worked great, though, because the fun of the game outweighed the punishment. No, that&#8217;s not it&#8230; let&#8217;s see&#8230; what was it? Oh yeah: players didn&#8217;t know of any other game they could go to.</p>
<p>Since then, punishments have mostly disappeared from games. Why? Because all other things being equal, players tend to go to the less-punitive game. From a designer standpoint this is actually a little frustrating. One of our most potent psychological tools &#8212; punishment &#8212; is slowly dwindling away! This actually makes it harder to train players to find the fun in our games. But we are never going back to the time when mainstream MMO&#8217;s punish you heavily for making mistakes. That time is over. As a designer, this is a tiny bit saddening. But as a player, this is a much happier time to be playing MMOs.</p>
<p>However, there&#8217;s one major kind of punishment still in the toolbox. <em>Tedium</em> is the last type of punishment in MMO games. It&#8217;s survived because it&#8217;s so insidious that players don&#8217;t really think of it as a punishment. Nevertheless, tedium was actually on its way out when WoW came along. WoW <em>revived</em> tedium for its travel system (and, to a lesser extent, for its food/drink system), and it got away with it because the rest of the game was so damned good. (In comparison to the other games available.)</p>
<p>The designers didn&#8217;t arbitrarily add tedium to travel. They had clear goals in mind. They believed that slow travel was the key to making the world seem &#8220;large&#8221; and immersive. With instantaneous travel, they reasoned, every place in the world would just be a hop, skip, and a jump away, and this would reduce the immersiveness of the world, which they believed was key to making the game fun over the long term. As an added bonus, having this tedium in the game meant they could <em>remove</em> the tedium over time as a reward mechanism.</p>
<p>They pulled it off, but don&#8217;t count on being able to follow their lead. Unless your game is so good in other ways that you can get away with an annoyance like tedious travel, you&#8217;re better off having instant travel mechanisms. Your world might be less immersive, and you will definitely have fewer rewards to give out because you can&#8217;t remove the tedium that isn&#8217;t there. But your game doesn&#8217;t exist in a vacuum, so you really have no choice. Heck, even WoW is busy removing tedium over time. The game gets less tedious practically every month. (Today&#8217;s <a href="http://penny-arcade.com/comic/2009/8/12/">Penny-Arcade</a> is coincidentally about this very thing.)</p>
<p><strong>I&#8217;m not saying all tedium must go.</strong> Like other types of punishment, it&#8217;s a great way to get players to think the way you want them to. <em>Unforced</em> tedium is not in any danger of going away. Suppose a player wants to keep stabbing low-level orcs in the newbie zone for as long as possible. It&#8217;s okay if this is a tedious way to play&#8230; assuming the player knows full well that they have made the choice to do something tedious. But tedium that can&#8217;t be avoided (such as a quest that makes players run for 15 minutes from the newbie city to a capital city) is not something players respect anymore.</p>
<p>Tedium is on its way out in games. Use tedium if you think you can get away with it, but &#8230; well, you probably can&#8217;t. Heck,  I personally prefer a jolt of explicit punishment over a jolt of tedium. That&#8217;s the ADHD crowd for you &#8212; tedium is worse than pain.</p>
<p>Punishment and tedium will never completely go away, but they have clearly waned in their influence. Keep that in mind when you design your game. If you go heavy on negative reinforcement, your game is likely to be perceived as &#8220;old-school&#8221;, and that may be exactly what you&#8217;re going for, if you want a niche title. If you want a broad-spectrum game, use sparingly.</p>
<p><strong>Negative Reinforcement = Potent Spice</strong></p>
<p>I want to reiterate that you shouldn&#8217;t plan to remove all negative reinforcement! Just treat it like you would a potent spice when cooking: a little goes a long way. Decide the handful of places where negative reinforcement will give your game a big benefit, and use it there. Remove it from all the places where it&#8217;s less important.</p>
<p>I really think psychology is a useful field for designers to study. I wanted to go into reinforcement schedules a bit, but that&#8217;ll be another time, I guess. Anyway, if you&#8217;re wondering &#8220;what should I study in college to learn to be a systems designer?&#8221;, a dozen credits in well-chosen psych courses are a good investment.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/08/reinforcement-concepts-for-designers/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>The Warcraft Live Team&#8217;s B Squad</title>
		<link>http://www.eldergame.com/2009/07/the-warcraft-live-teams-b-squad/</link>
		<comments>http://www.eldergame.com/2009/07/the-warcraft-live-teams-b-squad/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 22:11:25 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Production]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=413</guid>
		<description><![CDATA[If you don&#8217;t work in the MMO industry, you probably have a skewed opinion of how live teams operate. On this blog, I often say that I&#8217;d much prefer to manage a live game than to create a new game from scratch, and you may be thinking, &#8220;Yeah, like you deserve that!&#8221;
You might be thinking [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>If you don&#8217;t work in the MMO industry, you probably have a skewed opinion of how live teams operate. On this blog, I often say that I&#8217;d much prefer to manage a live game than to create a new game from scratch, and you may be thinking, &#8220;Yeah, like you deserve that!&#8221;</p>
<p>You might be thinking my request sounds like one of the lazy animals from the story of the Little Red Hen:</p>
<blockquote><p>&#8220;Who will help me code the MMO?&#8221; asked the little red hen (&#8230; I mean the MMO company).</p>
<p>&#8220;Not me,&#8221; said the independent MMO contractor. &#8220;I&#8217;m too busy doing fun easy things!&#8221;</p>
<p>&#8220;Fine, I will do it myself! Ah, but now who will help me <strong>run</strong> the MMO?&#8221;</p>
<p>&#8220;Ooh ooh I will!&#8221; said the contractor.</p>
<p>&#8220;No no, you didn&#8217;t help me <strong>make</strong> the MMO, so you don&#8217;t get to do the fun part! I will run it myself!&#8221;</p></blockquote>
<p>If this is the story that runs through your head, you are definitely not from any of the major MMO companies. For the likes of Turbine, SOE, or Blizzard, making the MMO <em>is</em> the fun part. Working on the MMO afterwards is the terrible part.</p>
<p>You might expect that the people who spent five years making the game would be excited to run it after it ships. Turns out, not really. After five years of working on the same project, they&#8217;re so sick of it they never want to work on it again. They want it to be in good hands, certainly. And they want to have some oversight to keep people from damaging their vision of how the game should run. But they sure as hell don&#8217;t want to have to do that tedious maintenance stuff themselves. So companies tend to pull the experienced staff off of the live game pretty quickly, leaving behind junior people.</p>
<p><strong>Live Teams Are Not Glamorous</strong></p>
<p>I like the &#8220;tedious maintenance stuff.&#8221; I actually <em>prefer</em> working on the live team. This makes me very unusual in the MMO industry. I am also a pretty good engineer with a lot of experience, which means I don&#8217;t often end up on live teams &#8212; too experienced. At Turbine, I had a hard time getting onto the Asheron Call 2&#8217;s Live Team, because I was expected to help develop their next generation MMO engine instead. I wanted to work on AC2 after it ships?! None of my managers could understand why I wanted to be demoted like that!</p>
<p>But to people who enjoy the live team, well &#8230; there is nothing as good as it. The power you have! The instant feedback! The ability to literally make hundreds of thousands of people happy with just a few weeks of work. It&#8217;s very gratifying. There&#8217;s also the tedium and frustration and lack of resources and constant fire-fighting and oh my god I can&#8217;t keep up with everything&#8230; but that&#8217;s the price of the deal.</p>
<p>Of course, it doesn&#8217;t just happen that you hop onto the Live Team and suddenly you&#8217;re making game-design changes. At first there are a lot of smart and talented people at the helm, helping you learn the ropes, making the hard decisions for you, keeping you from doing stupid things. But inevitably they are pulled off to other projects, and somebody relatively junior gets the helm. That&#8217;s how I got to be in charge of balancing AC2&#8217;s classes.</p>
<p>Fortunately, I had a decade of engineering experience and understood how to tune complex systems. I wrote analyzers, modeled usage patterns, and made corrections.</p>
<p>Unfortunately, my approach did not take the &#8220;human equation&#8221; into consideration very well.</p>
<p><strong>Learning to Balance the Human Equation</strong></p>
<p>I found that the Feral Intendant class was 30% overpowered, and that&#8217;s why so many people were playing a Feral Intendant. Yet somehow, reducing the power of the Feral Intendant to the correct level did not suddenly make the game more fun&#8230; thousands of players were complaining and nobody was telling me they were happy about the change. Weird! I double checked my calculations. They were correct. So what had gone wrong?</p>
<p>Turns out that the people who played the other classes available to that race had taken on an &#8220;underdog&#8221; mentality. The people who played Claw Bearers <em>liked</em> that they were woefully underpowered compared to Feral Intendants. It was like playing the game on Hard Mode. And the people playing Feral Intendants liked playing on Easy Mode. In balancing the game I had failed to understand the needs of the people playing it. I just ham-handedly fixed the equations, instead of solving the problem with the finesse it needed. It was one of my more serious missteps. (And it&#8217;s a great example because I think it&#8217;s pretty obvious in hindsight. Most mistakes were much more subtle.)</p>
<p>But man, what a fast way to learn! After just a couple years of that, I became a good game balancer. The constant feedback loop helped me learn from my mistakes in a matter of weeks! Compare that to developers on traditional games, who must wait until the sequel ships before they get to try their hand at balance again. That&#8217;s why working on a live team is such a fast way to learn your craft: the feedback is so much faster than any other gaming platform, that it accelerates learning by dozens of times.</p>
<p>But AC2 cost millions of dollars to create. Turbine didn&#8217;t create it as a tool to help me hone my design skills, that&#8217;s for damned sure! How did I get to do it? Simple: the designers who would have done it were burned out of working on AC2, and were called away to work on the important New Project. AC2 wasn&#8217;t a blockbuster hit, so it didn&#8217;t make sense to use the rock star designers on it. Better to let the B team step in.</p>
<p><strong>The Steady Hand Has Left The Rudder</strong></p>
<p>But here&#8217;s the weird thing: WoW is exhibiting the same symptoms as AC2 did when I was doing the designing. The B team is in charge.</p>
<p>In February, we learned that lead designer (and part-time producer?) <a href="http://www.maximumpc.com/article/news/wow_lead_designer_leaves_work_unannounced_blizzard_mmo">Jeff Kaplan had stepped away from WoW</a>, off to work on the next big Blizzard game. However, if you were watching the game before that, it was obvious that major leadership changes had already happened months earlier. My guess is that Jeff Kaplan started moonlighting on the new project long before February. And many of the other key WoW live team people have also switched over, or are working on WoW only part-time.</p>
<p>Now, I am not being alarmist. The ship is still in intelligent, capable hands&#8230; but clearly not as experienced ones. Just as I did when I took over AC2, WoW is making newbie design mistakes that seem like a benefit on the surface, but are really not good decisions. There have been scores of examples&#8230; I&#8217;ll pick just a few.</p>
<p><strong>&#8220;It’s always been stupid, and we just need to fix it!&#8221;</strong></p>
<p>A few months back, the powers that be decided that Hunter ammunition didn&#8217;t work right. Hunters have to carry an arrow for every single shot they take, and in order to get the full benefits from them, they have to carry them in a special quiver &#8212; which doesn&#8217;t let you store other items in it, only ammo. All that ammo costs money, too.  Plus, it leaves the designers unable to give out awesome &#8220;raid arrows&#8221; because you&#8217;d just shoot them all and then where would you be? Even though ammo had been a fine and fun distinguishing quirk of Hunters for years, it was time to Fix It.</p>
<p>The first plan was announced: WoW would no longer have consumable ammo. Instead, you would just need a single &#8220;infinite arrow&#8221; that you stuck in your ammo slot, and this would let you shoot your bow forever. Problem solved! No more quivers, no more pack space wasted, no more costs. And now raids could drop &#8220;loot arrows&#8221; that wouldn&#8217;t get used up! Perfect!</p>
<p>Whoops, turns out that plan would be hard. So they announced their backup plan: now ammo just stacks to very high numbers. Instead of having stacks of 200, now you can have stacks of 1000. This at least addresses the &#8220;pack space&#8221; issue. Call it a win! And they removed the magical benefits from quivers, so you no longer needed to use them. So they fixed the immediate emergency, and they&#8217;ll get to the &#8220;correct fix&#8221; later.</p>
<p>The thing is, there was no emergency. Sure, Hunters were happy to have a few extra pack slots. But the change threw all sorts of other things out of whack: magic quivers are still given out as quest rewards&#8230; they just aren&#8217;t magical anymore. And leathercrafters can still make them! They just can&#8217;t <em>sell</em> them to any sane Hunter. And so on&#8230; the game wasn&#8217;t really cleaned up after this change.</p>
<p>But I&#8217;m sure it felt so pressing, so urgent. So they had to address the issue, side-effects be damned.</p>
<p>Without somebody experienced at the helm, the voice of the myopic designer tends to be the loudest. &#8220;WE HAVE TO FIX THE HUNTER&#8221; they said. Maybe they said, &#8220;Hunters have to spend 65% more on bare essentials than any other class. I will never be able to balance class expenditures like this!&#8221; Or maybe they said, &#8220;Hunters have to waste more inventory slots than any other class. It damages quest completion rates!&#8221; Or maybe they just said, &#8220;It&#8217;s SO STUPID. It&#8217;s always been stupid, and we just need to fix it! Do it now!&#8221; Obviously, nobody thought very hard about the ramifications, and nobody spent any time easing players into the idea. And nobody stopped to make sure they did a good job.</p>
<p>So some tiny little mistakes crept into the game. Nothing huge. Nothing that will sink the Titanic. But mistakes nonetheless&#8230; &#8220;magical&#8221; crafted quivers that aren&#8217;t magical and can&#8217;t be sold are clearly a mistake. These little bugs accumulate, like lint on a hardwood floor.</p>
<p><strong>The Lint Accumulates</strong></p>
<p>When we say that WoW is &#8220;polished&#8221;, what we mean is that it is surprisingly clean of linty little bugs like these. But that&#8217;s changing.</p>
<p>More and more little mistakes have crept into the game recently &#8212; changes that are positive on the surface, but have not been implemented with the finesse that makes them worthwhile. Mana expenditure rates have changed, rules for dungeons have been tweaked, the cost of items has fluctuated. It all seems useful. But it&#8217;s usually full of little side effects. Worse, it doesn&#8217;t take the human equation into account: it doesn&#8217;t counter-balance for the actual needs of the players very well. There are ways to meet both goals, but you have to try a lot harder at it than WoW is.</p>
<p>Remember when WoW class balance happened every six to eight months? Players were actually <em>excited</em> when their classes&#8217; turn came around. I remember being so astonished to see players that were actually <em>happy</em> to have their classes redesigned. But now, every class is fiddled with every few weeks. It&#8217;s not exciting anymore. Instead of sitting on the changes and carefully honing them, the designers are just firing out every new idea they have, willy nilly, until they get it right. But here&#8217;s the thing: <em>it doesn&#8217;t matter if you get it right</em>. It matters if players are excited and having fun. Balance changes are happening too fast, and for too little benefit overall.</p>
<p>Back in the day, QA held the game to a higher standard. Consider that there never used to be skill changes that would invalidate the client tooltips about a skill (unless it was an emergency exploit-fix). If the designer wanted to tweak a skill, they had to wait until the client could be updated. But the QA bigwigs are off doing something else now, so it&#8217;s easy for the designers to slip this stuff in. And they do. All the time. Skills are routinely incorrectly displayed now, as the designers&#8217; need for perfect balance far outpaces the ability to do client updates.</p>
<p><strong>Who&#8217;s In Charge Again? </strong></p>
<p>You would never let your lead artist drive decisions for your game. Chances are, they would say &#8220;This dungeon is too brightly lit! We need to hotfix it now or the mood will be ruined forever!&#8221;</p>
<p>But unlike artists, designers get a free ride. They&#8217;re supposed to know what&#8217;s best for the game. If the producers are busy, they trust the designers will do good things. But designers, especially young ones, get myopic. They tune into little issues &#8212; like perfect class balance &#8211; and turn them into epic quests. If the designer could just fix this balance problem, people on the boards would stop complaining, and the game would be perfect!</p>
<p>No. It will not happen. Perfection will not be achieved, ever. But there&#8217;s nobody around to rein them in anymore, so they try and try and try. And leave little messes everywhere they go.</p>
<p><strong>Suddenly Communications Are Open</strong></p>
<p>Another surefire way to tell that upper management has left the building? The systems designer &#8220;Ghostcrawler&#8221; has suddenly started posting a lot, even about&#8230; <a href="http://forums.worldofwarcraft.com/thread.html?topicId=16903654943&amp;pageNo=3&amp;sid=1#59">well, nothing</a>. For years developers were nowhere to be seen, which was a shame. And then suddenly the lead systems designer has time to play the forum game? Yeah, whoever was making employee policies just doesn&#8217;t have time for WoW anymore. Not a bad thing, in this case, but certainly a dramatic shift of policies.</p>
<p>Nowadays it&#8217;s common for WoW to tell people to &#8220;check the forums for game updates.&#8221; This is a total newb mistake. Only your loudest and most annoying users will check your forums for updates. So every &#8220;update&#8221; is met with derision because only assholes post on game forums. (Statistically speaking, anyway.) Game updates are specifically what the launcher&#8217;s update screen is <em>for</em>. If you&#8217;re outpacing the ability to update the update screen, chances are you&#8217;re <em>changing too much too fast</em>. Slow down and get it right the first time.</p>
<p>It&#8217;s likely that Ghostcrawler started posting shortly after the upper management started wandering off to other projects. Ghostcrawler&#8217;s a good guy&#8230; in fact, his posts remind me a lot of what I sounded like when I was posting about AC2&#8217;s skill balance. He knows how to balance things. But he is completely unable to see the big picture. Every tiny imperfection seems like a ruinous problem. He feels assaulted on all sides by problems, too, and doesn&#8217;t think there&#8217;s time to do things the right way. But this is an illusion that happens to Live Teams because they get so close to the product. He needs someone checking over his decisions and making sure they&#8217;re worthwhile. He doesn&#8217;t have that.</p>
<p><strong>WoW: No Longer Big Kahuna at Blizzard</strong></p>
<p>Ghostcrawler and the rest of the team will learn their craft soon enough. WoW will survive the experience. But what&#8217;s interesting is that it tells us quite clearly that WoW is no longer the most important thing at Blizzard&#8230; in fact, it might be third or fourth place. It&#8217;s really interesting that this happened so soon. I didn&#8217;t expect it to happen to WoW while it still had 10+ million players or more still paying. But a company has only so many top-notch people, and you always want your most-experienced people on the new thing, so it makes sense.</p>
<p>To be clear, this isn&#8217;t necessarily a bad thing. When the game stops being in the spotlight, the live team suddenly gets a lot more flexibility to make the game fun, instead of being forced to stick to now-outdated &#8220;design visions&#8221;. The dramatic increase in WoW&#8217;s mobility options is certainly due to the lack of oversight. But without that safety-net of supervision, they need to exercise a lot of willpower and a lot of wisdom.</p>
<p>Ghostcrawler, and anybody else on the design team of WoW right now, I have a little unsolicited advice from somebody who&#8217;s been there: convince your bosses to let you play a different MMO for two weeks. On the clock. Don&#8217;t touch WoW. I know it feels like there&#8217;s a disaster every day and you can&#8217;t possibly stop focusing on WoW, but you can. After you get back, play WoW with a different class than you normally play. You&#8217;ll see so many new things! Your priorities will do a 180. I guarantee you it will help your perception.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/07/the-warcraft-live-teams-b-squad/feed/</wfw:commentRss>
		<slash:comments>115</slash:comments>
		</item>
		<item>
		<title>User Generated Quests and the Ruby Slippers</title>
		<link>http://www.eldergame.com/2009/05/user-generated-quests-and-the-ruby-slippers/</link>
		<comments>http://www.eldergame.com/2009/05/user-generated-quests-and-the-ruby-slippers/#comments</comments>
		<pubDate>Mon, 11 May 2009 07:52:01 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=373</guid>
		<description><![CDATA[Do you remember this part from the Wizard of Oz movie? It&#8217;s my favorite part:

				GLINDA
		You don't need to be helped any longer.
		You've always had the power to go back to
		Kansas.

				DOROTHY
		I have?

				SCARECROW
		Then why didn't you tell her before?

				GLINDA
		Because she wouldn't have believed me. She
		had to learn it for herself.

It turns out that Dorothy could have gone [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<p>Do you remember this part from the Wizard of Oz movie? It&#8217;s my favorite part:</p>
<blockquote>
<pre>				GLINDA
		You don't need to be helped any longer.
		You've always had the power to go back to
		Kansas.

				DOROTHY
		I have?

				SCARECROW
		Then why didn't you tell her before?

				GLINDA
		Because she wouldn't have believed me. She
		had to learn it for herself.</pre>
</blockquote>
<p>It turns out that Dorothy could have gone home at any time during the movie! But if Glinda had just told her that clicking her ruby slippers together would teleport her home, Dorothy would have been unable to believe it. She had to learn it for herself or <em>she could never learn</em><em> it</em>.</p>
<p>We&#8217;ve all been there plenty of times, right? The Ruby Slippers Phenomenon is part of human nature. Of course I had to date that girl even though everyone told me it would end badly. Of course I had to make an indie casual game even though everyone said it would be a flop. No amount of talking would ever convince me.</p>
<p>In my professional life, I&#8217;ve made conscious effort to avoid this problem &#8212; that is, I&#8217;ve tried very hard to learn from the experiences of others. And I&#8217;ve had, eh&#8230; sub-par results. It&#8217;s really hard to believe in the slippers if you didn&#8217;t figure it out for yourself. So I&#8217;m not pointing fingers at other people who have the same issue. But we do need to <em>try</em> to avoid learning every lesson the hard way.</p>
<p>The #1 reason we dismiss other people&#8217;s lessons is by pretending that they &#8220;aren&#8217;t applicable here.&#8221; User-created quests are a great example. No achievement-oriented MMORPG has ever had user-created quests before, so there&#8217;s &#8220;<em>no possible way anybody could know if it would work&#8221;</em>. (Let&#8217;s pretend that Anarchy Online didn&#8217;t have a simple custom mission generator &#8230; remember, most game developers burn out within 5 years, so very few working designers were around for AO!)</p>
<p>When designers would bring up this feature (and yes, it&#8217;s been brought up on every game I&#8217;ve worked on), the veteran designers would tell them, &#8220;That&#8217;s going to backfire tremendously. People will exploit it to make the easiest possible missions, and you won&#8217;t like the results.&#8221; This is always countered by some variety of &#8220;<em>you can&#8217;t possibly know that for sure!&#8221;</em> But actually, working on a live team teaches that lesson very quickly. From AC2, I learned:</p>
<ul>
<li>Players subconsciously calculate the cost-to-benefit ratio of content when deciding if it&#8217;s fun. For most MMO players, more reward = more fun. (This is a bitch of a lesson to learn, too. &#8220;My custom-scripted quest was so incredibly cool! Why aren&#8217;t players doing the quest? Well, yes, the reward was a <em>little</em> sub-par, but so what? You&#8217;re telling me they aren&#8217;t playing it because of THAT? Players can&#8217;t be THAT shallow!&#8221; Ha ha, newb.)</li>
<li>Players aren&#8217;t objective reviewers. If you ask them to grade content, they <em>will grade more rewarding content higher than other content </em>even if it isn&#8217;t as good by other metrics (like plot, writing, annoyance factor, or originality).</li>
<li>Many players spend incredible amounts of time finding ways to min-max the system so they can get more power for less effort. That&#8217;s part of the fun for many players. So there are tens of thousands of people actively looking for mistakes, loopholes, and gray areas in your game. All the time.</li>
</ul>
<p>&#8220;Yes yes,&#8221; the other designers would say, &#8220;those lessons from the live team are interesting, but that isn&#8217;t exactly the same situation as user-created content, is it? Nobody can say <em>for sure</em> if user-created quests are problematic.&#8221; Maybe, just maybe, users could be convinced to grade content fairly. Maybe they would discover how fun it is to run really well-plotted quests instead of just trying to level up as fast as possible. Maybe players can change their stripes. <a href="http://playervsdeveloper.blogspot.com/2009/05/problem-with-player-created-content-and.html">Nope.</a> MMORPG players are as predictable as the sunrise.</p>
<p>When City of Heroes released its user-created mission generator, it was mere hours before highly exploitative missions existed. Players quickly found the way to min-max the system, and started making quests that gave huge rewards for little effort. These are by far the most popular missions. Actually, from what I can tell, they are nearly the <em>only missions that get used</em>. Aside from a few &#8220;developer&#8217;s favorite&#8221; quests, it&#8217;s very hard to find the &#8220;fun but not exploitative&#8221; missions, because they get rated poorly by users and disappear into the miasma of mediocrity.</p>
<p>This was not what the designers hoped for. Somehow they had convinced themselves that the number of exploiters would be relatively low &#8212; certainly not the vast majority of the users. But they were wrong, and now they&#8217;re stuck between a rock and a hard place. They feel they must counteract these abusive quests, &#8220;for the sake of balance&#8221;. But how? Well the first step is to ban people who make cheaty content. But what&#8217;s cheaty? Do they explicitly list every possible exploit condition? What if they miss one? Nah, then the problem would start all over again. Instead, how about if they just issue blanket threats that they&#8217;ll ban missions that seem &#8220;exploitative&#8221;, without actually explaining what is and isn&#8217;t &#8220;exploitative&#8221;? <a href="http://boards.cityofheroes.com/showflat.php?Cat=0&amp;Number=13427300&amp;page=0&amp;fpart=1&amp;vc=1&amp;nt=2">They went with the latter.</a></p>
<p>So now, any user-created mission that is &#8220;exploitative&#8221; will get deleted, and users who played it will get their XP retroactively lowered, or even lose their character. So what counts as exploitative? One or two of the &#8220;exploits&#8221; are pretty obvious, but it&#8217;s really unclear where the line is drawn. Their forums are struggling with this very problem:</p>
<blockquote><p>Are all-boss maps ok? Are all-AV maps ok? Are custom enemy groups with only one mob ok? Two mobs? Three? Five, but with no minions?</p>
<p>Or do we not get to know before they sack us?</p></blockquote>
<p>Bingo. You don&#8217;t know if you&#8217;re breaking the rules until you get punished. So the developers are creating a chilling effect on their own content generator. Now it&#8217;s risky for players to even <em>use</em> user-created quests. What if some customer service rep decides the quest is exploitative? You&#8217;d retroactively lose your XP. It&#8217;s best to just to stick to the old dev-made quests, the ones you know won&#8217;t get you punished.</p>
<p>They made the wrong call here. Without some guidelines about what&#8217;s legit and what isn&#8217;t, I would certainly keep away from most user missions. Their lead designer <a href="http://boards.cityofheroes.com/showflat.php?Number=13449435">reinforced that they won&#8217;t be giving useful guidelines</a> out, saying:</p>
<blockquote><p>I would say that a good interpretation of abuse is “Disregard for the risk and/or time to reward ratio”.</p></blockquote>
<p>This is startlingly unhelpful to people trying to figure out how to make ban-safe, but fun, content. To keep this fiasco from chilling the buzz, they need to publish guidelines about what is and isn&#8217;t &#8220;fair&#8221;, or better yet, code this fairness into their tools. As I write this, pick-up groups are running user-generated quests consisting of nothing but max-level boss monsters, so that doesn&#8217;t seem to be &#8220;unfair&#8221;&#8230; of course, since there&#8217;s no guidelines, who knows if those quests are about to get banned? Since deletion only happens after an &#8220;abusive&#8221; quest is reported to customer service, it could just be a matter of time before any quest you play gets banned and your hard work gets reversed. Worse yet, since the rules are secret and enforced by numerous people, it is very likely that they will be enforced semi-arbitrarily, and will tend to become more aggressive over time.</p>
<p>But the thing is, even if they make the rules explicit, it&#8217;s not going to help the &#8220;power-leveling problem&#8221; which is ostensibly the reason for all of this grief. Unless they remove <em>all</em> difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: <em>users tend to p</em><em>refer easier content with better rewards. </em>This isn&#8217;t limited to user-created content &#8212; it&#8217;s true for designer-made content, also. But designer-made quests don&#8217;t get graded by the players. Player-voted content like this will <em>always</em> gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it.</p>
<p>I hope they can find a compromise that makes this all worthwhile, but even when they do, the costs will be huge. All the tweaking, pleading, balancing, and customer service time involved is hard to imagine. Man, the customer service costs <em>alone</em> are tremendous! Think about it: CoH now has customer service personnel evaluating tons of content and deciding if it&#8217;s &#8220;fair&#8221; or not. Plus they have to deal with &#8220;incorrectly flagged&#8221; content, plus handling the thousands of additional complaint calls &#8230; unless they make clever decisions quickly, <strong>the labor and maintenance costs of their system will be in the millions of dollars </strong>over the next few years. This is not what game owners like to hear. And t<strong><span style="font-weight: normal; ">o add insult to injury, what started out as a PR win seems to be turning into a PR failure almost overnight. Personally, I think the most tragic cost is that their developers will have to continue to tweak this system for months or years to come. They could be adding other features, but instead, they have to try to bandage this system over and over again. Even if they win the battle, they may lose the resource war.</span></strong></p>
<p>I&#8217;m not saying CoH is doomed &#8212; this won&#8217;t kill them or anything, even if their user-content tools aren&#8217;t a success in the long run. I&#8217;m not even saying they were dumb for trying this. Every game has &#8220;proven the ruby slippers&#8221; about a few things. These are missteps that seem really obvious in hindsight, and were pretty obvious <em>beforehand</em>, too, but somebody had to try them&#8230; because they couldn&#8217;t quite believe it if they didn&#8217;t learn it for themselves. So I&#8217;m really happy that CoH added this. They&#8217;re proving the ruby slippers by showing that this sort of system takes tremendous effort &#8212; Herculean effort &#8212; to be successful. And I&#8217;m pretty sure the CoH team will <em>never</em> be happy with the level of &#8220;exploitation&#8221; that happens with the system.</p>
<p>Now maybe we won&#8217;t have to debate whether user-created quests in an achievement-oriented game are a good idea or not. Oh, who am I kidding? In just a few years all the designers will be new again and nobody will remember CoH&#8217;s hard-earned lessons. Sigh&#8230;</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/05/user-generated-quests-and-the-ruby-slippers/feed/</wfw:commentRss>
		<slash:comments>39</slash:comments>
		</item>
		<item>
		<title>Unity 2.5: The Fast Track To an Indie MMO?</title>
		<link>http://www.eldergame.com/2009/04/unity-25-the-fast-track-to-an-indie-mmo/</link>
		<comments>http://www.eldergame.com/2009/04/unity-25-the-fast-track-to-an-indie-mmo/#comments</comments>
		<pubDate>Thu, 09 Apr 2009 08:33:54 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Production]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=339</guid>
		<description><![CDATA[The Need To Make An MMO
Sandra and I worked in the mainstream MMO industry for a long time, but a couple years ago, we stopped. We stopped because we better understood what we wanted: neither of us was real happy making MMOs. What we wanted most of all is to run MMOs. Unfortunately for us, running [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<h2>The Need To Make An MMO</h2>
<p>Sandra and I worked in the mainstream MMO industry for a long time, but a couple years ago, we stopped. We stopped because we better understood what we wanted: neither of us was real happy making MMOs. What we wanted most of all is to <strong>run</strong> MMOs. Unfortunately for us, running an MMO tends to require you to make one first. This is tricky, because the traditional AAA MMO takes three or four years and 50 people, and has a 50% chance of success at best. These are not odds we like.</p>
<p>So we&#8217;ve done other things &#8212; consulted on MMOs, web games, and all sorts of other things, and it&#8217;s actually been a lot of fun. But in the back of the mind there is still The Calling. So we tried to make our own indie MMO on the cheap. These were 2D or text-based, and we just couldn&#8217;t get into them. We needed our MMO to be 3D. We&#8217;re spoiled like that. And for practical reasons, we needed it to be web-based, because we can&#8217;t imagine being able to get a boxed product on the shelves.</p>
<p>But making an MMO is a huge undertaking. It&#8217;s not just a fancy 3D client; it&#8217;s also a scalable server, tools to develop and maintain it, and infrastructure to run it. But Sandra and I are experienced server engineers; we believe we can use off-the-shelf tools and some cleverness to make a reasonable little game server. And we are becoming more comfortable with various infrastructure approaches. But how do we get a 3D game on top of it? One that&#8217;s web based, too, and one with powerful development tools already made for us?</p>
<p>We tried various client applications, but they sucked. However, there&#8217;s a new contender.</p>
<h2>Enter Unity 2.5</h2>
<p>I&#8217;ve been watching <a href="http://unity3d.com/">Unity</a> for a year or so now. It&#8217;s been frustrating to watch, because the numbskull developers created their first versions only for the Mac! (The resulting applications could run on any platform, but the development tools required a Mac.) When you&#8217;re an indie, it&#8217;s hard to justify doling out a few grand for a Mac in order to test-drive a piece of software you&#8217;ve never used before. This restriction didn&#8217;t stop Cartoon Network&#8217;s <a href="http://www.fusionfall.com/">Fusion Fall</a> from using the Mac-based version of Unity, but it kept most small developers, including us, on the sidelines.</p>
<p>However, two weeks ago they finally got around to making an accessible version of their program, one that runs on Windows or Macs. Finally! Sandra and I reorganized our schedules so that we would have a full week to experiment with Unity and a simple off-the-shelf server product called SmartFoxServer. Basically, we spent a week prototyping an MMO. Successfully.</p>
<p>What makes Unity special? Three things, in order of importance:</p>
<ol>
<li>An enviably powerful tools pipeline, </li>
<li>A rendering engine that works on any platform (and can run on web pages), </li>
<li>And a very reasonable price tag. </li>
</ol>
<p>Let&#8217;s go over each one.</p>
<h3>1. The Development Pipeline</h3>
<p>&#8220;Development pipeline?&#8221; you may be thinking. &#8220;Who cares! How many polygons can it push? How many draw calls does it take to render things? <em>Where are the technical stats?!</em>&#8221; That&#8217;s basically irrelevant for us. We can design our game to run well under whatever conditions the engine allows. This is fortunate, because tech-wise, the engine just doesn&#8217;t seem that amazing. If you&#8217;ve played Fusion Fall, you may have noticed the low framerate for relatively simple scenes. It&#8217;s just something that has to be worked around.</p>
<p>There are lots of free or cheap 3D engines out there, and many of them are far more powerful than Unity in terms of rendering. But those were completely useless to us because they had no tools pipeline. A real MMO needs a client program, sure, but it also needs dozens of man-years worth of tools to build the content for the client. Indies don&#8217;t have the resources for that.</p>
<p>This is where Unity 2.5 shines. The Unity development environment integrates directly with Maya, Max, or various other 3D clients, plus code editors, sounds, and Photoshop files, to make a really compelling development environment. Import your 3D characters and drop them right into the scene, then start scripting them to respond to animations. Create terrain in Maya or directly from within Unity. Configure the built-in physics engine, position lights in real time, and then run everything together, watch it work, and fiddle with things on the fly. This is a great way to prototype stuff. It&#8217;s fast, it&#8217;s efficient, it&#8217;s &#8230; pretty alien to most programmers. If you&#8217;ve learned to develop in Flash, it&#8217;s sort of that mindset: it&#8217;s more resource oriented than scripting oriented.</p>
<div id="attachment_341" class="wp-caption alignright" style="width: 729px"><img class="size-full wp-image-341 " title="Unity Screenshot" src="http://www.eldergame.com/wp-content/uploads/2009/04/unity2.png" alt="Placing an asset on some terrain" width="719" height="538" /><p class="wp-caption-text">Placing an asset on some terrain I just made</p></div>
<p>This can take some time to get used to, but it&#8217;s plenty powerful and elegant when you do master it, and it&#8217;s sufficiently versatile that you can use it for a whole lot of games.</p>
<p>On the other hand, this complex development environment makes it harder for programmers to manage lots of code. For instance, scripts are attached to assets and then the script&#8217;s variables are individually configured. This is done automagically and makes for a very cool customization experience. But if you decide that you need to change the values of a variable, you may not be able to find all the uses of that variable with a text-editor search: the user may have overridden those variables in the project itself, leaving you with no way to find the values programmatically.</p>
<p>It also presents some co-authoring issues: you&#8217;re all working on the same assets, after all. Unity did a decent job of letting you merge projects together, but that&#8217;s only if each developer is working on completely separate parts of the client. If you&#8217;re each fiddling with the same prefabricated object, you&#8217;re screwed. You can&#8217;t merge the binary assets: somebody&#8217;s work is going to get lost.</p>
<p>So this pipeline is ideal for small teams, or for larger teams who have spent some serious planning time figuring out how each person is going to avoid stepping on other people&#8217;s toes.</p>
<p>But let me just quantify this toolset&#8217;s value: Sandra and I were able to download the demo version, learn how to use it, and then create a 3D zone with mobile, animated avatars that talked, punched things, exploded, lit on fire, and so on &#8212; in a week. We also had to learn how to use the server library we picked, too. Fortunately for us, SmartFoxServer actually comes with a demo that shows you how to synch up multiple Unity clients. We achieved pretty <em>amazing</em> results in a week, but we took advantage of a lot of demos and free assets to make it happen.</p>
<p>Still&#8230; this is an unsurpassed prototyping tool. Even if you don&#8217;t use it for the final client, just imagine that you could get your next prototype up and running in a week, then iterate on the design every day after that. Now you can. I wish we&#8217;d had this when we were trying to prototype Star Trek&#8217;s space combat.</p>
<h3>2. Web Based 3D Out of the Box</h3>
<p>Another important advantage is its flexible runtime environment. It runs on Macs and Windows. It can be a stand-alone program or embedded in a browser. And it isn&#8217;t hampered by the &#8220;you must support the lowest common denominator&#8221; mentality that Flash has. For instance, your game can support multi-button mice, even though Macs may not have them. Conversely, you can program for that weird meta-key (the Command key, I guess?) even though its analog on PCs is the Windows key &#8212; and when you press the Windows key in a web page, the web page loses focus. But I&#8217;m very happy that they just gave us all the obvious capabilities and left us to figure out how to sanely use them, rather than oversimplifying.</p>
<p>The compiled files are nice and small, for what they are. I was able to get a pretty complex scene, complete with lots of scripts, animations, and networking, into an 8mb file. (Of course, users also have to download and install the Unity plug in for their browser; that&#8217;s where the &#8220;engine&#8221; code lives.)</p>
<p>It also has some complex tools for data streaming, which we didn&#8217;t get around to testing out yet, but they <em>seem</em> pretty robust. They also require a lot of planning, but that&#8217;s still a whole lot easier than coding it ourselves from scratch.</p>
<h3>3. Cheap Price Tag</h3>
<p>The price is very reasonable. It&#8217;s a couple grand for Sandra and I to each get professional licenses. That&#8217;s it; no percentage cut or anything scandalous like that. You even get free minor version upgrades added in (which is good, because that&#8217;s the only way they do bug fixes).</p>
<p>It&#8217;s not <em>dirt</em> cheap, but let&#8217;s be realistic: 3D games are still expensive. Sandra and I made an off-the-cuff budget that cost $40k for 3d artwork. That&#8217;s peanuts compared to a mainstream MMO, but puts it well out of the reach of the very smallest of indies. If you can&#8217;t afford a couple grand for an engine, you can&#8217;t afford to make a 3D game just yet. Maybe in five more years it&#8217;ll be at the cheapness level that 2D games are&#8230; but it&#8217;s just not there yet.</p>
<p>(There is also a cheap &#8220;indie&#8221; license that costs $200. This is a good way to get started with development, but the restrictions mean it&#8217;s not too practical for developing a complete commercial MMO. It should work okay for other 3D games though.)</p>
<h2>What&#8217;s the Down Side?</h2>
<p>So the good news is that this is a realistic way for a small team to cheaply make an MMO. Fusion Fall already exists: it proves that it&#8217;s possible. But Unity is not without it&#8217;s painful side. Once again there are three main issues:</p>
<ol>
<li>Bugs</li>
<li>Language Issues</li>
<li>Documentation Flaws</li>
</ol>
<h3>1. Bugs</h3>
<p>The primary down side is that Unity 2.5 crashes a whole lot. It&#8217;s essentially version 1.0 of the Windows line of Unity, and it shows this in its lack of stability. As the military would say, its &#8220;mean time between failure&#8221; is about one hour. This is not good. You&#8217;ll have to get used to saving every few minutes. But worse still is that two of our crashes caused the project to become corrupted. Maybe if we&#8217;d been more advanced with Unity we could have repaired and moved on, but as newbies, this was devastating. We lost many hours of work when this happened. We eventually instigated a &#8220;back up to a new folder every few hours&#8221; policy.</p>
<p>Obviously this needs to get fixed. Unity 2.5 has only been out a few weeks, so I am reasonably hopeful that they won&#8217;t leave us hanging for too long.</p>
<h3>2. Language Issues</h3>
<p>Unity has a schitzophrenic relationship with programming languages. Officially, it supports three languages: C#, JavaScript, and a variety of Python called &#8220;Boo&#8221;. But this is basically a lie.</p>
<p>It supports C# because it&#8217;s written in C#. This is the language you should probably use if you&#8217;re a team of experienced developers. However, none of the examples show how to use the code in C#. You will have to muddle with it for many hours to get the nuances.</p>
<p>It supports &#8220;JavaScript&#8221;, and this is the preferred language. The demos are all in JavaScript, and the code examples are in it, too. However, this isn&#8217;t really JavaScript. It&#8217;s an upgraded version that takes a bunch of ECMAScript features that aren&#8217;t in JavaScript. Then it tosses in some special functionality specifically for Unity. And then&#8230; it doesn&#8217;t document any of it. <strong>There is no language reference for their made-up version of JavaScript.</strong></p>
<p>The support for &#8220;boo&#8221; is entirely mythical. I&#8217;ve seen no code for it ever, nobody on their forums uses it, and it goes without saying that there is not a lick of reference to it in their help. You&#8217;d be really stupid to decide to use boo for your project.</p>
<p>More annoying still? The languages are poorly interoperable. We were pulling in code from lots of different demos, and needed to use both JavaScript and C# code in the same project. It turns out that when you have two languages in use, there are dependency issues that can only be worked out by sticking your code in special &#8220;load me first&#8221; directories. Very kludgey. At least it can be done. </p>
<h3>3. Documentation Flaws</h3>
<p><strong></strong>The &#8220;Unity Manual&#8221; is a tiny wisp of a thing. There are no real docs on how this stuff works. What there is, is a <em>massive</em> step-by-step tutorial that teaches you how to make a platform game in Unity. This is awesome&#8230; if you&#8217;re the sort of person who learns by doing. I am the sort of person who prefers to absorb all the data available and then start exploring. I simply <em>can&#8217;t do that</em> with Unity. Those docs don&#8217;t exist. For a commercial product they are significantly under-documented.</p>
<p>Expect to spend days just screwing around with the demos in order to have any clue what&#8217;s going on. Expect to search frantically through their forums in the hopes of understanding the syntax for their scripting languages and complex GUIs. Expect a few sudden jarring inconsistencies in what is otherwise a smooth and orthogonal interface.</p>
<p>The docs looked especially paltry when compared to SmartFoxServer&#8217;s luxurious documentation. Yes, SmartFoxServer is a much simpler piece of software than Unity. I don&#8217;t care though. Fickle that way. Need docs.</p>
<h2>The Bottom Line</h2>
<p>If the question is &#8220;can Unity be a viable MMO client?&#8221;, then it&#8217;s been answered by Fusion Fall: &#8220;yes&#8221;.  But the neat thing about Unity is that after spending a week with it, you would easily come to that conclusion on your own.</p>
<p>It&#8217;s not for everyone, of course. If you can&#8217;t deal with the relatively paltry graphics level allowed, or if you need your tools to conform to your existing pipeline, then you&#8217;re not going to like Unity. You have to be agile enough to work with it instead of against it.</p>
<p>But after a week of using it, I&#8217;d have to say that Unity feels pretty good. Maybe this program is the missing piece in our indie MMO plans.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/04/unity-25-the-fast-track-to-an-indie-mmo/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Why We Play MMOs</title>
		<link>http://www.eldergame.com/2009/03/why-we-play-mmos/</link>
		<comments>http://www.eldergame.com/2009/03/why-we-play-mmos/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 02:42:53 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/?p=290</guid>
		<description><![CDATA[Learning Is Fun &#8230;
Have you read Raph Koster&#8217;s book, Theory of Fun for Game Design? It&#8217;s one of those books that people are always telling game designers to read. But I hate it.
I hate Raph Koster&#8217;s book because it teaches such a shallow and non-universal lesson: that the core of fun is learning, and that [...]<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></description>
			<content:encoded><![CDATA[<h3>Learning Is Fun &#8230;</h3>
<p>Have you read Raph Koster&#8217;s book, <a href="http://www.amazon.com/gp/product/1932111972?ie=UTF8&amp;tag=eldergame-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1932111972">Theory of Fun for Game Design</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=eldergame-20&amp;l=as2&amp;o=1&amp;a=1932111972" border="0" alt="" width="1" height="1" />? It&#8217;s one of those books that people are always telling game designers to read. But I hate it.</p>
<p>I hate Raph Koster&#8217;s book because it teaches such a shallow and non-universal lesson: that the core of fun is learning, and that a good game is one that teaches you everything it has to teach you before you get bored. This is a convenient definition for a lot of game designers, because it fits <em>them</em>. They like games that they constantly learn from. It&#8217;s almost like some sort of pre-requisite for being a game designer.</p>
<p>There are also apparently studies that show that learning new things releases endorphins in the brain, and I have no doubt this is true. So does eating chocolate, and acting out violence, and reacting to outside stimuli that you&#8217;ve come to associate with rewards, and sex, and&#8230; on and on.</p>
<p>To suggest that learning alone is the core of fun is a really &#8230; well, arrogant &#8230; thing to do. It reeks of the forced-grouping hypothesis that held sway over the industry for half a decade &#8212; made popular by designers who got into the industry after playing lots of EverQuest. Maybe you remember it: &#8220;MMO&#8217;s are all about interacting with other people. That&#8217;s what makes them different than single-player games! So we need to force people to group, even if they say they don&#8217;t want to, because they just don&#8217;t know what they&#8217;re missing.&#8221;</p>
<p>It&#8217;s crap. These bogus theories of motivation are a dime a dozen because:</p>
<ol>
<li>Designers tend to create hypotheses that allow them to create games they like to play. (Duh!)</li>
<li>Designers aren&#8217;t typically scientifically minded. It&#8217;s not our strong suit. Like stone-age philosophers, we simply correlate what we see with the most obvious possible explanation. This is how <a href="http://www.eldergame.com/2008/10/27/player-superstitions/">superstitions</a> get started, too: the mind loves to correlate things at the drop of a pin, even if they shouldn&#8217;t be correlated.</li>
</ol>
<p>You can probably tell that this pushes my buttons. It&#8217;s fine for Raph to hypothesize, but the real problem is that his thin little treatise is used by a lot of other designers, many of whom should really know better, as a way to rationalize their personal style of game development. <a href="http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php">Entire systems of game design</a> are now based around the idea that &#8221;learning is why games are fun&#8221;.</p>
<p>It&#8217;s not a bad model for making certain types of games. Miyamoto&#8217;s incredibly fun action games fit this model well &#8230; up to a point. But learning is hardly the only way to have fun with games.</p>
<h3>&#8230; But Other Stuff is Fun Too</h3>
<p>The thing is, for most professional game designers, learning really <em>is</em> the most fun part of a game. We tend to instantly strip away the context, the art, the story, and indulge in the mechanics. &#8220;Ooh, here&#8217;s something new! This is great!&#8221; We subconsciously assume that other people are like us. (&#8220;I&#8217;m sooooo bored of traditional MMO mechanics, and <em>everybody else is too!</em>&#8221; Not so. You are projecting, wishing it to be true.)</p>
<p>But this interest in mechanics and learning is hardly universal &#8212; even for designers. What struck me when reading the &#8220;learning = fun&#8221; theory is how bad it is at explaining my MMO behavior. For months after I stopped regularly playing EverQuest 1, I kept logging in occasionally just to fish. I wasn&#8217;t learning crap, and I didn&#8217;t even care what I caught or what my skill was. I was immersed in a fantasy world and I enjoyed the simple escapism provided by watching the virtual sun set.</p>
<p>Escapism is fun for me sometimes, but so is the feeling of being a part of a well-oiled team. And sometimes I like to just beat the snot out of things weaker than me. And so is &#8230; huh, I guess I have a lot of reasons for playing MMOs. So do you.</p>
<p>So how do we unify all these motivations into a theory of fun? We don&#8217;t. That&#8217;s stupid. As H. L. Mencken once wrote, &#8220;Complex problems have simple, easy to understand, wrong answers.&#8221; Just because you <em>can</em> unify every source of fun into one simple theory doesn&#8217;t mean it has any hope of being right. Our brains are chaotic, confusing, complex creations. A lot of different things trigger pleasure in our heads.</p>
<p>So how do we tell why people play games? Well, we can start by doing some empirical research.</p>
<p>&#8230;Wait, really? Empirical research? In the gaming industry?</p>
<p>Yes. It is true. Nick Yee&#8217;s <a href="http://www.nickyee.com/daedalus/gateway_intro.html">Daedalus Project</a> is based on surveys of real MMO players instead of empty theorizing. This is why it&#8217;s more valuable than your pet theory or my pet theory. It&#8217;s probably fairly flawed, but it makes theories like &#8220;learning is the core of fun&#8221; look like sun-god-worshiping prehistoric nonsense in comparison.</p>
<p>Here, let&#8217;s look at the <a href="http://www.nickyee.com/daedalus/archives/001298.php">Model of Player Motivations</a> Nick Yee uncovered. Because I know you didn&#8217;t bother to click that link above, I&#8217;m just going to steal some of the important charts from his website. (Sorry, Mr. Yee. Hope ya don&#8217;t mind.)</p>
<div id="attachment_291" class="wp-caption alignright" style="width: 522px"><a href="http://www.nickyee.com/daedalus/archives/001298.php?page=4"><img class="size-full wp-image-291" title="Nick Yee's Motivations" src="http://www.eldergame.com/wp-content/uploads/2009/03/table01.gif" alt="Nick Yee's Motivations" width="512" height="232" /></a><p class="wp-caption-text">Nick Yee&#39;s Motivations</p></div>
<p>Another common source of &#8220;motivations&#8221; is Bartle&#8217;s famous player types. After many studies, Nick found that several of Bartle&#8217;s types don&#8217;t really map up very well. For instance, Bartle hypothesized that Explorers love finding new places in the world, as well as unraveling game mechanics. In reality, these two motivations don&#8217;t tend to appear in the same players too often.</p>
<p>Most players do have multiple different motivations from this chart, though &#8212; and that&#8217;s one of the most important takeaways from Nick&#8217;s work: <strong>most of us have many reasons for playing games, which vary from day to day and game to game. </strong>You probably have motivations in many of these categories. (You can even <a href="http://www.nickyee.com/daedalus/archives/001307.php">take a little quiz</a> to see which ones.)</p>
<p>It&#8217;s true that many of these motivations can be mapped to &#8220;learning&#8221; &#8212; especially if you&#8217;re willing to make really tenuous connections like &#8220;competition is just a form of learning about other people!&#8221; and silly stuff like that. But many of them are just simple human needs, like being dominant, being liked, being part of a group, or escaping from reality for a while.</p>
<h3>Pick What Your Game Is Good At</h3>
<p>Every MMO in the &#8220;virtual world&#8221; vein supports a large number of gamer motivations; this is part of the secret to MMOs&#8217; success. But no MMO can be great at all of them. I suggest you pick several motivations from Nick Yee&#8217;s chart (three or four at most) and be really good at them, then let the others happen as best they can happen.</p>
<p>It&#8217;s tempting to conflate motivations with <em>demographics</em>, but that&#8217;s a mistake. For instance, it&#8217;s true that slightly more females than males prefer &#8220;socialization&#8221; motivations in MMOs, but the gender difference is pretty small. Similarly, you may be tempted to assume that any game aimed at 18-24 males should be all about achievement. But that demographic&#8217;s motivations are all over the place, and older demographics are strongly motivated by achievement as well.</p>
<p>One method of getting a handle on your target audience is to create personalities to represent them. This is an old marketer&#8217;s technique: create a handful of personal stories and backgrounds, and then tailor a game to what those people would like. If you have a well-established IP, you can pull from the demographic data of your IP to help you figure out what personalities to use; otherwise, you&#8217;re going to have to do some research on the sort of people you envision playing your game. If you&#8217;re planning to reach out to existing MMO players, maybe you can start by <a href="http://www.nickyee.com/daedalus/archives/001470.php?page=1">picking some bios</a> of traditional MMO gamers.</p>
<p>It boils down to the First Question: <em>who is this game for, and why? </em>In theory, you should know this before picking motivations. But on the other hand, if you don&#8217;t have a clue who your game is for, choosing several key motivations will at least narrow down your choices!</p>
<p>If I had to guess, I&#8217;d say that WoW&#8217;s three most powerful motivations are advancement, competition, and teamwork. EQ2&#8217;s strengths, on the other hand, might be mechanics, teamwork, and discovery. Asheron&#8217;s Call could be mechanics, discovery, and competition. All of these games are considered &#8220;hard core&#8221; MMOs. They just don&#8217;t focus on quite the same motivations to quite the same degrees.</p>
<p>Unfortunately you can&#8217;t safely pick, say, your three personal favorite motivations and run with it, because there may not be a large enough audience to support that mix. So when you have your polling contractor research your target demographic, make sure they include some questions that can highlight their motivations.</p>
<p>And please don&#8217;t tell me that your $20,000,000 game can&#8217;t afford to use a professional pollster, because if you think that, you obviously haven&#8217;t even looked into the prices. Hey, wait, you were just going to make a game without even deciding who it&#8217;s for, weren&#8217;t you? Shame on you! You&#8217;re not a novelist who can just write anything you want and hope somebody likes it; you&#8217;re spending a ton of money to create a service. <em>You need to know who your service is for.</em></p>
<h3>Thanks, Daedalus Project</h3>
<p>I&#8217;d like to thank Nick Yee for his many years of researching MMO players. He recently put the <a href="http://www.nickyee.com/daedalus/gateway_intro.html">Daedalus Project</a> into hibernation, which makes me sad, because this is impossibly valuable data for any MMO developer. If you haven&#8217;t perused his data collection, you should go do that now.</p>
<p>His stuff isn&#8217;t perfect: there are some motivational categories that aren&#8217;t as strongly tied together as others, and his polling subjects were largely self-selected, which no doubt influenced the results. It&#8217;s also highly biased towards Western culture in general and EQ1 (early on) and WoW (later) players specifically.</p>
<p>But it&#8217;s a lot better than what you had before, because before you were just making stuff up and pretending it was universal. I know you were. Yes, I saw you doing it. Cut it out!</p>
<p>You still haven&#8217;t clicked the link above, have you? Fine, I&#8217;ll leave you with another Daedalus Project chart, stolen for your amusement. This one breaks down how various stereotypical statements relate to player motivations.</p>
<div id="attachment_292" class="wp-caption alignnone" style="width: 594px"><a href="http://www.nickyee.com/daedalus/archives/001298.php?page=10"><img class="size-full wp-image-292" title="Nick Yee's Motivations - Breakdown" src="http://www.eldergame.com/wp-content/uploads/2009/03/table02.gif" alt="Nick Yee's Motivations - Breakdown" width="584" height="1021" /></a><p class="wp-caption-text">Nick Yee&#39;s Motivations - Breakdown</p></div>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.eldergame.com/2009/03/why-we-play-mmos/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
	</channel>
</rss>
