Dungeon discovery prerequisite removed — There is no requirement to have discovered the dungeon entrance in order to queue for that dungeon in the random dungeon finder tool.Sheesh.
-- patch notes for 4.06
Wednesday, January 26, 2011
That didn't last long
Will they storm the caves?
Sure, the soldiers of your faction and the Earthen Ring might still be in trouble, but again, the zone depends too heavily on telling us that our allies are in danger without ever showing us how they are in danger. Do these naga that we need to be afraid of ever storm the caves we get our quests from? Do they send out scouting parties to see if we have become a threat yet?Yup, I had the same sense of non-danger.
-- Ardol, WoW Philosophized - “Oh dear, Vashj'ir”
What I'd like to see is some kind of counter, showing the number of naga outside, gradually ticking over and growing. Once it hits 100 then a swarm of naga come busting in .. if you don't beat them off then quest givers and vendors die. Don't worry, they'll come back in five or so minutes. Five minutes, that'll feel like an eternity if you're trying to level.
That "number of naga" mechanic would of course also be affected by players killing naga, reducing the number. This could give rise to interesting dynamics - say you're returning to hand in some quests, and see the naga count inching close to 100 .. do you detour to kill a few first, or rush in hoping to get your hand-ins done before they attack?
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?
Tuesday, January 11, 2011
Solving the prisoner's dilemma of Tol Barad
The Tol Barad battleground has apparently been a big fail with lots of win trading going on. This was due to the massive honor being awarded for successfully attacking and scant rewards for defending. In some cases win-trading was coordinated or at least discussed and argued for on the forums, but on some servers it just naturally and organically occurred. Why defend this time if instead you could just come back later and attack, and gain (literally) 10 times the rewards.
There are changes incoming, but they sound like simple tweaks of the numbers and not a change to the underlying system.
The problem is that, apart from the rewards of the battle itself, there is no difference between successfully attacking and successfully defending. Win-trading is still an optimal path to rewards, whether planned and coordinated or simply by herd instinct.
Consider though if successfully defending multiple times in a row gave some additional benefit, and continuing to successfully defend increased those benefits further. One successful defense might give (say) a +2% buff, two successful defenses (in a row) might give a +4%, and so on, and on. Now, the defenders have a reason not to engage in win-trading because the longer they can hold Tol Barad, the greater the rewards. (Whether it's +2% cumulative or +5% cumulative, has diminishing returns, is capped etc are parameters that can be tweaked. Lets just use +2% for sake of example.)
Tricky thing though is that you can't make this buff apply to PvP, otherwise you've got a positive feedback loop that will eventually make it nigh on impossible for the attackers to succeed. Especially since fewer and fewer potential attackers would even bother queuing.
Thankfully, Tol Barad includes a raid dungeon which only unlocks for the faction that won the last battle. If the defender's buff were to apply to that PvE content then you don't have a positive feedback loop but you do have a motivation for defending, a motivation that grows and grows.
Problem solved? No. A strong defender faction has greater motivation to successfully defend, which in itself demotivates the attackers. They failed in their last attack, and they know the defenders have even more reason to defend for your next attack. We still need some reason for attackers to get in the game, and this is even without the defender's buff further motivating the defenders because, by definition, they are the weaker faction.
A PvP buff needs to be provided to the attackers, one that is also cumulative with successive failures. For simplicity sake say it's a cumulative +2% to all attackers for damage, healing, health, movement, and so on.
This way a generally weaker faction will be buffed and buffed to the point where they can actually win the battle and control the island. The buff to movement could be really interesting: eventually the attackers could chase down lone defenders with ease, zerg from point to point faster than the defenders, and easily escape getting overwhelmed by a numerically superior pack of defenders.
As additional incentive, a successful attack could result in the attackers receiving the full PvE buff the defenders had for one round, before it resets back to the initial +2% for a successful defense. If the defenders have dominated Tol Barad for six successful defenses then the attackers know they would be receiving a +12% buff to raiding if they win. Plenty of motivation to show up and try harder.
Note though that if the recently defeated defender's were to rally the next round and successfully attack they wouldn't regain that +12% buff. They'd start over at no buff, otherwise the buff will only rise and rise and rise, just changing hands every now and then, and that would be untenable. Mechanically, call the cumulative PVE buff for successively defending the Defender's Buff and the transferred PvE buff for successfully attacking the Victory Buff, and the rule then becomes easy to express: successful defenses grant a cumulative +2% raiding Defender's Buff, successful attacks grant a Victory Buff equivalent to the losing defender's Defender's Buff, but the Victory Buff only lasts one round (ie. gets replaced with the cumulative Defender's Buff).
Would this work? In what nasty underhanded ways can you imagine this design could be exploited and abused? Would the forums asplode in flame?
Wednesday, December 15, 2010
A telling assumption
By its very multiplayer nature, a MMORPG can not allow a player to really change the world, because other players need to have the opportunity to play through the same story.
~ Tobold, on story
Players need the opportunity to enjoy the game, that is all.
They can play through different stories, even make their own.
Monday, December 13, 2010
QOTD - Danc on building systems for stories
Don't build games in order to tell a single story. Build meaningful systems that create an explosion of culture, spread by the players who are absolutely thrilled to share what they've learned.
~ Danc, on story as evolutionary success or failure lessons
Wednesday, December 8, 2010
Quote of the day
They simply forgot to balance their game around gameplay and hence jumped to the conclusion that it was the quest structure itself that was the issue and NOT the structure of the game. So instead they create quests that have nothing to do with the MMO or RPG aspects of the genre (a.k.a. meaningless mini-games that don’t involve ANYTHING you have done with your character AND don’t involve other people).~ from a comment over at Keen & Graev's blog
Designing systems, vs designing levels
There's a fascinating post over at Lost Gardens, one which gets me thinking whether that approach could also be applied to MMOs. If it could, then it could well be the trick to overcoming the 900 lb gorilla in the room.
For contrast, there's this over at Hardcore Casual.
... what are your thoughts?
Monday, December 6, 2010
Friday, November 12, 2010
World centric or player centric?
Via Syp over at BioBreak:
“How many times will a developer promise me that my decisions will impact the world before I actually see it?”
~ KvanCetre @ Massively
... when the world itself is designed to be the game, with player participation a secondary consideration.
What I mean by this is first design a world, populated with whatever is in that world, and design it such that those things are determined by the other things in the world. Make the world a dynamic model, even absent of players. Design and develop the world such that, even if no players ever logged in, the fates and fortunes of the world inhabitants will ebb and flow.
Now, add players. (Then fix all the bits that get broken by adding players).
Contrast this with what you've likely seen a few times now: design a world as a static landscape, add players, and then add mechanisms for players to affect that world. The design of such a world is entirely player centric - without players exploring their personal destinies (aka "consuming content") the world effectively ceases to exist.
Wednesday, November 10, 2010
Kill 10 rats ... or kill 4 specific rats
Which type of quest would you prefer to do:
- kill 10 rats, in a nearby farmyard with lots of rats
- kill a red rat from the barn, kill a black rat in the forest, kill a white rat in the house, kill a brown rat in the yard
Fine print: they both would take about 5 minutes to complete, both reward 55 silver and 1,250 xp (from mob kills and quest completion).
Tuesday, October 26, 2010
A lack of talents
Is it just me, or does anyone else feel that WoW's new talent system only facilitates defining your character in terms of which talents you don't take in a given tree, rather than the ones you do take?
Supporting explorers
Bartle defines explorers as players that seek out information about their world, and share it with others. Part of the reward for explorers is the private delight in discovery, but often an equally important reward is being able to pass on your knowledge to others, or even to share it together.
How to support explorers in an MMOG?
First, obviously, you need lots of content for them to explore. Start with adding quirks to your terrain, to reward the player for pushing through the bushes and exploring an otherwise unimportant gully. Simple things like setting up a picnic blanket and basket, but with skeletons scattered about and nothing more – an unusual sight with an unexplained story.
You could also add hidden mechanisms to your world, like ley lines that affect magical powers. Let the explorers figure out where they run, and what effects they have on the game.
Map making and documentation.
Another neat thing you could do is build into your game UI a means of taking and sharing photos of the world. That way you could not only boast about this tragic picnic in the wilds but show proof to others. I don't just mean allow the player to take a screen shot and upload it to a website, I mean collect and share photos in the game itself. They could share individual photos the same way items are shared in chat or trade, they could pay an NPC or a crafter to take their photo and mount it in their home or guild house, and they could publish collections of images with annotations in guide books.
Wednesday, October 20, 2010
Storm the beach, climb that mountain
One problem many pvp based games face is that experienced players with hard earned gear stick around and gank the new comers. Another problem that can arise is that the smartest battlefield strategy is to mindlessly zerg.
So acknowledge that, and make it work for your game, not against it.
The key issue with newb ganking is that there's a sense of betrayal of fairness, that on the battlefield all should have an equal chance and equal capability. Unfortunately, handing out gear improvements as rewards undermines that supposed fairness.
Thus: design the pvp game around scenarios which have entrenched veterans defending a beachhead, and the newbs being cannon fodder. Make it 40 vs 10 even - a game of asymmetric warfare. It might even be possible to have the numbers on each side being determined by a gear budget, that way if a massively over-geared player queues for an early tier they just might find themselves defending the whole beach by them selves.
Once those players attain sufficient gear they get swapped to the defense team, or can go offense on the next tier of attack. First the beachhead, then the village, then the hill, the castle, and onwards. It's probably important to have that sense of progression in the scenarios too - don't just bump the players up a numeric tier and throw them against the same beachhead (only now facing tougher and more well equipped defenders).
So .. two points: asymmetric warfare, and narrative progression.
Think that might work?
Friday, October 15, 2010
Steam-punk factory
If you were to build your own steam-punk factory, what would you have in it?
I'd have furnaces and steam engines, massive flywheels, steam pipes, steam pressure regulators, conveyor belts, trolly carts on rails, big water tanks, grabby things on crane arms grabbing crates and barrels of incoming supplies, big axes on levers chopping up the crates & barrels and feeding them into those furnaces driving the steam engines filling those pipes.
Lots of odds and ends all joined together into a one convoluted mechanism, taking in raw materials on one side and spitting out manufactured product on the other.
What are the components you'd have?
Monday, August 16, 2010
The wolf is represented by the bassoon?
There's this thing called a Leitmotif. At its simplest, it is an audio cue.
So here's an idea - represent different classes or roles with different instruments, and have various actions or activity levels give rise to longish chords of music. This is more than just a 3 note audio cue which is played every time the priest casts Smite - instead, there would be a multi-bar track of music which is associated with a priest casting lots of offensive spells, with a different multi-bar track for healing spells.
For the tank, as the danger level increases the dramatic tones of his leitmotif could increase. The more adds he's tanking could be represented by a more frantic pace. If the tank's health starts to dip, the music could take on an ominous score. And if the tank dies?
All this is a mile ahead of simple background music on a loop and sound effects tied directly to specific abilities ... so I wouldn't expect to see it in any game anytime soon. Which is a pity.
And no, the wolf is represented by French Horns. It is the grandfather who is represented by the Bassoon.
Sunday, August 15, 2010
Grrr .. a rant on bad design
This afternoon we formed a pug with scrubs from /2 and headed into Ulduar to try Freya hard-mode.
It's a big indoor garden room, with lots of packs of trash between the boss and the entrance. We clear all that.
The boss fight goes something like this:
- Phase 1 has six waves of adds which must be eliminated before the boss can be harmed. There are three types of waves, each with their own abilities. Some do a massive AoE explosion on death, some do knock-backs, one wave is just a big tree elemental and some mushrooms the raid need to hide under.
- Phase 2 is less hectic, it's mostly a tank and spank but with the boss throwing seed bombs periodically.
The only possible way to learn how to handle the adds in the boss fight is to do the boss fight. And probably wipe, multiple times. And all that trash before? A pointless waste of time.
It would have been better if players would be exposed to each of the mechanics in separate trash packs, where they can learn the signs and the effects and teach any newbs in the raid what the heck happens. Then the boss fight packs them all together in one big encounter in combination.
Thursday, July 1, 2010
Designing for exploration - how not to do it
It's the Midsummer Festival, and the moo is back in The Slave Pens.
On a whim, once Ahune has been readily dispatched, I decide to explore the place a little bit more. Turns out that there's a hidden underwater tunnel!
Unfortunately, to get to it you have to get past two trash packs of hard mobs. And not regular sized trash packs either, these are trash packs of six mobs each.
Compare this to the more obvious and direct route where while there are three packs of trash, they are only four mobs in each, and furthermore they are placed in such a manner that it is actually possible to skirt around them completely.
Way to go Blizzard, make the obvious and direct route the simplest, and punish the explorer for going off the beaten path.
Tuesday, June 8, 2010
Quote of the day
It’s this difference between individuals playing as a team, and a team playing as individuals that I think is interesting, and I wonder whether it’s time to think about creating classes that are entirely self sufficient but which become greater when played as part of a group.
The conflict between autonomy and security - Melmoth
Queued & offline crafting?
In Fallen Earth you can queue up crafting activities, and this all goes on while you're off doing whatever it is you do in Fallen Earth. Admiring sunsets and running from hermit crabs, apparently.
In EvE, character skills are also learned in a similar way. You queue up skills to learn, time passes, and you get the skills.
In WoW, crafting and learning are done first person. You have to be there, you can't queue anything (without mods), you can't go off and do something else during that time, and you certainly can't log off and expect any progress.
The discombobulating thing with Fallen Earth's crafting is just how the heck does your character manage to craft their thingy while they're busy admiring sunsets and running away from hermit crabs. Similarly with EvE, just how are you managing to do all that homework while dodging missiles from rats and concentrating on that oh so tricky mining operation (ahem).
So, here's a different take on queued crafting: your character doesn't do it, you instead hire NPCs to do it. You install them in your player or guild housing, you buy them equipment, you pay them a weekly wage, you send them materials. They stay back at base doing the boring crafting while you galavant about the countryside slaying dragons and wooing princesses.
They could also be designed to sell their spare stock to others, at prices you choose. And purchase the materials he needs as well. With not too much effort you could even set them up to take build orders from others, if you so wish.
Now you also have a resource management mini-game - if you don't queue up enough tasks, and don't queue up enough crafting materials, your expensive crafting NPC just sits there building nothing.
If these crafting NPCs are geographically dispersed, you've also got support in the game for players to act as traders, seeking out goods at competitive prices and taking them to the local market/auction house.
The NPC wage would also act as a gold sink for the economy.
Hmm ... what happens though if you don't pay the wage?