Gaming Voyage

In my (seemingly) eternal gaming voyages I tend to visit games for a while, then move on, then come back.  There are a few reasons for this and each is quite interesting.  Well, to me they are and you are reading my blog.  So yeah….

First is curiosity.  I absolutely love game design and love seeing how each developer interprets the needs of their game in terms of game mechanics.  The progress of some games is simply fascinating.  Firefall is a good example.  When it launched the first beta, it was primarily a PvP game with some PvE content.  The last patch completely removed PvP from the game due to metrics.  I won’t get too much into the PvP vs PvE debate but the argument here is rather convincing.  At least in F2P terms.  I also go back to WoW every 6 months or so for a 30 day period, well more like every 2 patches.  For a game that loses more players than any other game has active, you have to pay attention.

The second reason is content.  Let’s be honest for a minute here.  No company on the planet can develop content faster than the consumer can eat it up.  Sandbox games work here since a fair amount of content is player generated.  EvE has staying power because of that, but also because of the training time being measured in weeks.  Most games, I can get through the majority of content I think is valuable, within 2 months or so.  Upon repeat visits, this can be a matter of hours or weeks.

The third is time.  I have X amount of time to play.  That amount varies dramatically from week to week for multiple reasons; work, family, social, etc…  If a game requires a certain amount of playtime and I simply cannot commit, then I just won’t even bother.  I can fit a game of Marvel Heroes in.  I can’t fit most raids or massive PvP battles.  I have tried to set aside time for this, booked the calendar and all that.  I can assure you that gaming at home there is a perception that you are available even when you are not.  Maybe there’s a better solution.  Also, I don’t game in the summer months or at least very, very little.

The fourth is the social aspect.  They are the reason I return but also the reason I leave.  I used to have Vent installed and that worked ok when I didn’t have kids or a wife.  It’s really hard now to have any voice chat active unless I’m hidden in some corner.  I like coming back and meeting friends again but when it comes to active social content, I have difficulties finding the time to invest properly.  Plus with friends that game in multiple games, it’s hard to pick a single one to play.

So that leaves me in today’s pickle.  I have Rift, Neverwinter, Marvel Heroes, GW2, WoW, SWTOR, Diablo 3, Starcraft 2 and a few more games on my revolving plate.  That doesn’t even account for the single player games that have come along (Ni No Kuni, FF7 remake, GTA5, Tomb Raider, Dishonored and a pile more) over the past year.  As only one of those requires a sub (though 2 have it as an option), the barrier to entry is super low.

My gaming trip continues…

Social Economies – Part 4

This is the final post in the Social Economies series, where we covered definition, previous history and current state.  This post will focus on the speculative future and provide some suggestions developers may want to consider.

First we need to address the elephant in the room and that’s the gamification/RPG trend.  The gamification trend alludes to what seems to be a start, end, goal and reward process for many services.  Fitocracy is a perfect example, where you get badges for doing exercise.  The RPG trend is linked quite heavily and this refers to the “level up” feature in nearly all games and quite a few services.  COD took this to the extreme and now every game seems to have this feature baked-in.  The concept of a “ding” upon level up is so pervasive today that it has lost most of its meaning.

The baby elephant underneath the big one is the F2P gaming trend.  These are designed to be extremely consumable products focused drastically on the short term.  They are generally just like junk food; you get a fix and move on.  There are hundreds and hundreds of games that fit this mold and very few MMOs, in the West, are designed with F2P from the start.  They are magically reverse engineered with varying results.  Some give everything away, some put up massive pay walls.  Eastern games are nearly all F2P from the start and have very short life spans.  But the culture there accepts this model.  I won’t go into more detail about it, since our culture in the West is quite a bit different.

We’ve addressed the fact that social economies are dependent on people investing time to get results, regardless of the game structure around them.  The reward structure is primarily intrinsic but can be supplemented with extrinsic rewards as a “selling feature” of a game.  In this I mean that if Game A has a functional social economy that took 2 years to build, Game B needs to offer a more improved economy. In actual fact, this is simply not possible but due to the two elephants in the room, that often doesn’t matter until month 2 after release.

So how does a new game coming out attract, and more importantly, retain players?  It honestly cannot be a new shiny, as there just aren’t any left.  People have shot, sliced, danced and dinged their way through online games for 10 years and the market is just too saturated to sustain any more.  A new game needs intrinsic rewards that players value.

They need strong social bonds at an early point in the game – such as through a mentoring program.  Mentoring allows players of any level to get together and play together, with only small limitations.  I played with my brother for a long time but the level difference was always a hurdle we could not cross.  Mentoring, or level scaling play, is a no brainer.

They need synergies for social groups at an early level.  This can be done in a few ways but one idea I’ve had for a while is group/friend experience.  Similar to guild levels, the more you play with another person, the more options you have in interacting with them.  This could be a feature that allows you to copy their dye set, improves travel time when in range of each other or more social emotes.  This would again be account based because your friends are people, not avatars.

They need a framework of social tools.  They need to integrate into services that are not tied in-game, like the RIFT mobile application.  It lets you participate in game and stay in touch with friends and guildmates.  This allows you to maintain social bonds in and out of game.  In-game guild and group tools are also required and they must be available from the start and be intuitive.  Games need a no-tap rule and shared loot.  They need grouping tools to easily put people together.  They need teleportation tools to get friends together over long distances.

They also need a system of control for social interactions, policed in-game.  League of Legends has a tribunal system that works fairly well.  New games need an in-game, per account, reputation score.  People that are continually kicked, or who do nothing but harass other players should have a penalty for that activity.  UO tried this by not allowing PKs to go into towns but this was per character.  A per account penalty (which is what the XBOX One is doing) can easily weed out the trash that makes social activity difficult to maintain.  Gaming restrictions would be minor at the start (limited trade) and major at the end (Killed on Sight).

These are not exhaustive options and they are not extremely demanding.  They do however require a paradigm shift away from the per-character mindset to a per-player mindset.  If people suddenly feel a responsibility for their actions and therefore a value to them, they are more willing to invest in a game.  The future isn’t doom and gloom, we’re simply in a dip of game development while society as a whole learns to live with digital social economies.

Social Economies – Part 3

Continuing the Social Economies thread, we’ve covered the definitions and the history.  We’ll dive in to the current state for this post.  Remember that previously, I used the Facebook timeline as a watershed moment for online presence and that social economies from that point forward changed, drastically.

Outside of the gaming field, people today have extreme ease of virtual access to nearly everyone on the planet.  I talk a few times a day with friends overseas and in the US.  Talk isn’t the right word though, I typically chat with keystrokes.  And this is a big point.  Keystrokes are limiting.  They provide no audio-visual clues as to the theme of any given topic.  You can’t easily communicate feelings and emoticons are not a solution.  Many times, the keystrokes are limited in character sets, meaning that you need to summarize your idea quickly to get it across.  Otherwise you get the fun “person is typing” message that still gives me nightmares.  Today’s social interactions therefore become rapid and vapid.  More like junk food really where the context isn’t there and there’s just so much that it’s hard to digest the quality from the quantity.

Back into the gaming sphere.  Now that most (not all) have a reliable internet connection and are maintaining virtual “relationships” through web services, developers start integrating similar features into their games.  This is due mostly to the word of mouth/peer pressure dynamic of gaming, where if you’re in a solo game of CoD, other people in CoD3 don’t affect you.  However, if you want to play with your friends who have swapped games, you have to as well.  This is more or less an extension of the guild concept – which many non-MMO players call clans – a formal association with loose rulesets.  Joining a clan not only provide extrinsic rewards (mostly through perks) but also an intrinsic reward of easier difficulty.  5 coordinated people are much more efficient than 5 individuals.  MOBAs are a great example.  And that’s all fine and dandy.  You put in time, get something out and want to put in more time.

The problem stems from the size of events vs the size of the group.  Let’s say you have a 40 person event.  Each person feels valuable as a cog in the machine.  You have regular activities together.  Bonds are built.  If your group size is around 40, you’re grand.  If it’s double that, then you start getting into the clique issue of who gets to attend and who doesn’t.  The smaller the size of the event, the more segregated the group becomes.  Flex raids in WoW are a great way to combat this issue, for smaller groups.  If you’re in a 200 person guild though, what noticeable impact do you have?  You can’t effectively contribute and the withdrawals you make are barely noticeable.

I’ll talk about WoW for a few minutes now, since nearly all games since then have tried to emulate it, for better or worse.  Taking the previous paragraph into mind, WoW tiered access to a majority of the content behind group activities.  1-60 (at the time) was perfectly viable alone but at max level, you were “forced” into a group setting.  The social incentives were less than the extrinsic rewards the game offered.  Grouping had no purpose while leveling as it was time consuming and provided little to no rewards.  For it to work with the existing extrinsic rewards, you needed an “auto-summon” feature (in other games but WoW), a social framework toolkit (in-game guild tools) and stakes of claim (long term PvP goals).  If WoW was a sandbox, it wouldn’t have needed these things.

Vanilla put a lot of stress at the end game to be social, with no prior requirements or tools, and expected people to sink or swim.  Players from past MMO games (EQ, DOAC, etc…) understood these constraints and for the first year or so, while the game was small, it worked.  When the game became popular in the masses (again, the peer pressure statement + internet for all) people were joining the game only understanding the solo concept.  And then they hit the wall at 60.  With no social experience, a history of solo-only gaming, Blizzard suddenly had 75% of the playerbase in limbo.  They tried to address it a bit more in Burning Crusade, what with the significant amount of group quests while leveling but the problem was a core issue, not something to solve at level 60+.  8 years on and rather than implement social values at the start of the game, then opted to remove as much social interaction as possible.  Dungeon Finder and Looking for Raid are prime examples of this.

WoW Player Population Over Time

WoW Population

 

While not scientifically accurate (since no one surveys people about this sort of stuff) the above graph shows how the population increased overtime from Launch to Burning Crusade.  The MMO experience club never really grew and the “new to games” folks didn’t as the game wasn’t casual friendly yet.  The largest influx was from gamers who have never played an MMO.

Games from that point forward have replicated WoW’s no-grouping mentality with massive failure along the way.  WoW worked because of zeitgeist – the masses played it with nothing else around.  Every game that launched following that, without a social economy framework from day 1, has had to bolt it on after the fact and with poor results.  If the people playing the game aren’t the primary reason you’re playing the game, then it has limited shelf life.

The next post on this subject will cover the future and what options are possible.

Interjection – SWTOR

Ok, a quickie here.  Rise of the Hutt Cartel is $19.99 if you buy it outright as a non-subscriber.  As a subscriber, at $14 a month, you get it for free.  Plus a stupid amount of perks.  If you cancel, then you still keep the expansion.

Oh, and if you were a subscriber and bought it before August 11th, you get a title.  So $10 for early access I guess.

$5 isn’t a lot of money but it’s 25% of the purchase price.  On the aggregate, BioWare is either hoping people are incapable of doing math or are really hoping people subscribe and stay subscribed for some odd reason.

It’s things like this where you scratch your head and wonder what exactly the developer is trying to accomplish.  Maybe that explains the new expansion (or massive patch) process.

Social Economies – Part 2

In the previous post, I covered the definition of social economies in terms of gaming and hopefully provided some framing to the concept.  This post is going to cover the history of social economies to provide some better context as to how we got to where we are.

Believe it or not but humans require social interaction.  100 years ago, your social framework was the village.  50 years ago it was what you could phone and maybe drive to within a few hours.  20 years ago it was what you could fly to.  The Internet really only took off 15 years ago and that was through dial-up.  Broadband internet is still not common for everyone.  The ability to contact other people, over extreme distances, is really only standard for people under the age of 1.  Anyone older than that, you will have spent the majority of your social time in face to face or phone conversations.

Today, nearly everyone has easy access to some form of internet, a smart phone and free web services to keep in contact with others.  Just 7 years ago, that wasn’t the case.

I want to stress the following fact that many people seem to forget.  Facebook, arguably the largest single impact on social economies, launched to the public in 2006.  It turned a profit in 2009.  We are pretty much only 5 years into the “social media” phase.  Anything before this time was considered niche and geeky.  I consider this the watershed moment for social economies.

So back to basics.  Before MMOs we had D&D and tabletop games (like Warhammer).  These were competitive games certainly, but operated with a set of rules rather than a pre-defined path.  There was no “one right way” to run an Orc army.  This meant that strategies and discussion occurred between the players and that the actually gameplay was secondary to the social interactions.  I didn’t play D&D with strangers just to get a D&D fix.  I played with friends.

MUDs came about and for the most part were based on D&D structure, minus the grouping aspect.  They were glorified chatrooms really – like IRC in the day.  Ultima Online was the first (not really, Meridian 59 was there before) game to provide a fully interactive game with social elements.  Launched in 1997, these were the dial-up days.  A lot stunk about the game but there was freedom, lots of freedom.  Social boundaries were established quickly – PvP clans, villages, mentors, dungeon runs.  You could play alone but again since there was not destined path, people naturally got together to try new things.

Remember ICQ, MSN & AIM?  That was the Facebook of the day.  Ventrilo, Mumble and Skype all came later.  General chat channels didn’t exist until EQ.  PHPBB was making thousands on guild websites.  If you wanted to talk to someone, you did it on the web, not in-game.  This also meant that the social bonds you made were available in other games and at times where you were not playing at all.  You didn’t need to play EQ to keep in touch with your UO friends.

If you look back before 2006, contact with people not in physical proximity was technically challenging: you needed hard to find quality internet, a desktop application (or website forum), non-game related contact information and good typing skills.  This “barrier to entry” meant that those who were in the game, wanted to be in the game and had a vested interest.  They wanted to participate in the social economy of the day and made the non-negligible effort to get there.  Up until 2006, there was common ground to build on.

Social Economies

Oh boy, what a simple title for what would fill books in content! First a definition. Social economies are those that are based on intrinsic values, i.e. of no physical value. A hug, a smile, but not a sword or a house.  They can however be composed of extrinsic items, in part, such as a village.

MMOS succeed or die on social economies. Otherwise, they are just large group single player games. Like Diablo3. A true MMO rewards you for making relationships and sustaining them. It’s the reason you log in, more than the shiny object on the corpse.

Outside of MMOS this is how social circles work. You are a part of a greater whole. You give time/affection for the promise of some in return at a later date. What else explains helping to move a friend in the pooring rain?

Take a step back to Ultima Online. Arguably designed with little foresight into the masses, it provided a basic toolset for social economies. Extrinsic value was so sparse, essentially only the house was a stable investment, that people used the tools to build more than the sum of parts. Entire villages sprung up with dedicated causes. There was one that had hundreds of books written by other players. Another was a rune set for practically every screen in the game.

EQ1 kept that up with an artificial group requirement wall. If you wanted to progress you needed a social group. I spent a lot of time in Guk with no experience gain to help guildies. Horizons (remember that one?) was all about this and had next to nothing to do otherwise. Sort of an odd Second Life I guess.

Wow changed this model drastically and more and more so every patch. Today you can do evertying in the game with no social investment (save minor parts). When you’ve had your fill of the trough, there’s no need to log in, making for empty guilds and empty servers. They tried to fix it but guild levels, achievements and transmog suits are a poor replacement for friends.

This is a hurdle next to no game has been able to overcome, en-masse. And that’ll be the topic of the next post.

Newbie Blogger Initiative

If you’ve ever wondered to yourself “hey, blogging looks easy and cool”, then I want to burst your bubble.  Blogging is super easy and mega cool.

The Newbie Blogger Initiative is in year 2 (of two) to help aspiring writers debase themselves in the blogging world.  Syp started it last year and it was a decent enough success.  I think there were more than a handful that made it to 12 months.  Those that quit are quitters and we’ll never talk about them again.

All kidding aside, I’ve been hosting my own website for way too long and posting for half that much time.  It ebbs and flows, depending on a combination of my free time and my need to put words to pen (or keyboard).  For those who do read this blog (thank you) and have a desire to give blogging a shot, here are a few tips to get going.

  1. Get a decent blogging host.  I prefer WordPress but Blogspot is cool too.  Both are free, have plenty of templates and mobile options.
  2. Figure out why you want to blog.  This should be first but just by going through the process of finding a host, you’ll figure this one out too.  Is it a personal one?  It it to comment on a particular topic?  I am fascinated by game design, so most of my stuff is about that.
  3. Keep a blog roll.  Cross post to that blog roll if you find a good topic.  There’s a saying that good authors borrow, great authors steal.  Nearly all of my posts are triggered by reading something else.  Try to always have a link or two in the post.
  4. Keep a draft bucket.  I have a dozen or so ideas that just aren’t good enough yet on that list.  Sometimes I go through it and it gives me another idea.
  5. Write every day.  This doesn’t mean post every day, simply write every day.  Blogging requires a heck of a lot of motivation to get started.  Once you do, it sort of becomes habit.  Some use schedules to rigidly block out time.  Figure out what works for you.
  6. Schedule posts.  You might have 3 great posts all written in one shot.  Don’t let them all out at once.  Try to keep a solid 12 hours between them, so you can digest the other ones.
  7. Writing conveys little emotion or context.  Keep in mind that 90% of your communication skills are non-verbal and that you might have trouble getting an idea across effectively.   Don’t worry, you’re human.  It’ll get better.

I’m glad that I blog.  It keeps me sane.  It give me links to other bloggers with amazing ideas (hence the blog roll to the right).  It gives some feedback on ideas.  It gives me the ability to look back on some topics and go “right on” or “what was I thinking?”.  It can be hard but like anything else, it’s extremely rewarding.  Give it a shot!

A Turtle, a Hydra and a Bird Walk Into a Bar

I think I might have found the most unique post heading ever.

The thought process behind raid bosses intrigues me. Do you design the encounter around the boss or the boss around the encounter? Is it “hey, let’s make them dance! Maybe the boss will be a transforming radio!” (p.s. Please do this).

Maybe it’s more like a D&D game where a dice is rolled and they look up their ability table. This one gets an AE cleave, a shield, a chain attack, and what the heck, random invulnerable minions.

How do you make memorable bosses with recycles mechanics? SWTOR’s recent raid has a boss that has a future/past mode which sounds cool. It’s better than the previous round’s mash of DPS races. I like bosses and challenges. Ninja Gaiden and Dark Souls are solid examples of tough yet rewarding experiences. I can do 6-10 of those bosses. Wow, if my math is right, has about 400 bosses. I’m talking Stockade, C’thun, Lurker, Mimiron and the like. Just the variables to make that seem somewhat unique are impressive.

I do like Neverwinter (and apparently Wildstar) approach to bosses, what with a more action-oriented approach. There are still bosses in Wow today where you never have to move an inch. I think the concept of “more than just numbers” is going to be the way forward. Think the challenge through. Brute force can work too but the smarter move should be the better one.

Blasphemy

I read Penny Arcade quite frequently.  I write (or in some cases draw) for a living.  It most certainly doesn’t show much on this blog but writing is a form of catharsis for me.  It seems apparent to me that Jerry has the same view, though he gets paid for it.  Go him.  Mike, I get.  Art is/was a way out from his neurosis.  Jerry though, shit the demons that guy carries around.

There is a brutal simplicity to many posts.  You can read them as you will but a turn of the word is as good as or better a piece of art that’s on a wall.  Both have their places and both have their interpretations, but damn if you don’t recognize quality when you see it.  There’s a string inside that just pulls.  In my rage, I turn inside and say “fuck it” but to the outside there’s a cadence, a sweetness that is needed to adequately push forward an idea.  How can you put forth a feeling into words?

To Jerry’s more recent dilemma involving resolving the image of his father with his actual father, I say welcome to the club.  When gods become mortal, you find yourself with way more power than you should have any right to wield.  There is the place where you struggle to come to terms with your essence, your pride and your hate and lo and behold, the guy has the gall to do something as crazy as make you think twice about it.

You need not ponder long to realize that parents are as messed up, or in most cases more messed up than you could ever properly have imagined.  This from a generation that had been told that feelings are weak, keep your nose down, plow through it.  Weakness is wrong and admitting it makes you a failure.  Perfection is the only acceptable solution.  Fuck that shit.  You strive for pride in your parents eyes and when you get it, tell me how you ever want to let that feeling go.  To find weakness in that pride?  A flaw?  That 30 year image I had built, piece by piece is nothing but dust.

Fuck it.  I will be weak, I will be strong, I’ll be whoever I need to be and let my kids see me for it.  I’ll mess it up, I’ll be perfect, and that giant place inside, that my kids own, will be theirs to do what they want.

Thanks Dad for showing me that your mistakes made you more of a man than your successes.  Why did you have to wait so long to tell me?

Less Is Better

While LOTRO has been off my playlist for a while, I still like to keep an eye on their game. I mean, the $50 hobby horse fiasco was super entertaining, while at the same time mind boggling in its stupidity.

The next major patch/expansion (is there a difference in F2P?) is planning to re-write a lot of the skills and provide a new “alternate path” of advancement, with what looks like a semi-talent tree. The latter I get, in that it slots you to a role within a class. There’s about 500 games that do this. The re-write of skills though, that’s ballsy.

There’s a Dev diary that covers the reasons. They are very good reasons and one that pretty much every MMO has to deal with at some point in the lifecycle. There’s a saying of “addition through attrition” which means you actually gain from removing something. An MMO that just adds more and more skills but never cleans up the existing stuff has a bloat problem. SWTOR, for some odd reason, launched with skill bloat. Hunters in Wow and Warlocks before MoP are good examples too.

I like Neverwinter’s approach to this. GW2’s a bit less But it serves a similar purpose. Basically, you have a limited amount of active abilities at any given time. If you want to heal, then you drop another skill. As a developer you can still increase skill quantity but your players apply attrition for you. It becomes extremely clear, extremely quickly where you have balance issues.

If MMOs launching tomorrow put in skill caps, I think that would be a step in the right direction. Maybe have role slots with pre-configured skills to make the UI a bit easier. NW is action-based, so a low limit works. Something more typical of themepark-wow should have 8 for active. Stuff that wasn’t active (mounts, professions, pets, etc…) could be handled elsewhere.

Less options means a simpler interface for new players yet at the same time, more creative management for the elite players.