The design and business of gaming from the perspective of an experienced developer

Category: MMO Design (Page 3 of 36)

Poking My Head Up, Seeing My Shadow

Here’s an article I wrote for the Star Wars: The Old Republic site.  Long-time readers may see some repeat themes in this one (including the Gameplay Triangle), but I’m introducing it to a new audience, so there.

Massively multiplayer games are not new. The first true massively multiplayer game was a text-only virtual world called MUD, put together by Richard Bartle and Roy Trubshaw in 1978. This little window of dizzying text descriptions was a far cry visually from the seductively lush 3D virtual worlds of today, but it was enough. Enough to get the genre started, and enough to get armchair designers across the world to imagine the possibilities, and debate philosophical matters of game design. One of these questions, still asked today, is whether or not massively multiplayer environments should strive to be games or to be worlds.

Also, yesterday a slightly more tentacle-in-cheek interview with me was posted on Gamespot.

Original comments thread is here.

The Tank is the Trinity

Reading over Brian’s article on the trinity, and (moreso) the responses made both on Gamasutra and his blog, and its clear, there’s a lot of ill-formed thought about the trinity and what’s right or wrong with it. So let’s start with the obvious.

Myth: The Trinity exists to justify healers.
Fact: The trinity exists to justify the tank.
Healing is not less necessary in a trinity – in fact, it is moreso, as anyone who has done warsong gulch or one of the ‘aggroless’ boss fights in WoW knows. It is also much, much more challenging to pull off, as your healing now has to hit unpredictable targets, including ’soft’ targets like squishy mages. Continue reading

Players Take Cues From Their Avatars

Interesting research being done right here in Austin.

The first experiment randomly assigned either black- or white-robed avatars to gamers playing “Jedi Knight II.” The second experiment assigned gamers roles as Ku Klux Klan members or physicians in a virtual museum. The control group was assigned transparent figures…. Subjects using the black-robed and KKK avatars consistently exhibited negative, aggressive and antisocial behaviors, Pena said.

Ahh, the fruits of college kids attempting to turn their gaming habits into a thesis paper.

Content Exists to be Consumed

From the comments in the Algorithmic thread:

The problem I have with most games is the constant expansion of land as the game grows old and a reluctance to remove/revamp content even when the company’s own stats tell them that no one is using it.

Eventually, all games get pear-shaped, with the majority of players at the top and much fewer as you go back to the beginning. And yet, the six/eight/whatever starting areas that were needed in the beginning are now six/eight/whatever nearly empty areas that the company now wants people to skip (evidenced by the increase in exp gain to hurry them along to “the real game”).

The ‘hollow world’ phenomenon has existed as long as there has been MUDs with level systems. The issue is two-fold:

  • The further you get from launch, the fewer newbies you have running around, which especially means that group content at lower levels gets harder and harder to find people for.
  • As the game ages, it tends to expand on the upper end, because well, you want to make content for the people who are actually out of it.


End result: it’s a lot harder to find people who want to run level 20 dungeons like Deadmines four to five years after launch, because the odds of you finding a tank, a healer and 2 other DPS before you level past it really isn’t all that good anymore. My heretical notion, though, is that this is not necessarily a bad thing – or if so, a relatively minor one.

Another example of the Hollow World syndrome is Molten Core. An early raid from the WoW experience, it was created and balanced for level 60 characters. I, personally, will never see Molten Core the way it was originally seen – as a difficult, challenging teamwork requiring enterprise, and I wish that I could. The flip side of it, of course, is that the people who WERE there for Molten Core would really rather prefer never set foot in the place again. Which is, incidentally, how I feel about Black Temple – dude, we spent like 9 months in that place. The LAST thing I want is for some well-meaning designer to incentivize my guild revisiting the place. Nostalgia steamroll runs are fine, thank you.

On top of this, the designers want to, in general, keep most players in the same ‘content band’. Even as the game expands, you generally want to keep people, en masse, needing to go to the same places, in order to increase the odds that groups will form and keep the recruiting pool full. And it’s not just raiding – World PvP is more fun when people are shepherded into the expansion zones. 2+ person quests (such as WoW elite quests and WAR’s public quests) requires a certain critical mass in the zone before they can even be accomplished. Player density, for the most part, is good – and far better a goal to strive for than ‘old content never dies’.

Because at the end of the day, the thing about content is that it gets old and busted. Quests that were once amusing and interesting get far less so the third or fourth time you do them. Exploring a zone is much more interesting when it is a new place seen with virgin eyes. And raid encounters are essentially puzzle fights – and once the puzzle is solved, that content becomes increasingly less interesting very quickly.

Game SYSTEMS, hopefully, remain fresh and survive reputation (as most PvP scenarios do). Game CONTENT, on the other hand, doesn’t survive the repitition as well. In the end, MMO teams have limited resources. They can use to either fix up or close off old zones, or to build all new one, and accelerate the pace players can get there. Given the problems with game content repetition, I would say the latter is almost always better.

Are there exceptions? Sure – fixing the levelling path, salvaging content that was utterly unused, or destroying a single city for plot reasons come to mind. But even then, it should be used sparingly.

Original comments thread is here.

Shared Experiences vs. Algorithmic Content

Every now and then, I see someone whose idea of the perfect MMO is one that works like real life. Where all of the experiences they encounter in an MMO are unique, created via algorithmic content or by a game system such as a virtual ecology. One thing I see come up a lot is that, when you kill the Red Dragon Above the Village with your guild, then by golly, he should stay dead. You should not be able to kill him next week. Another guild should not be able to kill him 15 minutes later. He’s dead.

Realism is one cited reason. Realism is the wellspring for about half the bad game ideas in the universe. Fun should always trump realism, so lets put that aside. Continue reading

Eve’s Slow Burn

Don’t look now, but Eve has 300K subscribers. This number puts it above the peak of several luminaries, including UO, SWG, DAoC, and LOTRO (and closing in fast in EQ2). Not bad for a game where even it’s hardcore players admit its kind of like playing a spreadsheet.

One thing that’s always been striking about Eve’s success is how different it’s growth curve looks compared to the other games. UO, EQ2, etc all had big early peaks, followed by long, slow declines. By comparison, Eve started small, then grew very gradually, with that pace slowly accelerating. Continue reading

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