Tuesday, July 31, 2007

Single Class Games: A Creative Springboard for New Class-oriented Gameplay

I ran across a blog post the other day (which I cant seem to find now despite hours of searching), that discussed the concept of making a game with only one class! What an excellent idea! This has already been done to some degree, mostly centered around the rogue-type with games such as Thief.

Not only would it be interesting to delve into such a focused area to try and make it engaging, interesting, varied and fun, but I could see doing a small focused game along these lines as a prelude to producing a bigger game that combines the concepts gameplay from the smaller games and incorporates them into a whole.

Click the link below for some random thoughts about what could be done with this idea.

Rangers - Game would be mostly outdoors. Rugged wilderness with lots of nooks and crannies. Mostly small villages who would be somewhat distrustful of the wornout stranger walking into their town. Villages would just be for some light trading before the players would set back out into the wilderness. Gameplay would be centered round tracking, outdoor survival, learning the lay of the land, etc. Opportunities for combat, puzzle solving and exploration abound!

Soldier - This game would start you off as a guard in a town. You do patrols, break up bar fights, gamble and drink on your time off and eventually work your way up to joining the army where you are sent off to fight battles in which you find yourself just one of dozens or hundreds of combatants, and your main focus is to defeat the guy in front of you and keep an eye on whats happening in your general vicinity while trying to maintain your formation and respond to any new orders from the leaders. Maybe even moving from this closeup individual combat to commanding your own squads and armies!

Mage - Entire game based inside an impossibly huge tower that likely crosses and exists in several dimensions at once. The basic concept is that the player is a new apprentice who must learn to use magic, pass tests of their magical abilities, and explore the mysterious tower without getting caught trespassing into forbidden areas while also avoiding being eaten or imprisoned by various entities who live in the recesses of the mammoth structure. There would also be various factions within the school that the player can choose to join which would further alter their playing experience as they advance through the ranks. This would also be an excellent place to try out a complex spellcrafting system!

Priest - Player starts as a novice priest dedicated to a certain god. The goal is to increase their gods in-game presence through converting heathens, making appropriate sacrifices and establishing new temples.. As they gain favor, the player can gain new powers. They'll even have opportunities to change the deity they are aligned with... for a cost. Avatars for other deities would be also trying to promote their gods and as such would cross paths with other players, sometimes in battle, sometimes in uneasy alliance.

Just a few examples off the top of my head. In some ways, having such a narrow focus provides even greater opportunities for creativity than a more open game would.

Sunday, July 29, 2007

Azh's WoW Adventures: Heroic Mechanar Redux

Note: If you're looking for help with Heroic Mechanar, check out my Quick Tips post.


Made two more runs through Heroic Mechanar the past two days.

First group consisted of myself, a protection warrior, warlock, druid and rogue. The druid dropped out early and was replaced with a priest. Learned some tricks for skipping past a number of pulls at the front, and also learned that Capacitus' polarity charges can be used to your party's advantage. If two players of the same polarity stand together, they get %100 damage bonus!! Knowing that makes the encounter much easier.

I also was witness to the ways in which a good warlock can tear up the demon groups. The guy we were with could almost solo them by taking control of a bomber, banishing another and then healing the bomber as he took care of the other demons.

We didn't even try Sepethrea. And for the waves of attackers after her, we would run down the elevator between most combats. Pretty cheesy tactic, IMO, but you have to be really coordinated to keep crowd control on the Blood Elves as they're rushing you, which is not easy with a pickup group. We muddled through and downed Pathaleon on the first try (I think. Maybe it was the second. Either way, we didn't spend too long on it). Came out of the adventure with 4 badges, but rolled a lowly 1 for the Primal Nether.

Similar setup today, but with completely different players. Had a shaman along as healer instead of the priest. Had a little trouble with a patroller add, and then failing to interrupt Gyro-Kill's Shadow Power buff. First attempt at the Mechano-Lord saw the shaman falling first. We then fought on for another 10-15 seconds while urging the shaman to ankh, but he instead waited until everyone was dead. Second attempt went more smoothly. Skipped the Nethermancer, only ran from two of the event waves, and then killed the Calculator after two attempts. It seems like you really need to kill that first wave of elementals. If you try to just fear them, you get screwed when the second wave appears. Eight arcane elementals auto-firing 1.2k damage arcane bolts is just too tough to deal with, especially when any that aren't feared are likely going after your lone healer! Only two of us rolled on the Nether and I won (just two more to go)!

But this group decided to make a single attempt on Sepethrea. We started off well. I didn't have any of the elementals after me, so I was able to unload on her at the beginning, but then it just got out of hand. I have to agree with those who say this encounter is overly difficult. It's enough of a pain to have to run away when the elementals are after you, but then they can daze you, the Nethremancer can disorient and freeze you, and with three of them running around, you often have to run through some of the flames anyway! Definitely not an encounter that supports melee, which seems to be the case for too many dungeons (auras, AoE blasts, AoE fears...)

Friday, July 27, 2007

Azh's WoW Adventures: Heroic Mechanar

Note: If you're looking for help with Heroic Mechanar, check out my Quick Tips post.


In trying to acquire enough Primal Nether to upgrade my blacksmithing axe(s), I've decided to seek out pickup groups for Heroic instances when we don't have enough guildmembers awake.

Yesterday, I joined one for Mechanar. This was my first trip into the heroic version of this instance, and I was a little apprehensive because I'm Arms-specced (though I've successfully played the role of tank for Heroic Slave Pens in the past) and would be fighting with a group of players that I didn't know. Luckily, the first group member turned out to be Draaco, a rogue that I used to see in the battlegrounds all the time back in the day. After a bit of waiting (the LFG tool can actually work sometimes, though it's often slow going), we filled out our group with a shaman and two mages.

I don't have any epic tanking gear, but it is mostly blue, with a couple of pieces of the 'Bold' plate armor. In my full defense kit, I have 483 defense and about 11k health. I also have a variety of resistance pieces that I swap out as needed, including a full set of Enchanted Adamantine armor, which proved to be especially useful for some encounters.

Things started off well. Having the option to sap as well as sheep two humanoid targets made the blood elves easy pickings. One the mages tended to draw aggro at bad times, but that usually just resulted in him getting killed in three hits. (Important Note for non-tanks: If you're getting pounded, run towards the tank! Running away and making me chase the both of you doesn't help anyone.) The rough parts came when we hit the demons. The big guys weren't so bad (except for those annoying ones that have the various confusion abilities), but the little guys who throw bombs faster than Lindsay Lohan chugs drinks were troublesome. I finally hit on a solution that worked well. I would put on my arcane resistance suit and just try to keep aggro on everyone while the rest of the party killed the little demons fast. This worked especially well when there were three of four of them to a group.

The first two mini-bosses were fairly easy, you just have to remember to move away from the guy with the hammer when he 'raises it threateningly'. The Mechano-Lord Capacitus also turned out to be an easy fight. His only extra trick for heroic mode was that he would occassionally 'charge' the party, some negative, some positive. Opposites need to stay away from each other. As tank, I pretty mucg ignored it except for trying to yell out which way I was charged, which resulted in aggro loss twice. So maybe I should have just stayed focus on the job at hand.

Sepethrea proved to be a tougher customer. She has three of those damned invincible fire elementals. Combined with her frostbrand slowing attack, I found myself having trouble avoiding the flames while keeping her occupied. Putting on some fire resistance helped, but after two wipes, we decided to skip her.

The gauntlet event in the hallway afterwards also got us a couple of times, mainly just due to uncoordination. If I had been with a guild group who knows which targets I like to take down first (mage types), it would have been smoother. But we pushed onwards.

Finally, Pathaleon the Calculator. This encounter proved to be our bane. His elementals that he summons hit for a lot more damage than he does, and we only had my one fear to use on them. We tried a few different tactics but were defeated every time. Finally, one of the mages got frustrated, said that we needed a protection warrior and left the group. Undaunted, we quickly found a replacement (enhancement shaman) and tried again. Our tactic this time was to kill the first wave of elementals, fear the second and try to burn him down as quickly as possible in-between. Our first attempt was again inadequate, as I mostly left the elementals to the rest of the group and focused on the boss. But then I realized that they were probably taking too much damage while dealing with the first wave, so I slapped on my arcane resistance suit and used my challenging shout to keep the first wave on me. This seemed to work well, and we emerged victorious! Even better, I rolled a 100 for the Primal Nether, bringing my total to three (four if I turn in my Badges of Justice). Halfway there!

Warhammer vs Warcraft: A Very Brief History

Given the upcoming MMO, Warhammer Online, there has been a lot of discussion over the past year or so about who's ripping off who. As hopefully everyone knows by now, Warhammer (first published in 1983) has been around long before anyone even heard of the Internet. But what many don't know is that before Warcraft, Blizzard had been in negotiations with games Workshop to make a Warhammer game. For whatever reasons, the deal fell through, Blizzard modified a few things and released Warcraft (which is why the games seem similar in many ways). I guess there was enough ambiguity for Blizzard to avoid a lawsuit.

Anyway, in short, Warhammer has been around for a long time, Blizzard was undeniably, heavily influenced by Warhammer when they created Warcraft, and now, Warhammer has a lot of work ahead to claim its rightful section of the MMO pie.

Wednesday, July 25, 2007

Breaking the Holy Trinity of Character Grouping

Tank, Healer, DPS. The three required classes of any class-based MMO. Which pretty much makes dungeon adventures very standard and boring after the first couple of times through. Wouldn't it be nice if you could take any class-combo you wanted into a dungeon. If there were ways to engage encounters that didn't rely on the tried and true, "You take damage, You heal, and You kill stuff" routine?

I think a lot of this is simply due to the lack of decent AI. The mobs can't think on their feet, so the standard is to simply make them do lots of damage, and give them lots of hit points so that the players have no options except to follow the rails on your amusement park ride.

But how could this be handled without providing numerous opportunities for players to find ways to cheat the system? With instanced dungeons, you could have some variables that changed the composition, layout and abilities of mobs and bosses based on the group makeup, but then you would have to lock the instance to that group, and not allow them to switch or add other players, which in turn presents a whole slew of problems on its own (not to mention the extra coding required).

In reality, I dont think anything can be done along these lines in a class-driven MMO without some major changes to how things are done. Hit points and damage would need to stop scaling exponentially with level. Players would need to be given lots of various utility abilities that would provide them opportunities to do more with less so to speak. Computer AI would need some serious buffs and the Monty Haul equipment hunt would need to be seriously scaled down so that it doesn't have such an effect on a character's power. In short, too many changes for a class-based system to incorporate. After all, one of the primary reasons for creating class-based systems is to compartmentalize players into easily quantifiable boxes that can then be stacked together and compared to the mobs for ease of power balancing.

When you design a game based around character classes, you're putting the train on the tracks, and your combat system will be pretty rote from there on. If you can come up with ways to make things less generic and more interesting while still maintaining the concept of character classes, then more power to you. But, in the meantime, I'm looking at the skill-based systems as the future of online worlds.

Saturday, July 14, 2007

iTrackr Sucks

Plain and simple. I just spent a frustrating hour driving through crappy traffic and dealing with crappy drivers today because they said two stores in my area had the Nintendo Wii in stock. Neither did, and both said that they hadn't had any for many days.

A completely inaccurate and unreliable service. Not even worth the free signup.

Friday, June 01, 2007

Meaningless PvP: Recipe for a Losing Mentality

So I do a lot of PvP in WoW. It's something that has always interested me in gaming, and I rarely step foot into an MMO that doesn't have some sort of PvP.

However, in WoW, PvP is essentially meaningless. You're playing inside an isolated reality, for which there are anywhere from one to two dozen of the exact same scenario playing out at any given point, just with different players. When the match is over, everyone goes their own ways and nothing has changed. The only difference is that the losing team has accumulated slightly less points than the winning team. This has lead to what I dub a Losing Mentality amongst many of my fellow gamers who participate in the Battlegrounds.

I'm a competitor at heart. I enjoy pitting my skills and intelligence against other opponents, especially when we are evenly matched and/or they can throw new tactics and strategies at me, forcing me to think on my feet. And thus, in the battlegrounds, I often find myself yelling at my teammates (randomly assembled from other servers in my battlegroup, as my guild isn't active enough to form teams very often) about not guarding flags, or running around in a big blob of ten characters while the other five of us are getting slaughtered because we have no backup, or any other of the myriad just plain stupid things that players tend to do. And more and more lately, I've been getting flak from the other players telling me to 'relax' and 'its just a game' and other sundry comments, not all of which are so pleasant. After a recent bout of this, it suddenly occurred to me that many of my 'teammates' aren't playing to win, they're just playing to accumulate their points.

In other competitive games, losing is losing. You either go home or have a mark put on your permanent record. In WoW battlegrounds, if you lose, you still get points, and you just join in for the next match. So to many players, it doesn't matter if they never get near an objective or if they just sit around in the base and rack up bonus honor points while everyone else on their team is putting forth an effort.

Now I do have to say that I definitely appreciate the fact that honor points are cumulative these days. The old decaying honor grind was just exceedingly cumbersome. But the Losing Mentality makes many of the matches not fun for me. Is there a solution to this dilemma? Not when the battleground results are virtually meaningless in the larger scope. It will be interesting to see how the instanced PvP in Warhammer Online fares, since it's being designed to have an effect on the overall war effort. Will there still be players leeching off of those who are actually putting forth blood and sweat to try and win for their side? I certainly hope not!

Friday, May 18, 2007

Corruption, Insider Trading and Abuse of Power in MMOs: Ethics Thrown to the Winds

So I'm a little late on the whole CCP dev-scandal in Eve Online, but I saw a recent interview with Raph Warner where he mentions that this sort of thing has always gone on, specifically referencing GM Darwin from the old days of UO (I cant find a decent link but apparently he would create castles and sell them on Ebay).

And it got me thinking about developers playing their own games, and then a sudden repressed memmory came back to me from my times as QA on Ultima Online. I was brought in a few months before they released Age of Shadows and there were a couple of specific incidents that I thought were totally out of line.

The first one was relatively minor. As we opened up our beta servers with the new code a few days prior to release, I was walking around in invisible, GM mode, watching what the players were doing and looking for potential problems, when I found one of the real GMs, decked out in all artifacts (artifacts were being introduced with the expansion), killing as many players as he could near the Britain moongate! UO being a semi-balanced game PvP-wise, he ended up eventually dying to the swarms of players that went after him, even with his uber-gear. They, of course, quickly looted his body, and he was forced to use his GM powers to freeze them and search their packs for all the artifacts that he shouldnt have parading around to begin with. My astonishment at this breach of conduct was was slightly ameliorated when he had to repeatedly ask the players, 'OK. Who has my pants?'

As he was regathering the items, he noticed me standing there, still invisible, and soon after, physically came upstairs to explain that he was 'testing' the artifacts to make sure they weren't too powerful. Uh-huh. That's why you're in QA... oh wait... you're not QA! He wasn't looking to test anything. He just wanted to show off, make himself feel powerful and get some attention, which he did as there were several threads about his escapades on the boards soon afterwards. And the fact that he went out of his way to make excuses to me just proves that he knew he was behaving inappropriately.

A relatively minor incident, but nonetheless, he was abusing the powers he had been granted in a very open and public manner.

The second incident actually occured earlier, and was much more egregious. With the advent of the expansion, came new lands, on which housing could be built. Now anyone who is familiar with UO back in the day knows how precious and scarce open land was. So, of course, it was expected that there would be a land rush on opening day to place houses in convenient, valuable and interesting spots. A couple of weeks before this went live, it came to the attention of one of our QA people, that there were 'secret' areas that could only be accessed via hidden runestones. Somehow, the devs had neglected to inform QA about this little feature, claiming that it wasn't worth testing. We at QA, of course, disagreed. So we got the details, wrote up a test plan and tested it. Well, after release, it turned out that several of the devs and GMs went and placed houses in these secret spots as soon as they could, which I would equate to insider trading.

They made these secret spots that players wouldnt know of immediately, conveniently decided not to inform QA about their existence, and then, as soon as the code was live, they quickly placed houses for themselves in what would become coveted locations!

So should MMO devs play their own games? It's quite different than playing a non-persistent game, for characters and items have real-world value in most MMOs. And the persistence factor means that any abuses have a ripple effect across the entire server. But even if they arent using GM-enabled accounts to create valuable items out of thin air, their knowledge of the inner workings on the game and their access to the code itself can present problems. Is there a real solution beyond trying to educate those inside the company on ethics? It's definitely a promising sign when the devs enjoy playing their own game. But at what point does playing the game for fun and enjoyment cross the line into abuse of power?

I let the artifact incident with the GM slide, as I was still the new guy, he stopped as soon as he was caught and it was on the test server which was brought down and wiped a couple of days later anyway. The issue with the dev-team coding in secret areas that they would be able to 'discover' first just sort of evaporated as well. I know some complaints were sent up the chain of command from QA, but I don't know if any reprimands or talks ever came of it. I'm not even sure what would be done considering that the entire dev team was in on it.

In summary, I would hope that people would have enough personal ethics to not ever get involved in scandals such as these, but, obviously, there are a number who either just don't care, or are too dumb and self-centered to consider the implications of their actions. I'm not sure why I expect those involved in creating and running MMOs to be any different from the rest of the world. It is a business after all, and I've seen plenty of ethics breaches in other jobs I've been in whether they've been retail, manufacturing or technical. I guess that since I have such an affection for well-crafted computer games, I expect others with similar sentiments to be similar to myself. A bit of a naive attitude when I stop and think about it. But I can say, that if I were in charge, such abuses wouldn't be tolerated!


Side Note: Interestingly enough, when I was at Origin, out of the dozen or so QA we had, only 3 of them actually played UO outside of work.

Thursday, May 10, 2007

Economy and Inflation in MMOs: Part II

I had originally tried to post this as a reponse to Tobold's article, 'The Link Between Level and Gold' but my response never appeared so I decided to just make it into my own blog entry.

I have written previously about economies in MMOs, and it's a subject that comes up frequently among players... mainly because any semblance of an economy is usually quickly destroyed by incredible amounts of inflation that the devs try to crudely bandage via various gold sinks.

I think the real root of the problem starts at the beginning of the game. The main issues are:

1) Gold and items dropping like candy from a pinata every time a player kills any mob. Even if the items are 'trash', they can almost always be sold to some perverted NPC who apparently enjoys collecting Glistening Ooze and Frayed Rat Tails. Or, even worse, every NPC will be more than happy to buy this junk and will have an unlimited number of funds with which to do so!

2) Permanent items.

The way to move towards this is twofold:

1) Stop putting spendable coins on 90% of the mobs. Why on earth are demons carrying around gold!? Do they stop in the pub after a hard days work of hanging out at the local demon portal? Very few mobs should drop coins. Instead there should be various armor and trade goods that can be turned into useful things by craters. Gold and money should not just appear out of thin air.

1a) NPCs shouldnt buy anything and everything players shove in their faces. NPC vendors should have things that they are interested in, and flatout refuse to buy anything else. Move the economy towards a barter system rather than relying so much on a never-ending supply of gold that falls from the sky and fills everyone's pockets.

2) Equipment should wear out or be lost in other ways, requiring replacement. As long as 90% of the items in the world never deteriorate, you will always have mudflation issues. Until we move beyond this weird item-permanence concept, any attempt at a real economy is futile.


Players should be poor for the most part. Maybe a few gold saved up to be spent at a bar one evening, but not these ridiculous hoards of 1000s of gold. The only ones with that much gold should be powerful merchants and kings.

RESULTS:

Trade routes develop. Perhaps there is an excess number of swords being produced in one town, so the local smiths and merchants have no interest in buying any. But another town down the road doesn't have a smithy, so they're more than willing to buy the swords. Some enterprising player could come along, set up a trade route and make some money while stimulating an actual economy.

Crafting becomes not only an important job, but it also promotes community and interaction as well.

You've taken the first steps towards creating a sustainable, closed economy that can be fun in of itself.

"But how is being poor fun", you say, "I eat Ramen every day and pawned my guitar to pay rent! I don't want to experience that in an MMO!"

Well, to put it simply, you don't have those same requirements in an MMO. You dont have to eat, you can sleep just as easily on top of a mountain as you can in the most luxurious bed, and noone is sending you bills for supplying you with water. There really are very few activities that require money, and that's where the mudflation begins.

As usual, these concepts can't exist in a vacuum. You would need a dev team that takes a long, hard look at the in-game economy at all stages of development. But given the fact that most of the popular MMOs suffer from some form of mudflation to varying degrees, I don't see that as a bad thing.

Friday, May 04, 2007

MMO Core Concept #3: Leaders and Champions

Kind of similar to the upcoming Gods and Heroes squad concept, but taken a step farther. Basically, this is meant to bring an epic feel to MMOs, particularly PvP, while still allowing players to be individually powerful, though there are now differing types of power beyond just the abilities of your character.

Basically, there would be two different lifepaths for players to take: They can follow the path of a Leader, gaining the ability to command several NPCs and access to skills that would facilitate that. Or they can follow the path of the Champion, which would be more akin to the standard character archetypes we see in MMOs today. Players would be allowed to switch back and forth between the paths with some limitations, but there would be significant differences between the skill sets, forcing the players who seek to have it all to spend time, effort and money acquiring the other skills and losing access to some of their previous skills, though the skills wouldn't vanish, they would just be dormant.

And it would be balanced in such a way that a Leader-type character who devotes their skills and studies towards the art of combat and hires combat-oriented NPCs could be just as effective (though in a different manner) as a Champion who has also devoted themselves to combat.

I would even extend this concept beyond just combat. It would encompass city-building as well. Champions may be great for keeping monsters and bandits at bay, but when it comes to actually building a running a functioning town, you would need leaders to command and control all the NPCs in the town.

Some of the basic skills would overlap. Everyone would be able to fight, cast magic, learn tracking, etc. But only Champions would have access to the Fireball of Mass Destruction or the Blade Dance of Doom, while only Leaders would be able to control squads of NPCs or run a store.

This method of dividing character progression into two distinct camps not only opens up interesting avenues of interaction, but also provides a variety of outlets for different types of players. Those who enjoy the sense of power that comes from personal gain would likely lead the lives of Champions, while those who enjoy crafting, socialization and other non-combat activities would lean towards the life of a leader, forming communities with like-minded individuals. Of course, there's no reason the different player-types couldn't have some crossover. Perhaps a Champion decides to ally themselves with a town, providing protection for outlying areas and functioning as a part-time sheriff. Or maybe a Leader could make a name for themselves by commanding a squad of elite soldiers that seeks out the most dangerous foes in unexplored areas.

Envision a city siege. Small organized squads of soldiers manning the siege engines, battering rams and walls, with others waiting in the wings for a breakthrough. Meanwhile larger than life heroes run about, attempting to turn the tide in either direction and engaging each other in awesome displays of power and abilities. Sounds great to me!

Friday, April 27, 2007

MMO Core Concept #2.5: The Rumor Mill

This is part of my Dynamic World series of ideas. The basic concept is that NPC 'fluff' dialogue will change and respond to events that happen in the world. This is done via the Rumor Mill. Rumors are created by the system when significant events occur, be they player actions, NPC actions or Gm triggered events. These rumors are seeded amongst appropriate, nearby NPCs and then have a chance to propagate throughout the land.

Some NPCs, of course, will be more likely to keep up with all the rumors (Innkeepers for example, or that beggar who does nothing but wander the streets all day) while others will ignore them completely.

Each NPC would have a limit to the number of rumors they would know at any time, and they would also have a prevalance towards cetain types of rumors (IE, merchants would be more interested in bandit activity and finds of new resources whereas farmers would be concerned with wolves attacking their animals or bugs ravaging their crops). Rumors would generally be spread along trade routes, be it via boat, pack mule or foot. And there would also be a chance that rumors don't spread to the next town for whatever reason.

It would also be neat to add a "Telephone Game" feature to the Rumor Mill, allowing for some rumors to change as they pass from mouth to mouth. The mechanics of this would be difficult and problematic to implement though.

Rumors themselves would be flagged for importance on a local, regional and world level. If Bob the Knight clears out a den of wolves near the town, that would be of interest locally, but probably not much beyond that. However, if Bob slew the great Fire Dragon who had been terrorizing the mountain villages for generations, that would be an event worthy of worldwide renown. Rumors would also have a persistence rating. Driving off the wolves would only be noteworthy for a short amount of time. But the victory over the dragon would be spoken of for many years to come!

Rumors would also have the added effect of making famous/infamous players known to NPCs, even if they've never set eyes on each other. If everyone knows that you were the one who slew the dragon, then you'll receive praise and adulation as you travel. On the flip side, if you're infamous for the butchering of small farming villages, then you might find yourself persona non grata in the entire region, forcing you to travel halfway around the world to find a city where they don't know your name and reputation.

This would also allow players some insight into local events while they are travelling. Talk to the innkeeper or other gabby NPCs to get info about whats going on.

NPCs would also have rumors about each other. Everyone in the village would know that the local blacksmith was horribly wounded recently and is unable to perform any blacksmithing duties. Smart players might see this as an opportunity to ply their own blacksmith skill to earn some extra cash, and possibly the appreciation of the local citizens, which in turn might foment a new rumor concerning the new blacksmith that recently arrived in town! Or there might be rumors about a local mage recently acquiring a Book of Demonic Summoning which in turn triggers dynamic quests from locals who want the book destroyed, or wish to acquire it for their own shady purposes!

This also ties in with another of my required, MMO Core Concepts, Every Action has Consequences. But rather than having some mystical, overarching reputation that is automatically and instantly known worldwide, NPCs would spread the words of your deeds in a semi-fluid manner, furthering the goal of a dynamic, changing world that responds to player actions in a meaningful manner.

Wednesday, April 25, 2007

LotR: First Impressions (minor)

Lord of the Rings is now live, but I hopped onto their open beta a couple of weeks ago. But, for uncertain reasons, the game didn't really catch my attention. There just didnt seem to be much that was different or unique.

I played a Dwarf Champion up to level 10, then spent a couple of hours as a Warg in Monster Play.


Gameplay is pretty standard. Get quests, press buttons, drop new abilities into hotbar slots, gain levels and gold. The quest icons would often be obscured by the NPCs name.

One cool feature that was definitely different and welcome, is the ability to gain titles and special abilities based on your activities. Kill a bunch of Goblins and get the title Goblin Slayer. Kill enough and maybe you'll get access to a trait that will help you kill them faster. Use a certain ability or spell often? Then you'll likely learn end up learning how to do it better! It's a nice way to combine a level system with a pseudo-skill system.

And of course, there's the much talked about, Monster Play. Monster Play started off interesting, but, once you actually start looking around, it's just a bunch more of the same type collection and kill quests. Though I do admit that I had a lot of fun the first time I snuck into the hobbit-town as a Warg and ambushed gardeners on the outskirts of town and collected their cute little hairy feet as tribute to the Dark Lord! Not long after I arrived, two orcs showed up and proceeded to pillage in a more direct fashion. It felt good to be bad! But otherwise, this mode also didn't keep my attention. I joined a raid one time, but it turned out to be against a bunch of NPCs, and the organization of it was exceedingly slow, so I left. In the few hours I spent as a monster, I didn't see a single 'good' player. Since it was still beta, I imagine that there simply weren't many characters capable of reaching the Monster Play zone, much less surviving for long. However, this does highlight a potentially troubling issue. If no human opponents show up, Monster Play will turn out to be incredibly boring. It's also unfortunate that Monster Play is restricted to a single zone. If LoTR gains enough followers, I wouldnt be surprised to see extra Monster Play zones opening up.

All of the standard features are there. Mail, Auction System, crafting, instancing, etc. It felt very polished and ready for release, unlike many other MMOs. But of those systems, I didn't really notice anything new or innovative that would draw me in.

One thing that I've come to the conclusion on recently, is that I really like the cartoonish graphics for my fantasy games a lot better than the pseudo-realistic ones. Everything seems a lot sharper and easier to look at in Warcraft as opposed to Vanguard and LotR. So while the LotR graphcis were beautiful to look at (and MUCH easier on my mchaine than Vanguard), it just didn't feel right. Of course, I didnt get a chance to see much of the world. Just the early dwarf zones and the monster play zone. I'm sure there are plenty of breathtaking, panoramic vistas to be found.

Anyway, not much hard info about the game, as I didn't really play as much as I had planned, thus the (minor) in the title. But, that sort of says something in of itself I guess.

Tuesday, April 10, 2007

Minor MMO Idea #3: Player Created Artifacts

When reading fantasy books, one aspect I always find fascinating is when they speak of great and powerful items that were created from the Tears of a Goddess by Amazing-Guy, the famous Mage-Smith, who laboured for four days and nights, harnessing the power of the enslaved Fire God BurnEmAll and quenched the blades in snow carried by ten virgin brides!

I've thought that it would be a really cool idea to have these sorts of things doable in an MMO by the players. But the HOW of it always stymied me. No matter how difficult you make the learning of the recipe, or how obscure and rare the ingredients are, the player-base will always grind it out to create as many copies of the same artifact as they can. Sulfuron's Hammer, in WoW is an excellent example. Sure, the first one was a big deal. But it didn't take long before you saw one, or even more, in every single battleground match! And thus does epic fantasy vanish into the nether.

Then, an idea hit me. Rather than hard-coding in the artifacts themselves, let's just code in a framework for how artifacts are created, and let the players fill in the gaps... in a limited manner of course...

This concept revolves around the idea of Inspirations. These would be given out very sparingly, and only to crafters who have reached the pinnacle of their profession, or near to it. I don't quite have the details of that part worked out, but perhaps a fixed number is given when the character becomes a Grand Master, or perhaps they accumulate slowly over time, or maybe they have a small chance of being acquired when a craftsman makes an especially wondrous creation.

Then, these Inspirations can be used on the corpse of a named or otherwise very special creature. Or maybe even on an ultra-rare resource. When used, the crafter is given a pseudo-random special item type (Blood of, Tears of, Essence of, etc) that is tied to the creature/object it was acquired from. This special item will be flagged with attributes based on the skills, special abilities and such of its parent object.

The crafting interface would then allow this special, artifact-resource to be added to any regular creation. So if they player wanted to make an Artifact-quality chair, they could. More likely they would use to it imbue armor and weapons, though I could also see extending its uses to larger constructions such as buildings and ships!

For example, suppose a player used an Inspiration on Gorgofen, the infamous Black Dragon whose spittle could eat through even the toughest armor. They receive a special ingredient, called Essence of Gorgofen. This essence would take some of the attributes from Gorgofen (dragon, acid-breath, etc). Then, when the player adds this special essence to something they are crafting, that item will be appropriately imbued with these traits (this is the framework), flagged as an artifact and the player would have a chance to name it.


This system allows players to create unique artifacts in a meaningful way. They get to choose how, when and why to use their Inspirations, and then they get to choose how, when and why to incorporate those inspirations into a fabulous, one-of-a-kind creation that will be written about in the history books!

Thursday, March 29, 2007

Minor MMO Idea #2: Using Mounts in Combat

So I was thinking about mounted combat and a came up with a simple idea. Just add a few special mount abilities that the player would have access to while mounted.

Basically, the mount would function like a pseudo-pet. They wouldnt act autonomously, but instead, while the player was mounted, they would get access to special abilities/attacks. These could even be flavored based on the type of mount. For example, a wolf might get a powerful bite ability to attack melee opponents with and a leap ability that allows for an extra-long jump. A horse might get a rear-oriented kick and a charge ability.

Of course, it would have to be balanced in some way so that it wasn't always advantageous to fight while mounted, but it would be an interesting and simple way to allow mounted combat.

Thursday, March 22, 2007

Minor MMO Idea #1: More Intricate Dyeing Options

And by dyeing I'm referring to the skill of adding color to an object. Some games have this option, but many games don't. The most common reason I've seen is that they don't want players to mess with their carefully crafted artwork. But this is obviosuly something that the players desire. Just look at the number of complaints on the WoW forums about the color choices for some of the raid armor!

Here's how to do it right, and better.

First off, as you're designing the textures, they need to be layered in a consistent manner. That way, when you implement the 'dye armor' feature, you can specify which layer gets dyed, and thus have more control over how the players affect your artwork. Secondly, allow multiple layers to be dyed independently. This would allow the players to do things such as give the armor a 'wash' (altering the color of the grooves), 'overbrush' (color the peaks) or 'stain' (alter the basic color of the armor). You could even go so far as to allow color layering (IE, the current color affects the results of your dye job) to give the players even more subtle nuances about how their armor looks.

Not only would this provide simple customization options with little overhead to the company, but I could also see an in-game economy springing up around the Dying profession as some players would have much more interest and skill in creating nice looking outfits.

One disclaimer. Don't give players access to a pure black dye option. It just looks like crap.

Wednesday, March 07, 2007

Ach! Zombies!

The tension was unbearable. It hung over the fire station like a thick London fog, blurring the senses until distinguishing reality from nightmare was near impossible. Of course, reality had become a nightmare, so there was little distinction to be had. Aazh paced nervously back and forth. His crewmates sat playing cards, sweating lightly in the stale, putrid air, pretending that nothing was out of the ordinary. But Aazh couldn't wait any longer for help that may or may not arrive. Claustrophobia was setting in.

His crewmates didn't understand. They held to hope like a drowning man clings to a scrap of driftwood. But there was no power, little food, and no radio contact. The living dead wandered the streets, tearing ravenously on any unfortunates who passed their way, and making occasional half-hearted attempts to break down the barricades. Aazh felt like he was going to explode. The time had come. Grabbing his trusty axe and a pair of wire-cutters, Aazh slipped out through a side door, carefully pushing it fully closed as he left. No reason to bring misery to those poor fools inside. They would find their own form of misery soon enough.

The streets were eerily deserted. A few dead bodies were scattered about, but no sign of life; or un-life for that matter. Sticking to the eaves and shadows, Aazh made his way down the street. Most of the buildings seemed to be heavily fortified, and if there were any survivors inside, they were likely crazy enough to attack him if he tried to make an opening in the barricades. Outside of the nearby rail station he saw one of them. The slack-jawed look. The red eyes. The awkward gait. And the cavernous mouth that seemed big enough to swallow him whole. Letting out a subdued growl, Aazh hefted his axe and swung viciously at this once-human monstrosity. But the overload of adrenaline pumping through his body and his frayed nerves got the better of him. His swings were wild, and off the mark. Trembling with fury, fatigue and suppressed fear, Aazh fled. The creature pursued, but it had trouble navigating the debris-clogged streets, and Aazh soon found himself alone again.

He continued his wanderings, skirting wide around any undead he saw, and finally stumbling into a junkyard. The rows of rusty automobiles were surprisingly comforting, but could easily hold danger as well. Aazh quickly looked through the small shack at the front of the lot, and found a Louisville slugger that had seen better days, but could still be used to good effect. Clutching it to his chest, he headed west. If he could just get to the edge of town...

The tension was simply unbearable.

=======================

So the above story was written to sum up my first day of playing Urban Dead, a neat little web-based zombie MMO. That's right, zombies! Basically, take Dawn of the Living Dead (or whichever movie it was where they were stuck in the mall) and make it into an MMO!

It's all text-based, and pretty simple to play, but since there are no NPCs (players take the role of both humans and zombies, and their characters can potentially change sides several times as they get infected and cured), the interactions with the other players are what really makes the game. The game is turn-based, with each character getting a certain number of action points that they can use per day. The survivors try to scrounge up weapons, medkits and other goods while barricading themselves against the zombie hordes, while the zombies... well... act like zombies; tearing down the barricades, eating brains and generally causing havoc!

A very interesting though simple concept. It's not an overly in-depth game (I don't see myself still playing it two years from now), but its setting and setup allow for the players' imaginations to take hold and run from there (and it really does feel like you're in a zombie movie at times). There have been sieges at malls involving hundreds of players on both sides, groups formed to achieve certain goals, radios tuned to broadcast important information about zombie activity and all sorts of other interesting interactions that seem to only arise from these sort of open-ended, sandbox-type games.

So I recommend checking it out. It's free and an amusing diversion that won't ever take up hours of your day.

Tuesday, March 06, 2007

Learn to Improvise (We Don't Need No Stinkin' Mages)

So this rant stems from the outcry that has come up over Blizzard's new Armory feature (which I think it just plain awesome by the way). Lots of people across the WoW community are bitching about 'lack of privacy', but once you look at the reasoning presented by these complainers, the main issue seems to be a sense of worry about how their character might be perceived by their guildmates. Especially concerning talent builds. What an extremely silly thing to get upset about. If your guild is so anal and unimaginative that they demand that you spend your talent points in a certain way, then you need to find a new guild (unless that sort of thing doesn't bother you).

Are these guildmates really so set in their rut that they cant figure out how to use an arms warrior or shadow priest effectively?! This brings back memories of the early days of Shadowclan in WoW. For those unfamiliar with Shadowclan, we are an orc-only guild (recently, we began to allow trolls with restrictive guidelines). In the early days of the game, as the guild began to hit the upper dungeons, there was much debate about allowing other races into our orc-only guild, with some claiming that we could never do many of the dungeons with an orc-only group. If I recall correctly, this first came up in regards to the Lycaeum in Blackrock Depths (the place with the massive dwarf armies that respawn every 30 seconds).

"You must have a mage," they cried, "Otherwise its impossible!"

Nope. We did it. Many times. Sometimes with warlock help, sometimes sneaky rogue attacks, and other times with just quick-moving, coordinated firepower! Then it was said that LBRS would be too hard. Done. Then UBRS. Done... one time with only 8 orcs. Five orc Dire Maul tribute run? Done. Stratholme? Done. Scholomance. Done? Epic Dreadsteed quest? Done. Epic Shaman hat quest? Done. We never had the numbers to try Molten Core, and the smaller raids weren't released until a large portion of our guild had already left WoW for other pursuits. I'm sure there are plenty of naysayers that will claim the raids would have been impossible with an orc-only group, but, we'll never really know for sure at this point.

This is one problem with class-based games. Players get stuck in this single-path mentality and refuse to escape it (or can't due to overly restrictive game mechanics that make their class choice a cookie cutter mold). This has also limited the skill-based games, because players aren't able to think outside the box and dont know what to do with themselves when presented with an open skill tree. The entry barrier that Eve suffers is a great example. It's obvious that many MMO players need some sort of guidance, especially those who are new to the genre, but locking players into a cookie-cutter mold (even if there are two dozen varieties of cookie shapes), just doesnt cut it for me in the MMO theater.

This rant may seem a little hypocritical, as Shadowclan requires that all players in the guild play an orc, but, in comparison to many WoW guilds, thats a very small requirement. We have no class requirements, no talent specifications that must be adhered to, no equipment expectations, etc, etc. So we're sort of the anti-anal-rentitive-raiding guild. We'll take four warriors and an enhancement-spec shaman into a dungeon and find a way to emerge victorious.

So what am I bitching about? I'm not complaining about the class system itself (thats a rant for another day). WoW actually does a decent job of using the talent trees to allow players to customize their characters so that they are all a little bit different. I'm bitching about the types of players who can't think for themselves or use some creativity to come up with a solution that doesnt require a friend to remold their character. Learning to work together and to play off each others strengths as well as shore up weaknesses is relatively easy to do and much more fun for everyone involved.

Friday, February 23, 2007

MMO Core Concept #2: Dynamic NPCs

This is one of those ideas that has been floating around in my head for some time. But this comment on the Broken Toys blog caught my attention because it put an interesting twist on the concept.

Dynamic NPCs are ones who interpret and react to player actions as well as those of other NPCs. There's really two parts to this. On one side, you have the various town-type NPCs; shopkeepers, quest-givers, blacksmith, etc etc. On the other, you have the mob-type NPCs; orcs, dragons, rats and all that sort of goodness. For brevity, this post will focus on the town-type NPCs and leave the mobs for another day.

I've always thought that it would be interesting if NPCs actually reacted to what was going on around them. If they could know what was happening in their local area (or on a larger area if they are the type of NPC that would care about such things) and alter their routines based on that knowledge.

There are several layers to this possibility. The first would simply be location. NPCs would migrate and set up home/shop based on their fears/desires and how the local enviroment plays into those feelings. A jeweler, for example, probably wouldnt make a very good living in a small, farming village. They would likely look for a larger city with a stable economy and plenty of wealthy potential customers. And this also ties in with the comment I linked to earlier.

TPRJones mentioned the possibility of NPCs responding to wars based from, around or in their towns. People tend to flee warzones, and the NPCs shouldnt be any different. Is the town under siege? Those NPCs who formerly farmed the now-ravaged countryside would now want to move someone safer. Or perhaps they even change, turning into beggars and thieves since they can't make an honest living anymore and

This could even be developed into a meta-game feature, where player-towns compete to make their city more advantageous for NPCs, thus drawing them away from other nearby towns.

Eventually, player-towns would come to represent the guilds controlling the town. Is the guild focused on a safe, posperous enviroment? Then the town will attract merchants, entertainers, nobles and the like. Or is the guild warlike, building defensive structures and constantly warring with their neighbors? Well then you might find more mercenaries and drifters looking to take advanatge of the wartime market. Or do the players even go so far as to kill every immigrant that shows up in their town? They'll soon find their village shunned by all NPCs. Or maybe they only kill the elves, resulting in a town populated by everyone except the elf-types.

I would even take this a step farther, and have the town's appearance change as well. Do the players in the town randomly kill NPCs and offer sacrafices to demon gods? Well then, the town will probably start looking more sinister and become more rundown, populated by crazed fanatics, the destitute and desperate, and perhaps even a few unholy minions lurking about in the shadows. Is your town full of do-gooders who uphold the virtues of justice, compassion and truth? Then the town becomes more shiny and airy, sparkling across the vista so that it can be seen by riders from miles away. The streets are immaculate, the poor and lame are well taken care of and every NPC greets you with a heartfelt salutation.

Another layer to this concept would be related to quests/jobs and shopkeeper supplies. Has a rancher been losing a lot of their livestock to wolves on the edge of town? Maybe they'll try to hire players to take care of the wolf population. And the local innkeeper will start charging more for food as the supply of meat dwindles. Then, once the wolves have been cleared out, the rancher no longer needs to hire players for that job, but maybe they have need of someone to deliver their overabundance of meat to the next town.

An important part to making this all work would be to give NPCs some longevity, so that they aren't killed on a daily basis by the more psychopathic players. But thats a different discussion.

Dynamic town-NPCs would not only make the world seem more alive and fluid, but it would force players to consider the long-term consequences of their actions. Shopkeepers for player towns wouldnt just be the drag and drop variety. Certainly there should be options for players to hire NPCs to populate their towns, but ultimately, player actions in-game will determine how successful your town will be.

Thursday, February 15, 2007

The Horrors of Open PvP

PvP. One subject that is frequently discussed and argued about in the MMO world. It makes developers nervous, sends victms into fits, is associated with 'grief-play', and even gets an article about it in a print magazine.

But I'm here to discuss someplace even darker, where few companies dare tread... open PvP. Basically, this means that anyone can be attacked anywhere. No artifical limitations that magically prevent combat in certain areas. No PvP 'flags' to turn on and off. Once you enter the gameworld, you have the potential to be killed anywhere at anytime.

Many, if not a large majority, of the MMO playerbase cringes at the thought of an open PvP system. And rightfully so. Griefers have made their presence felt in all games that support any form of PvP, and even in games that don't. The life of a griefer knows no bounds. And therein lies the rub! Griefers aren't an outgrowth of the PvP systems. They're there all the time, lurking in the shadows, just waiting to steal your kill or resource, block a doorway, cover the ground with profane drawings, on any of a myriad of creative harassment they can come up with. But players mistakenly associate these pariahs of online gaming with PvP.

The problem isn't in the PvP concept itself. Rather the problem stems from that group of players who enjoy having power over others at any cost, and the PvP systems that dont prepare for this sort of playstyle (or focus on it exclusively, to the detriment of everyone else).

Open PvP doesn't have to be the death-knell for an MMO (I think Eve Online has proved that already). I've actually found that players tend to be a lot more polite and respectful in open PvP enviroments. In general terms at least. You'll have the jerks who always find their way into these open, online enviroments, no matter what the system. But when there are potential, immediate reprecussions for being a jerk, people tend to be on better behaviour.

It is also an excellent tool for promoting strong communities. Nothing brings people closer together better than a strong external threat.

I think there are a few key features that would be vitally important to supporting a fun, open PvP enviroment.

1) No 'con' system for players. If you don't instantly know how strong another player is, you're much less likely to attack them without reason.

2) No levels. At least not as they are currently implemented in MMOs. Levels inherently create huge imbalances between players and are a very arbitrary and non-intuitive system.

3) Territorial control.
a)Bind players to an area. If a player has to travel far to grief someone outside their guild or circle of friends, they're less likely to make the effort. Especially if they get sent back home after they are defeated.
b) Give players the ability to control order in their towns via guards, banishment, black marks etc.

4) Relatively quick power gain. And once you hit that diminishing returns curve, power gains come more from adding new tricks to your arsenal rather than making your old tricks uber.

5) Create opportunities for meaningful PvP. The more reasons players have for engaging in PvP over useful objectives, the less likely it is that they will be preying on the new and weak.


Certainly, it's not an feature you can just throw in. It takes a lot of careful forethought and balancing. But it also opens up a lot of vistas that are currently locked behind instance portals or shuffled off into an obscure region of the world.

Monday, February 05, 2007

One of the Many Perils of the Level-Based MMO

As I was browsing a few blogs this morning, I came across this post talking about what a ghost town Ironforge has become since the release of the Burning Crusade.

And really, it's not just the old world. Even Hellfire Penninsula has seen a major population drop. Gone are those exciting, chaotic first few days as everyone poured through the portal and unleashed their pent-up aggression on the unsuspecting demons and orcs of the land. There was an almost visible aura of energy and excitement in the zone. Now it's reduced to just a small, scattered population, and the initial flood of players has mostly outleveled the zone and spread out amongst the rest of the Outlands.

And as for Azeroth, the high-level zones are just eerily empty. I spent some time in the Eastern Plaguelands and Silithus recently, and I saw a total of one other character in each zone!

This, IMO, is one of the biggest flaws with a level-based game... the level-based segregation that comes with it. Especially when you organize your adventuring areas along level lines as well. This is a major community-breaking 'feature' that is only exacerbated by the expansion of the level cap.

I'm hoping that the next MMO I play isn't so divided and that I have a chance to hangout, adventure and have fun with new characters as well as old.