The Eternal Debate June 20, 2007
Posted by Kendricke in Character Development, General Game Concepts, Guilds.6 comments
The bars of West Hollywood and New York are awash with people throwing their lives away in the desperate hope of finding a shortcut, any shortcut. And a lot of them aren’t even young anymore; their B-plans having been washed away by Vodka & Tonics years ago.Meanwhile their competition is at home, working their asses off.-Hugh Macleod, “How To Be Creative“
Over at “Common Sense Gamer”, Darren is apparently determined to show just how much you can beat a horse and jump a shark at the same time.
Once again (for what, the third time in a month), the discussion drifts back to the subject of hardcore vs. casual design. Now, far be it from me to avoid a good debate, so once more into the breach, dear friends, once more…
Be Strong. Be Sony Strong! June 20, 2007
Posted by Kendricke in SOE, The Gaming Industry.add a comment
Think you have what it takes to be Sony strong?
Well, if so, it seems they’re hiring a new Director of Development for Games, according to their Monster.com listings this week.
Does Kendricke Ever Shut Up? June 19, 2007
Posted by Kendricke in Out of Character.3 comments
Well, does he?
The short answer is (suprisingly): yes. However, it’s not often, and usually involves a long day at work, a TiVo full of shows to catch up on, and something cold, wet, with plenty of hops and/or barley.
It took a while for me to finally figure out my stride on the Tracker here, but now that I have, I’m having trouble slowing down. As of late, I often find myself pushing two or even three articles out per day, and those articles usually end up leading to several more ideas I’d like to share my views on.
I’m Sorry I Can’t Do That, Dave. June 19, 2007
Posted by Kendricke in 38 Studios, General Game Concepts, The Gaming Industry.2 comments
David Lightman: What is the primary goal?
Joshua: You should know, Professor. You programmed me.
David Lightman: C’mon. What is the primary goal?
Joshua: To win the game.-”WarGames”, 1983
As long as humans have been envisioning the concept of robots and computers, we’ve been imagining intelligent automatons who could do more than just our bidding, but eventually think intelligently. Volumes of plays, scripts, texts, and scientific papers are published on the subject every year.
Long before there was a Deep Blue, Alan Turing was dreaming up his Turing Machine concept. We could even glance back as far as ancient Greek clockwork computers or even the ancient Jewish legend of the golem.
This morning, I came across a rather interesting article in the Boston Globe by Scott Kirsner, where he explores the subject of artificial intelligence research, as conducted by game designers. (more…)
Mine Items are My Life June 18, 2007
Posted by Kendricke in Everquest 2, General Game Concepts.14 comments
“All growth depends upon activity. There is no development physically or intellectually without effort, and effort means work. .”-Eden Phillpotts
When Everquest 2 launched, it brought a relatively new concept to mainstream MMO’s: spell quality. You didn’t just upgrade a spell anymore, but actually could have different and varying degrees of a spell’s effectiveness determined by what quality of the spell was inscribed at all. Starting with Apprentice and then Adept and finally up through the Master level spells, quality matters to spells and combat arts within the Shattered Lands.
You simply buy the upgrades, for the most part. You can have them made for you, or you might get lucky and find the books necessary while out hunting or raiding, and it’s possible to acquire a Master II through specializations…but by and large, most players buy their upgrades.
A similar situation exists with most weapons or armors, especially tradeskilled weapons. You might have a pristine or a shaped version of that feysteel longsword. You might adorn it or imbue it. However, as a general rule, most players would hold on to their weapon, eventually upgrading when something better comes along.
That’s the way of things in most MMO’s, really. You pick up an item or spell, and eventually replace it with something better.
What if you didn’t replace an item? What if you didn’t buy upgrades to new spells?
I’m Expressing My Individuality June 18, 2007
Posted by Kendricke in Everquest 2, General Game Concepts.8 comments
I’ve made several posts recently which have danced around the subject of being special. Several others in the blogoverse have apparently been doing the same. I’ve even had discussions in guildchat recently which revolved around the same basic idea:
Everyone wants to be special.
We all want to be the hero. We want to have the best gear. We want to have the best guilds. We want to have the best mounts. We want to have the best housing.
The problem of course, is that we can’t all be the best. We can’t all be special. Because once everyone is special no one really is.
And therein lies the rub.
But I Want It, Too! June 15, 2007
Posted by Kendricke in General Game Concepts.19 comments
The word of the day is “entitlement”. It’s the idea that you or I deserve the same or better rewards as others without having to put forth the same effort and/or resources.
Whether you’re in school, at work, or simply playing in an online virtual world, there will always be someone who feels that they are “owed” more - that they are entitled to more. They feel they deserve more rewards for less work. They should not have to put forth the effort of those who come before them because they feel the system, whatever that is, should be altered to fit their needs.
Generally speaking, in the MMO’s we play, raiding is available to anyone and everyone who is willing to put forth the work. Critics of the system continue to say that this is a bad attitude - this “putting forth the effort”. These critics continue to insist that such effort is impossible for them and they go to great lengths to prove how that is so.
“It takes too much time”, or “It’s too much of a hassle”, or “I need to go AFK a lot” or “I never know how long I’ll have online”.
When advice is freely given to show them how they can make this impossibility possible, such suggestions are often brushed off entirely. Some players simply want the same rewards as everyone else…without having to put in the same effort overall. They want their work as individuals counted differently than everyone else’s work.
Why am I bringing this up today? Because the old “Solo vs. Raid” subject is rearing it’s ugly head once more. Unsuprisingly, players who feel that raiders are unfairly given rewards want similar or even identical rewards…without the hassle or bother of bringing other players together to actually attain the rewards.
Apparently, online life just isn’t fair.
All We Have to Fear… June 15, 2007
Posted by Kendricke in Everquest 2.2 comments
I wish I understood earlier that people don’t operate on a wholly rational basis where, once the logic of a solution is explained to them, they will embrace it and move on. I wish I had understood that in the absence of information, people often fill the void with their worst possible imaginings.-Mark Mullaly, PMP
President, Interthink Consulting
So Upate 36 is coming.
Basic achievements for all classes is being pretty dramatically altered. Builds which player have been relying upon since early 2006 are suddenly being changed. Forums are filling quickly with posts on the subject, but I don’t think the majority of players have really grasped “what does this mean for me” quite yet. It hasn’t hit yet.
In a few weeks - perhaps less - it’s going to hit and hit big. Forums that aren’t quite raging yet are going to see a major upsurge in activity. People, who might normally be rational and calm, are going to come to the forums full of vitriol and hurt. We’ll see comparisons to Update 13. We’ll see comparisons to the NGE. We may even see a few comparisons to Nazi Germany (which I’ll quickly Godwin).
In some ways, this is going to dramatically alter how raids and even groups are run…which can be good (in some ways). However, these changes are also going to see some changes to rosters, which is going to directly impact a lot of players on a nightly basis. Classes traditionally used for hate support or management are going to have to start competing in other areas (which isn’t necessarily bad) and a whole lot of higher end DPS scout players (I’m looking at you brigands, swashbucklers, assassins, and rangers) are going to have to start reigning in their DPS till they readjust to the “new hate”.
To be fair, there are some changes to the ways fighters can gain hate, but this will also require some adjustment.
There’s a few of us testing some of the achievements pretty hard right now, but it’s difficult to make accurate comparisons from Live to Test since most players don’t have high level Test characters to begin with, much less ones which are in similar gear to their Live characters.
I’d love to see a short 2 week stint where players were allowed to temporarily copy or buff on Test. There’s actually an SOE precendent for this. Back in mid-2006 (about a year ago, actually), they used Test server as an open Beta for the Fallen Dynasty adventure pack. For the duration of the Beta, you could create a new character on Test server and use a Beta buffer NPC to level up for testing purposes.
It wouldn’t be a perfect solution, but it would definately get more visibility on these changes before they go Live. Because once the changes go Live, that’s when you’ll start to see the real complaints and problems hitting the forums, when players who aren’t going to bother with levelling up another 60-70 character with another 50-100 achievements start to see differences to their nightly play.
There are some good changes here. There are also a lot of gaping holes in the communication that are being filled in with worst fears and assumptions. Hidden somewhere in all the confusion are the actual problems we haven’t managed to find yet.
SOE has a real opportunity to nip this bud early, to openly involve and engage players in some of the most significant changes to their nightly groups and raiding since September of ‘05 (the Desert of Flames Combat “Revamp”). I’m pretty optimistic we’ll see more interactivity and communications. However, with Dev Tracker down, I’m worried about how many players will actually see these communications. Even without Dev Tracker, how many players aren’t reading forums or fansites on a regular basis?
Toward that end, something needs to be put up in Station Launcher, scrolling across the top, which points players at an article or two on EQ2players which describes the changes in detail, and then includes developer statements and explanations on why some changes were needed.
As mentioned above, without that communication, people will simply fill in the blanks as they see fit…and that’s most likely not the way SOE wants players to come to their conclusions here.
Jack Thompson Has Nothing To Say. Gamers Confused! June 14, 2007
Posted by Kendricke in The Gaming Industry.add a comment
Per GamePolitics.com, it seems that Florida attorney and frequent video game critic Jack Thompson had a little secret meeting with Take Two Interactive’s new Chairman, Strauss Zelnik.
In behavior uncharacteristic for what we’ve come to expect from Thompson, he refused to elaborate on the details of the meeting, only confirming to GamePolitics that the meeting took place.
Could this be the start of a kinder, gentler Jack Thompson or is he merely getting ready for another wacky adventure to wind up? Who knows - we sure don’t! But speculating sure is fun.
The Path of Least Resistance June 14, 2007
Posted by Kendricke in Everquest 2, General Game Concepts.8 comments
When the Splitpaw Saga came out for Everquest 2, players spent entire levels in the single player dungeon of Harclave’s. I believe I gained at least 3 or 4 levels in there myself.
Eventually, the design team pulled back the rewards a bit, and cut back the amount of time you could spend in Harclave’s (failure timers and could only complete the dungeon once per level). Eventually, few players bothered to go to Harclave’s anymore and even today, Lower Splitpaw is a veritable ghost town.
But there was something to that which spoke volumes about player desires. Even before re-entry restrictions were applied, rewards in Harclave’s were dramatically reduced. Yet, even so, players continued to spend hours in there.
It wasn’t the rewards any longer. It wasn’t any anti-social streak. I think it’s because of an old maxim I learned years ago:
People are like electricity. They tend to follow the paths of least resistance.
Problem: Finding groups in most MMO’s is an excercise in patience. Not only do you spend time finding players for your groups in the first place, but you then have to spend time getting everyone in the same place, on the same quest, and then sticking around for the amount of time you need to do what it is you formed the group up to do in the first place.
The paths of least resistance: Don’t form groups. Join existing groups looking for just one or two players, and solo while waiting.
Problem: Not enough solo content at certain level ranges. In games such as World of Warcraft or Everquest 2, the early levelling curve is fairly easy. Most players can blow through the first 20 or 30 levels in a week or two, even without groups. There’s a ton of solo content at the lower levels, and (at least in Everquest 2), you’re outlevelling quests faster than you can complete them all out. But the well starts to dry up pretty quickly in the higher levels, though.
The paths of least resistance: Switch to another character. Stop playing. Try to find a group, any group.
Problem: Pick-Up Groups have dubious or inconsistent quality. In most modern games, expecting to find a good pick up group is, at best, a pretty optimistic endevour. Reputation simply doesn’t have the stigma it once did, and most players would rather deal with a stranger who isn’t necessarily a great player than to wait till a good player actually comes into the group. Add to that the difficulty in even realizing who is or is not a good player in most modern MMO’s, and how much time is spent just forming groups to begin with.
The paths of least resistance: It’s easier to just take the group you’ve got, rather than waiting for the group you want. It’s easier to ignore group chat/actions than to get involved in drama. Finish your goal, then drop group.
Problem: In a group, you have to share. Many players play to advance. Most players who only have a certain amount of time to spend in the game would rather spend that time advancing themselves, than some stranger. Let’s face it, we play first for ourselves most of the time, especially if we’ve only got a short amount of time to spend online (while waiting on dinner to finish, or that load of laundry to complete, or while you’re waiting for a raid to set up, etc.).
The paths of least resistance: Soloing means never having to say, “declined”. Soloing means never worrying about someone else dying. It’s easier to solo than to deal with sharing (loot, experience, time) with other players.
The list goes on…
It’s a form of compulsory design, really. If you want X, you must group. The problem is that grouping isn’t always an option, and even when it is, it isn’t always easy.
The solution for most game studios is to eventually put out a more involved “LFG tool”. This invariably puts the issue’s responsibility firmly in the hands of the players once more.
Don’t ge me wrong. I’m a fan of additional tools. I’m a big fan of LFG tools. I use them all the time. However, most of the above issues mentioned aren’t suddenly alleviated by an LFG tool, now are they?
There’s fundamental design issues at work here that stretch back decades. CIS students working on MUD’s back in their dorm rooms 10 or 15 years ago had the same basic design ideas: make content hard to complete without other people and they’ll group out of necessity.
The problem is that the “requirement” was added without paying enough attention to the path of least resistance. In my mind, this is one of the (many) reasons World of Warcraft is so appealing to so many casual gamers and why Blizzard managed to expand the market into so many non-traditional sectors. It’s also why I think you see games such as Everquest 2 essentially redesigning entire chunks of existing mechanics and content around easier soloability.
Personally, I love grouping. I just hate forming groups. Tools such as the LFG tool are a workaround to my issue there - not a solution. The LFG tool is nice, but it’s not intuitive enough. The basic mechanics in Everquest 2 (and World of Warcraft, for that matter) simply aren’t built around forming groups, in my opinion. Oh, the content’s designed around groups forming up - but not the mechanics sure aren’t.
Personally, I’d like to see hubs getting away from the cities. I appreciate the idea that Qeynos and Freeport need to feel “alive”. However, when I’m forming groups, I get tired of forming them around players who are two continents (and 20+ minutes) away. Teleportation helps, but it’s not always readily available, and certainly players don’t immediately rush to get to where your group is forming up.
Besides, if you only have an hour online, spending 20 minutes forming a group is just ridiculous - it’s easier to just try to find something to solo for most players.
I’d like to start seeing hubs based around docks and frontier villages. Imagine a banker set up at Butcherblock docks…or a broker…or just some tradeskilling equipment, for crying out loud.
Imagine special NPC’s in Somborn Village who give out random, repeatable, quick solo quests that can be worked on while groups form up for Mistmoore Castle.
Imagine solo content (instead of heroics) on the steps leading up to Mistmoore castle which gets progressively harder as you advance to a new plateau.
Imagine a glowing tag or icon which appears over someone’s head when they start forming up a group. Imagine an option which allows to turn the icon off completely, or to set it to show only when you yourself are looking for groups.
There’s a hundred little things that can be done to make it easier to group than to not group. All we have to do is remember those paths of least resistance, and work to encourage activities…rather than attempting to force them.
Then people wouldn’t be so…well, resistant.