Moo Tang Clan

Tuesday, June 24, 2008

Zul'Gurub adventures

I'm in ZG, solo, taking out the trash.

Some trash mobs are just damn impossible to solo - the Gurubashi Axe Throwers specifically. Once they enrage into their Axe Flurry will target a random player and hit for a moderate amount but also knock you down and stun you. By the time you get back up another Axe will be thrown at a random player .. which if you're soloing the place means you. Again. And Again. Knock down, 500 dmg, stunned, get back up, knock down, repeat for 15 seconds. The fact they usually come in pairs is just rubbing salt into the wound.

The packs of adders and serpents on the other hand can be soloed. A four pack is borderline lethal to the pet, but if it survives long enough then it's a game of chain trapping and double trapping and scare beast and intimidation and 120 seconds of frantic excitement.

The crocs are easier - trap, misdirect, double trap, one down, scare beast, wing clip, kite, kill, trap, kill, kill. If there are five or six in the group there's a challenge, but otherwise.

Easiest of all would be the tigers and panthers. Snore. They are total pussy cats playing patty cake.

Only two more bijous until I'm revered with Zandalar, then the long grind starts to exalted. I sure hope that Living Action Potion is worth it. At the least, this has been a good test of hunter prowess .. I must remember to bring all my hunter pals in for fun and games.

types of leveling systems at word of shadow

Crimson Starfire has many interesting posts at his Word of Shadow blog, well worth reading would be my recommendation. I just added the following comment there to his post on Best RPG leveling systems:

I'd like to see an alternative "leveling" mechanism, one which leverages the MMO aspect of the game: your character himself doesn't level up, but all his actions (and actions of other players) contribute to the success of his village/clan/kingdom .. and as your community becomes stronger then additional powers become available.

For example, your village has recently secured some achievement (which you might have had some small part in), and all members of that village now have a specific boon available. The boon might be a character buff (eg. a bonus on resistance to some kind of magic), or might be availability from vendors of more powerful gear (eg. steel swords, instead of bronze).

That buff or boon would be permanent .. unless a rival clan comes along and causes a reversal in fortune. Or you seriously betray that community and become an outcast.

The communities should be elect to join, not invite to join (like guilds), and there should be hundreds (not two factions or eight races as in WoW). It should also be possible to increase your reputation with these communities, with higher standings according greater access to boons or access to more powerful boons.

This means you could, if you so choose, decide to abandon a losing community and join a stronger community .. but you'd lose access to all your previous boons and you'd need to work hard to gain access to the boons of your new hearthland.

If you choose to go renegade, outcast from all civilisation, then you'd better have some mad pvp skillz because your character will be effectively at the starter level once again .. and not aligned to any communities.

Monday, June 23, 2008

more honor for the underdogs

Sometimes, it is not your day to be victorious on the battlefield - your opponents have 4 capped AB or EotS, they have 2 flags to your zero, you are rapidly running out of reinforcements in AV.

Your backs are against the wall, the enemy arrogantly advances, the smell of your blood and a swift victory on the wind ... Now is the time for great courage, to die gloriously on the field, to make them struggle for every drop of your blood. Let the nubs and farmers hide in dark corners and their spider holes, lamenting with the womenfolk - the brave fight on for there is honor to be gained, the song of battle does call.

Thus: increase honor per kill for those on the losing side to encourage getting in there and at least making a last stand.

Sunday, June 8, 2008

warlocks, mana, and health

(This is just a passing thought)

How cool would it be if warlock spells cost not just mana, but the same amount of health? Thus Curse of Agony might cost 100 mana and 100 health, and similarly for all other spells. Toss in a couple of talents to adjust the ratio involved (eg. 40%/60% or 60%/40%), and rebalance all the base mana costs to suit, and you've got an interesting game mechanic which sets the lock apart from other spell casters.

Friday, June 6, 2008

is there a MMO design wiki?

Is there a MMO wiki someplace, one which profiles all MMOs and their various game mechanics, without necessarily delving deep into the MMO specific content? Someplace where the differences between positive and negative reinforcement schedules are explained in MMO terms, where time honored terms like “Diku” are explained (especially the MMO mechanics aspect, for which that wikipedia page is full of fail).

Sunday, June 1, 2008

More than terrain in the territory

Fantasy lore often has reference to magical ley lines, shifting rivers of hidden energy. Knowing where these ley lines are, especially where they cross or join, is of strategic import.

Yet how many games include effects from ley lines in the actual game play? I don't mean simply in the lore itself, providing colour to NPC chatter or at most serving as an excuse for a quest or two. The closest I've seen in WoW is in Netherstorm, where you can stumble into patches of invisible free flowing mana which replenish you - it's a pity these don't exist in the Eye of the Storm battleground though, that could shake things up in interesting ways.

Imagine a game world where the ley lines start out as unknown, where building your guild fortress on a ley line provides benefits equivalent to building on tactically advantageous terrain, where different ley lines are associated with different forms of magic (shadow, nature, demonic, spirit, fire, etc) which buff or debuff your spell casting. To make it even more of a game these ley lines shouldn't be blindingly obvious to passerbys, not even in their effects (adjust the random numbers, don't apply a buff). Let players wonder why they seem to get more crits in one place than another, watch the stats junkies pile on saying it's just superstitious interpretation of blind luck.

Later on, introduce quests or capabilities to map these ley lines. The full extent of these ley lines would remain incomplete because they occasionally flow through inhospitable territory. The capability for the mapping of a ley line could be dependent on the type of ley line, and the capability limited to those classes that can use that type of magic. Holy ley lines would remain a mystery to warlocks, demonic leylines a mystery to crusaders.

Later still, let players discover for themselves that these ley lines move about - gradual shifts usually, sometimes sudden re-wiring jumps. Be prepared for the whining from the early adventurers that built their power base on a nexus which has shifted. Introduce some means, expensive grand projects like cathedrals, where the flow of these ley lines can be influenced. The flow could influence not just their path across the map, but also in their strength - let there be wars of strategic interference, damming the flows to cut off the enemy further down the flow, etc.

As much as maps are not the territory, neither is physical terrain the final story.

Wednesday, May 28, 2008

teaching situational adaptation

Syncaine describes a common quest chain pattern: (a) kill 10 boars, (b) find some boar relic, (c) kill the boar boss.

Consider instead if the first quest you got was to eliminate the threat of some monstrous ogre. You head off to do so, but discover that he's no dummy and has surrounded himself with dozens of guards and so on. Not only that, he's a full 5 levels higher and is an elite. The pig-headed adventurer would grimace, and plow right in. The smart adventurer would return to the quest giver and explain the situation .. at which point the quest giver would then offer some intermediary style quest - perhaps raid an outpost to draw off some reinforcements, maybe a quest to gather some special herb or stink bomb or other aid for the coming showdown. The quest to deal with the ogre boss would remain in your quest log the whole time.

The point being there could be a game mechanism in place to reward thoughtful situational adaptation by players, a design approach which transcends the “kill 10 x” and “kill x for y” grinding pattern of quests.

Note too that so far I haven't said the quest is to "kill the ogre boss" - instead I said "eliminate the threat". You could complete the objective by killing the ogre boss, but you could also uncover some additional quests which leads to you holding some object which causes the ogre boss to react differently, be friendly even. There could be an alternative quest line which results in you eliminating the threat by convincing the ogre to swap sides, to enter into a trade arrangement, or even eliminate the threat by convincing some other NPC group to lead the attack and kill the ogre boss or force him to flee.

Sunday, May 25, 2008

partial cooldowns?

Here's a stupid thought to start the day - what if the cool-downs of various abilities were replaced with a chance of success mechanic. Thus, Bestial Wrath would be available with a 100% chance after 2 minutes, and a degraded chance before that time - it would have a 50% chance of working after 1 minute, and a 75% chance after 1:30. Failure would result in the cool down timer restarting, as well as the full resource cost.

How might this affect your game play?

I know I'd stop spamming my Feign Death button while stun locked, and weaving Arcane Shot into my shot rotation would be trickier. The lazy macro I use that attempts to cast Kill Command after every Steady Shot would need to be tossed out. That said, I'd definitely know there will be a few hail Mary moments where a partial chance of success is better than getting wiped - how cool would it be to get the kill shot on a boss as he's heading towards me, knowing I've only got a 10% chance of the shot even working?

Thursday, May 22, 2008

social is desired, don't give it away

In most MMORPGs there are plenty of chat options available but I wonder if that isn't such a good idea.

Sure, people want the social, and adding chat channels makes that easier, but I'm haunted by the memory of PUGs where one or two members weren't quite "there" .. turns out they spent half the instance on auto-pilot while their attention was on guild chat or whispers. Additionally, I've forgotten the number of times a fellow guildie turns down an offer of help while they solo some area, yet they continue socialising in guild chat.

Whenever I visit an old-world city I see small crowds hanging about outside the bank/mailbox/AH, but they are usually silent. In truth, they may be deep in conversation in guild chat, party chat, trade, city, or general. Sometimes a couple are engaged in a conversation in the /say channel, and that's pretty cool as it makes the place come alive. That said, it's all the more incongruent when one talks in /say, and the other is in /p or /g and only one side of the conversation can be heard. It's borderline irritating, in the same way overhearing only one side of a phone conversation is irritating.

Naturally, if all those gathered around the mail box were chatting in /say instead then things would get very noisy. I wouldn't see that as a problem though, more of an opportunity for increasing immersion in the game: either hang out at the mailbox, suffering the din of the maddening crowd, or sneak off to some private hut for a quiet chat.

I'm also wondering if there are other opportunities possible if the game took away ubiquitous chat channels: they could be put back in via special abilities, spells, and items. Spirit messengers, Guild Commune, Trinkets of Telepathy. Characters don't have ubiquitous “teleport anywhere” capabilities, but some classes can learn limited versions of that: mages can make portals to enable travel to various destinations, while warlocks can open a portal to summon comrades in the opposite direction.

Would you embark on a long quest with your guild mates to secure an Orb of CzNN, a critical piece of gear which when equipped into your guild hall would enable whoever is in your guild hall to broadcast a message to all guild members? Would you gather the mats and commission an engineer to craft a Catwwezl Talking Bone, a marvelous device that enables one to one communication over long distances?

Tuesday, May 20, 2008

moderating miscreants

If your goal is to encourage behaviour over a sustained period, then intermittent positive reinforcement works better than periodic positive reinforcement ... but which works better for negative reinforcement? That is, if there is some specific behaviour you wish to punish.

I'm told that random negative reinforcement works best (if you're attempting to instill terror).

The problem with random negative reinforcement in social systems is that the absence of punishment on others is used to rationalise away guilt: "he didn't get punished for doing X, therefore I shouldn't have. I shouldn't have been punished, therefore action X was not a wrong thing to do".

What if, instead of meting out punishment 1:1 in response to crime, but instead the total punishment due is accumulated into a growing debt and eventually meted out, in whole, by random selection, to some unlucky miscreant? For example: abusive name calling in the forums is punishable with a banning of 1 hour, but there's only a 10% chance you'll get punished .. after some time there have been 7 infractions of this type, none punished (so far), and then some poor sod goes off the handle. Instead of copping just a 1 hour banning, he cops the 1 hour ban plus the accumulated punishment debt of 7 hours.

This might sometimes be known as the "daddy is getting angry" model.

For this system to work (ie. not appear entirely capricious) it would be necessary to provide ongoing feedback to the community as to the current level of punishment debt. Other forms of community status/feedback might include a list of currently unpunished miscreants, or (more positively) a leaderboard of well behaved frequent posters.

Variations to this basic model are possible: the punishment debt could aggregate from all crimes instead of separate totals for each type being kept, the chance of the punishment being applied might increase as the debt increases, the chance of punishment might increase if you've previously escaped punishment, there could be some modulation of the upper limit according to the severity of the crime, there could be a gradual decay of the debt over time, and so on.

What might the effects be? If the community has been particularly naughty lately, it would be wise not to do even the littlest thing wrong, lest daddy's wrath descend on you. An acceptable (i.e. non-perfect) level of misbehaviour might be arrived at through community consensus. Some characters might take on the role of lightning rod/martyr, intentionally invoking the wrath of punishment so as to release the built up potential.

Monday, May 19, 2008

teaching patience

Here and there I read the commentary of others on various quests, and I see various complaints about quests. Things like a quest to "go see this guy in Zangarmarsh" but doesn't say just where in the zone he is; or a quest involving killing a number of a type of mob but there are not enough spawns.

The first type of quest usually results in the player looking up the coords on wowhead or similar .. and the player then whining about travelling all the way over there just to talk to the guy, who then sends you all the way back again. The smarter approach is to just leave it in your quest log and go about your business, knowing with a sure certainty that there are lots of other quests throughout the zone and you'll eventually stumble across the guy.

The “kill 10 rats” style of quests .. many players I know approach these with a one track determination, and often I'm similarly tempted. I need to stop and look at what other quests are in the same place - sometimes I focus on completing the kill count, and then look at another quest I already have and realise I now need to fight (and kill) my way through the exact same type of mob to complete some “pickup a thing” quest.

I can understand the determined approach though: you're a hero, you've got a quest, of course you're going to get stuck in. Completing quests as a by product of going about your daily business just doesn't feel particularly heroic.

What game mechanisms might be brought to play to encourage less single-mindedness?

For example: what if there was some quest involving killing 40 vicious crocodiles .. but there are only 1 or 2 that spawn in an area which you need to travel many, many times in pursuit of other quests. The spawns would need to be randomly distributed across a wide area to make spawn camping futile. The quest hub shouldn't make this quest available until maybe a fedex quest has already been completed across that area - you certainly wouldn't want this quest giver being the first guy you meet as you approach the area.

Another: a twist on the daily quest mechanism in that you keep the one quest the whole time but only one kill per day counts. No one would seriously want to do 40 kills of this type, although 7 kills might be tolerable.

What else?

Friday, May 9, 2008

more than death itself

Death is the usual penalty for failure to be victorious over your opponent. Sometimes you can escape by running away. It bothers me though that defeat has only one outcome.

Possibilities here, thinking out loud ...

Falling on the battlefield could result in a near-death state, one in which you are incapacitated but not dead quite yet. If help is at hand, then you can be "rezzed" through swift application of simple first aid, a skill available to all classes. This might encourage more grouping. To avoid players exploiting this as an in-combat rez, perhaps it requires 60 seconds of "cast time", and applies a further 60 second "woozy" debuff.

Your near-death state is on a timer though ... you will eventually succumb to your wounds. When you actually die persons with special magical skills could still rez you, or you could release and do a ghost run.

Different mobs will result in different outcomes - simpleminded non-predatory beasts would be satisfied with you being severely wounded and retreating, while predatory beasts will want to kill you (at least). More intelligent mobs would likely investigate any corpse stinking up their compound, so please have the good grace to get some distance in before falling else you’ll find them applying a coup de grâce.

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.

Tuesday, April 29, 2008

Storytelling 101

Go read It’s Story Time, Boys And Girls! for an excellent write up about building storytelling into MMO design.

Monday, April 28, 2008

why only one end to the game?

The game starts with different starting zones, based on your choice of race. Each is different and interesting, some are better than others, but eventually everyone converges into the same few zones, such as the Stranglethorn Hole. After that the game then progresses with some divergence and paths, but all eventually leading back to the same end-game series of instances, and eventually to Black Temple.

The design concept underlying all this is that all roads lead to Rome - a plethora of choices early on, narrowing as you go, and ultimately being funneled towards one end destination. This idea is all well and fine at first blush, but there are problems becoming very evident.

Problems like: the only way to add new content is by shifting the goals further down the road, resulting in an even longer leveling death-march; and then whatever was the previous end destination becomes obsoleted and henceforth completely skipped; end-game epic gear becoming obsoleted by the trash greens that drop in the expansion; and fewer and fewer choices of where to play just at the time when your character finally has lots of capabilities (spells, talents, skills, etc).

What if the game had multiple ending zones, each rivaling the other, each requiring the same massive investment of time and effort to gather necessary faction reputations, resistance gear, etc. Now, not only could you experience a totally different game by choosing a different starting zone, but you could experience a totally different game by choosing a different ending zone.

Importantly, pursuit of one particular ending zone should come at the opportunity cost of the other ending zones - the simplest means might be via different resistance sets, more complex means might involve rivalrous factions. The point being that you don't get everyone congregating in one end city/zone/instance, but instead are spread out over different places. It should still be possible to take your champion from one place and go explore the alternative end zones, but the success in that first place shouldn't result in easy success in the second place (due to gear etc). Some advantage, but not much .. the same way success in the PvP arenas doesn't result in being equally suited for success in PvE raiding (and vice versa).

This divergent-endings design could be further enhanced by introducing meaningful faction rivalries, such that it might be quicker to level an alt to take on different ending, rather than grind down the hatred your main accumulated with the faction in charge of the other end-game instance.

I can imagine entire guilds being formed around different end-games. Fellowship of the Mountain, Black Rock Raiders, Underdeep Underdogs, Southsea Buccaneers.

Each expansion of the game could introduce new end-zones and instances, but no raising of the level cap (by not raising the level cap, you don't further exacerbate the death-march grind required to reach the level cap). Introduce new talents and gear and potions and enchants which are tuned for that expansion, but all at the same level as what is already in the game.

This idea isn't without it's own problems of course: many players get precious about their one character, and after the hard struggle to topple Illidan they would want to take the same character into the content of the next expansion. Counter that by ensuring there is enough divergent paths through leveling content, with the barest crossovers and melting pots like Stranglethorn.

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.

Friday, April 18, 2008

balancing solo dungeons for different classes

On WowInsider, I saw this comment and similar like it:

Sounds like a great idea in theory, but just trying to balance a "solo" dungeon for any character class seems to be a bit daunting. How do you balance it so a squishy mage can crowd control and burn mobs while a tankadin can't CC and needs to tank try to DPS?
Good question. My answer would be to design dungeons such that they are not so damn linear. Provide a multitude of alternative paths from the entrance to each of the bosses - in Shattered Halls you can skip some tedious oozeling trash if you have a rogue with lockpicking, or an engineer with a seaforium charge; in Karazhan there's a seldom used route from the stables to the back entrance, another route that starts from Opera and goes upstairs, and there's also the kitchen off the side of the Moroes encounter .. I have no idea where that goes.

In Kara, these alternate routes are a failed design - everyone ignores them simply because it's just more trash to clear and there's no advantage. The design of the locked door in Shattered Halls works. Apart from that one encounter though I'm struggling to think of any others, which is a real shame as this is a missed opportunity.

Imagine some dungeon where behind door A is a series of trash requiring lots of AoE, while the trash behind door B is handily despatched via CC, while door C is locked and leads to encounters which can be avoided via stealth. Someplace further in there's a long winding path downwards requiring either lots of tanking or clever ranged attacks .. or some classes could skip all that by jumping off the edge and slow falling, levitating, or bubbling.

We've already seen that some existing dungeons are more suited for certain class combinations than others, some dungeons go real easy if you have a warlock, others require plenty of CC, and so forth. Just put all that into the one dungeon, with alternative routes.

Update: another timely post at wowinsider reminds me of some old world dungeons with alternative pathings: Dire Maul, Blackrock Depths

Tuesday, April 15, 2008

slow, stupid, but fun

So there I was in AV, and one of them, still mounted, gets past our blockade and is making a dash for FW. I pop a Concussive Shot which slows them just enough for Garumeow to catch up, his Intimidation lands giving me time to catch up too .. and he's still mounted and with enough health to get away.

What does a hunter do? Spams Wing Clip and chases them, keep spamming Wing Clip and they can't ride away fast enough to get out of range.

It's a slow and stupid way to kill anyone.

Sure is fun though.