It would help stop the spread of plagues and zombie outbreaks.
Tuesday, March 1, 2011
Wednesday, February 23, 2011
Would you cross the street...
Would you cross the street to gain a skill improvement that buffs your key performance metric by 1%?
Would you travel to the other end of the world to gain another 1% improvement?
Would you set off on a journey which would take you several hours of game time to get a 0.1% skill buff?
I'm pondering the design of a skill based mmo set in a massive world, one where there are a small number of common 1% skill buffs, available pretty much everywhere, and then a large number of 0.1% buffs scattered about the world.
A rookie warrior could stay in the one general zone and pick up all the skill training buffs for a total of (say) +50% damage, and then set off into the wide world seeking out 0.1% here, and 0.1% there ... all adding up to another 25% again. It would be like traveling from Paris to Tibet to learn the ancient art of mumble-fu from a secretive clan of Mountain Warrior Monks (0.1% buff to unarmed combat), and then deep into darkest Africa to track down a mysterious Zulu Exiled King to another 0.1% buff to berserker stance combat.
All without teleports or any other fast travel. And even then, the Mountain Warrior Monks want you to prove your dedication and virtue by [killing 10 rats], the Zulu Exiled King generally mistrusts everyone and doesn't give training away for free, and so on.
I would plan the design such that it would take several months to travel the world and gather the full 250 x 0.1% buffs. And all while you're doing this you're not in your home zone contributing to the development of your village/estate/guild/kingdom.
But it wouldn't be necessary to do so. The Big Bads would be balanced around players having only a total of 50% – 51% skill buff. That would be all the common training, plus a dozen or so of the nearest rare skill buffs.
The design intent is that there would be a lonely few insane individuals wandering the dusty roads of the world, perfecting their personal skills; and meanwhile everyone else is putting time and effort into improving the quality of the smithworks, securing high grade ore, and other activities which give players additional bonuses.
Tuesday, January 25, 2011
Make it impossible to document these locations?
What is wrong about exploring a really big forest that is filled with random spawns? You earn EP while you do it, you do it only if you like to explore (important) and the designer can even put a few things in there to find. (But make it impossible to document these things in internet sources!)OK, how do you make a MMO where the locations of things are not trivial to document (saying "impossible" might just be a bit much).
-- Nils
My first strike would be to eliminate x,y coordinates entirely. Don't show them on the map, and don't let them be available thru any in-game API/scripting. Of course, if you have a map, then you've got a de facto coordinate system: the pixels of the image of the map are arranged into a regular grid.
What next then? OK, have the map you see be different from the map I see (thus not a standard shared image). I've written before about mapping as interactive game activity.
You'd still want it possible to find your way back to the thing you found. It might need to be a case of "head up the mountain path until you see a rock shaped like a dog, then climb down the slope until [yada yada landmark landmark] and there you have it! The lost treasure of Sierra Madre!"
What about you ... how would you tackle this design challenge?
Saturday, February 6, 2010
Warp travel & navigation - another take
Reading Down with Star Trek: Sector Space over at Bio Break and the bulk of solutions to the un-fun Sector Space navigation mechanic in STO is to simply present a list of destinations and then you'd warp there. The further away the longer it will take. And apparently without risk of plotting a warp through the centre of a star.
So, while the clumsy non-fun mechanics of Sector Space have been removed, nothing fun is suggested instead. It simply becomes a time-sink.
Here's my idea:
OK, start by selecting a destination from a list (squinting at a map to find a particular destination is one of Syp's complaints), and then asking your navigation officer to lay in a course. He will then select a heading, a speed, and a duration. You can adjust those settings if you want.
If your warp gets too close to any gravity well (stars, planets, massive comets, black holes, mysterious anomalies) you either fall out of warp or your heading gets a bit messed up (which could either deliver you well off course at the end of the warp or put you at greater risk of running too close to a subsequent gravity well).
The game now is to shoot the gaps, to adroitly navigate.
There is scope for RPG advancement too:
- Your starter ship doesn't have a compass and gymbal which are accurate to 27 decimal places, so until you upgrade your equipment you'll have a greater chance of not heading exactly where you wanted (and risking warp drops or unwanted slingshots).
- Your starter crew are not the greatest navigators, so of course they mess up too: if you ask them to auto-plot a multi-jump route they either don't find the most efficient route (like taking one small jump in the opposite direction to set up a long straight jump, vs many small hops dodging the mess directly ahead), or misjudge the safe radius for systems and risk a warp drop, or are overly conservative and keep a wide berth around gravity wells (and thus less efficient routings).
- Your early maps would of course have all the major star systems plotted, and sufficient info on their planets to avoid their general orbits - but better maps would include precise orbital timings so you'd be able to skirt close to one side of a system because you know all the planets are on the other side.
- The early maps might also be missing some black space gravity wells - rogue planets or comets or black holes, floating in the inky interstellar voids. Not all bad news of course - stumbling across stuff like that is all part of exploration.
Of course, with this navigation system a player could instead forgo all the upgrades and do all the steering themselves - like I said, it's a game of shooting the gaps. Start the game with most players having better skills at navigating than the Navigation Officer to kick start this learning curve. Some players won't like doing the navigating and will spend their resources on upgrading their officers, ships, and maps; others won't mind and maybe even find it fun, and would prefer to spend hard earned credits on weapons systems instead.
To make it more fun, to make it more of a game, it would be necessary to provide feedback and scoring to players: have the game system report their best travel times across maps, and the shortest routes, even have it score the time it takes a player to lay in a course before hitting the warp button, and keep a leader-board for players to compete against (will anyone beat Han Solo's Kessel run record of 12 parsecs? [yes, different game, different universe, bite me])
Sunday, May 24, 2009
The eternal readiness of mobs to eat your entrails
In WoW, the difference between an unpulled mob and a pulled mob is simply their intent. The former just stands there, the latter want to eat your entrails. The combat capabilities of both are the same, there is no advantage to be gained by a sneak attack unless you have special abilities.
Consider though if mobs by default stand about in a relaxed mode, unbuffed, weapons in the rack, some are asleep, some are not even in full armour. Some might even be absent-mindedly grinding away at some craft-work like cooking or blacksmithing. The side door might be left open. A few guards keep an eye out but that is all. A sneak or rush attack here would be devastating, and would reward the well prepared adventurer group with easier kills and thus more loot for less effort.
Let the guards hear you approach though, let them see you from a mile off, and by the time you get within pulling range you'll find them fully buffed and armed to the teeth, spoiling for a fight. They won't necessarily race to engage though (why would they?). They will however keep an eye on you and if you are wounded or distracted by a tussle with some of the local wild life you just might find yourself on the end of a sneak attack to devastating effect.
Sunday, November 23, 2008
Flying over content, such a waste
The Moo got his winter woolies on the weekend and then proceeded to explore the rest of Northrend. Flying over Storm Peaks was fun, but when I started flying over Icecrown I was struck by the magnificent desolation there, that and the legions of undead arrayed about. The geography of the place is very much linear, with huge elites guarding gates from one subzone to the next. Ominous and spooky added to the scene.
It looks like one huge outdoor raid zone, I can easily imagine a guild or two of raids carefully slogging their way through the zone, capturing safe bases along the way, establishing a tenuous foothold before waves of zombies come in the night and overwhelm what few defenders haven't logged out yet.
Such a pity then that players will simply fly over all that beautiful zone design.
I would design the zone such that there was progressive zone unlocking like the Isle of Quel'danas: fill the air with nasty flying mobs which get cleared in limited flightpaths by establishing a series of ground bases. These ground bases would have ground gunners and magnificent magics keeping the air clear around them, as well as launching powerful NPC patrols back to the prior base.
I can imagine that some of the quests could be escorting caravans of NPCs to forward bases. As each wagon arrives an additional NPC resource gets unloaded. This way, even if you're not on the quest it's in your best interest to help them get through.
Progressive unlocking of the zone, but with a temporary nature - after midnight the zombies, ghouls, wraiths, and stitched horrors come out in greater force, easily overwhelming the NPC defenders, and even overwhelming the lesser numbers of players on at that time of night. Not a good place to log out in, obviously. Don't have any inns where players could set there hearthstone to (not a good idea from the players' perspective anyway .. who wants to hearth into a zombie infested burning ruin?)
Throw in some lower tier rewards for participating in the ground assault, something requiring sustained effort (not just a quest or two). Make it such that the top tier raiding guild would still be overwhelmed by the enormity of it all - sure, they could easily capture successive staging objectives, but they wouldn't be able to do that while simultaneously defending the previously captured bases, and anyway the long slog would be an enormous time-consuming grind before they even get to the raid instance. The top raiding guilds would require the assistance of the rest of the player population, who would already be participating for the ground assault rewards anyway.
Plonk in a few smaller dungeons along the way, some on the main path of the ground assault, some down divergent gullies. Thus: don't have just the one possible path which gets unlocked - this design opens the possibility of a guild rallying the general population to go unlock a side path one weekend, and another side path some other day. This keeps the zone interesting long after the top tier blazes the main trail.
I'd love to play in that world. Much better than the static theme park of raids where you must be "this high" to ride.
Thursday, May 8, 2008
exploring maps
Some quick thoughts on an exploration/expansion themed world game:
- No "you are here" cursor .. if you lose your way, you can't just take a quick look to see where the cursor representing you is located on the map. You need to look around for a landmark.
- The player map doesn't auto-fill .. the player has to stop and perform a "scribe map" function for a short while.
- If you "scribe map" from a location not adjacent to an existing map space, then the map scribed is a free floating fragment which you have to shift into position (like a jigsaw puzzle).
- Distant landmarks, if visible, would be added to the map when scribing. The area around those distant points wouldn't be.
- The quantity of space which gets added to the map is small, quite small. It should be a major effort to exhaustively map out an entire zone, not a quick jaunt around the zone.
- The map, as scribed by each player, will have errors, omissions, and distortions which makes each player's maps different.
- Players can control just how much area they want to scribe on each attempt. The greater the area, the greater the inaccuracies.
- Players will have opportunities to improve their map making skills.
- Players can acquire items which improve their map making skills. Some might be rare or difficult to find.
- Landmarks and such can be added to maps by the player, but won't be automatically added.
- Names of zones/areas won't magically appear.
- Maps describe the territory as at the time of scribing, thus if the territory changes later then maps become outdated (eg. a new village is founded, a road established, a mine opened, a forest felled, etc).
- Maps or fragments of maps can be shared, sold, traded.
- It should be possible to craft false maps (for whatever devious reason you can imagine).
Monday, May 5, 2008
places above, below, between
I dream of a zone which is a vast forest, where you could not only travel about on the ground, but also climb into the arbosphere and follow an intricate maze of skyway paths. The tree level wouldn't simply be another flat level overlaid on the ground level, but a 3 dimensional space, one where paths criss-cross above and below each other, where shortcuts are available by carefully jumping down in just the right spot, where apparent dead ends reveal ladders that open up whole new opportunities. Mix into that the occasional high protuberance from the ground level such as a hill or building to further complicate the potentials.
Floating above the tree level there could also be a cloud level, where gas leviathans lazily drift from place to place, and you'd need to now take into account the fourth dimension: time. Once all that is happening, build in an underground level too. Tunnels, caverns, precarious paths along cliffs. Some tunnels would wind upwards, exiting on cliffs overlooking the tree level.
The underdeep evokes memories of Wailing Caverns, with it's interesting possibilities of different paths, of having to leap across a gap to get to the next area ... which is most unlike Karazhan - while that place has used the vertical dimension you can't do a whole lot with it. There are no short cuts I know of available, and unless you have a parachute cloak or some magic skill a wrong step would usually be fatal.
Different sub-zones or gateways would be controlled by different factions, necessitating careful balancing of reputations. Certain paths should be mutually exclusive, determined by which rivalrous faction you have reputation with.
An explorer's paradise.
Monday, April 21, 2008
a wild west of magic
Are most fantasy MMOs set in ancient worlds, places where the extent of the lands have not only been explored at some time, not only been settled at some time, but are even littered with the ruins of ancient civilisations? Sure, there might be pockets of wilderness, but they are like national parks, preserved, carefully delineated on the maps, and nonetheless likely to contain the aforementioned ruins of ancient civilisations.
Are there any fantasy MMOs which are instead set in an "new world" environment, one where the frontier beckons, vast and unmapped? I wonder if a fantasy "new world" setting could be developed to include wild west themes. I don't mean steam punk elements like guns and trains and such, but instead sociological themes such as dirt poor pioneers scratching out the beginnings of empires, boom towns under constant threat from wild natives, a constantly moving and expanding frontier.
At least you wouldn't have to go write up a few millenias of lore with fanciful creation stories involving doomed immortals and such. Well, not until some intrepid adventurer stumbles across an ancient monument in the jungle or a hidden valley of ruins.
big worlds, big problems
What would it take to make a large world work? I'm talking of MMOGs with worlds bigger than Manhattan. One of problems with huge worlds is that unless you fill it with lots of content, there will be vast expanses of empty wilderness, and there would be long tedious travel times involved.
That's assuming that the whole expanse is part of the game from the beginning.
Imagine a world which has vast wilderness areas, with pockets of civilisation along one edge - perhaps primitive colonies on the coast of a new world. Everything you need is pretty much within close distance, but the frontier beckons. You could, for instance, set off into the new world and never see a civilized soul for days at a time.
Add to this the possibility of player impact on the world, something deeper and richer than simplistic "player housing", and this vast empty wilderness might slowly fill up.
Wednesday, March 12, 2008
The two edged sword of distance
I've been thinking about distances and travel times and the effect this has on guild cohesion and other social effects. In WoW right now it's possible to get anywhere in pretty short time - swift griffin and bat taxis, epic mounts, flying mounts, summoning stones, warlock summoning, mage portals. So many options. What this means is that members of your guild are typically scattered to the four corners of the world, even though that world might actually be quite small.
Sure, it also means they can come together relatively quickly ... however that still would take a conscious decision and consequent effort. It is important to remember the power of defaults, and here the default situation is that members of your guild are not in close proximity, are not reaping the benefits of serendipitous collaboration, are not building social bonds.
I believe there would be benefits to guilds having a geographical focus. Not only are there social advantages, it could even become part of the guild identity. It would require a different world design though - not only is there the long travel element, but it would be important that all members of a guild could operate from the same general geographical area.
Hmmm, instantaneous travel to anywhere = bad, but tedious to travel anywhere also = bad.
So, how to do this? Here is the idea that came to me: design the world such that it takes a very long time to travel from one place to another, seriously mind-numbing and game-breaking long time... but design it such that automated travel in ships and on griffins continue while the player is logged off. The player boards the ship, and can then either sit there and watch the waves for literal hours, or log off for those hours. When they log back on the next day, they have arrived.
Let players still be in contact over those long distances, they could even establish remote colonies and outposts. Guilds could pick up and relocate too, this would be similar to guilds embarking on server transfers, only they are still on the same server.
Obviously, you'd need to plan your travels and activities such that you don't need to travel right in the time you have available for playing. You'd settle in some zone, do all your questing and activity and adventuring there, and prepare for the time when you will embark on a great journey to far off lands.
I have no idea as yet just how a world might be structured to accomplish this. Something to think about.