Posts filed under 'Game Design'

I Hate Equipment Bonuses (My Dream MMO, Part 1)

bladeoftheunrequited.gifThe One Ring. Luke Skywalker’s inherited lightsaber. The Aegis. Indiana Jones’s bull whip. The skin of the Nemean Lion.

Of such stuff are legends made. The so-called legendary objects that litter the lairs of MMO monsters and the vaults of MMO PCs, on the other hand, are for the most part nothing more than incremental improvements over lower-tiered weapons, armor, and other equipment we can cram into our character’s slots. There’s very little magic about these magical items.

The way almost all MMOs (and most CRPGs) work, there’s really very little choice. Equipment is a big (and ideally fun) part of roleplaying games. But, as realized in design built around timesinks, graduated progression, and balance, most equipment is, plain and simple, completely uninteresting.

To me, fantasy magic items and exciting science-fiction gizmos should let my character do things she’s never been able to do. Oh, I know we’ll never get away from good old-fashioned +1 longswords (which may be better simply by virtue of superior craftsmanship), but shouldn’t the really exciting, storied items give us completely new powers? Where are the rocket boots that let me fly and the gemstone that, when I clutch it in my hand, lets me dissolve into a shadow and slip under a door?

On occasion, when playing MMOs, I’ve been sucked into the pursuit of equipment that improves a certain statistic my character might have. For many, pursuing improved bonuses to a certain set of statistics represents a significant portion of the game.

How insanely boring! But it reveals what is, to me, the great truth and great failure of MMOs. They are not about stories, not about character, not even about the worlds they portray. They are about (very) gradually increasing your character’s power for the sake of increasing your character’s power.

Though that may be what draws some players to tabletop RPGs as well, such games manage to avoid the tedium of mind-numbingly dull equipment, largely thanks to the fact that a given game has fewer players, a world that can be permitted to change, and at least a pretense of narrative.

This shortcoming in MMOs helps explain why I’ve never bothered to have an item enchanted in WoW. While I value equipment statistics insofar as they let me know if a new sword is better than the one I have, I take no pleasure in squeezing out another small bonus to some statistic that is used to calculate yet another statistic that will help me end fights in 97.5% of the time I’d otherwise be able to finish them.

The real downside for me is that, once I’ve taken a character to the maximum level and played with all the abilities that come with a given class, I have very little reason to continue playing that character. There’s no carrot dangling in front of me. I can’t be bothered to invest dozens or hundreds of hours in the pursuit of improved shoulder armor, however cool it may look.

What can be done? As far as I can tell, almost nothing outside of radically different game design would help. Oh, I know there are a few exceptions. The Scepter of the Shifting Sands, for instance, is damn cool even though it doesn’t give a character any game advantages. But such things are so very few and far between (of necessity) that most players will never experience them.

To truly address the problem, a completely new approach to MMOs is necessary. In coming posts, I’ll not only gripe about things I don’t like but also propose things that I would like to see and also happen to believe are practical (hence the post’s subtitle). I welcome any thoughts, shared experience, or complete disagreement.

5 comments November 19th, 2007

The new WoW expansion: Wrath of the Lich King

Wrath of the Lich KingI very seriously doubt I’ll still be playing WoW when the Warth of the Lich King expansion (newly announced by Blizzard) is released, but here’s a quick list of the interesting features:

  • The first new WoW class since release: the Death Knight (a hero class; you can create a character with this class, starting at level sixty-something or higher, only after completing a quest with some other high-level character)
  • An increase of the level cap to 80 and the profession cap to 450
  • The content of Northrend, open to characters 68 and above
  • Siege weapons in an outdoor PVP zone

Those, at least, are the features that are interesting to me. I don’t mind the increase in level and profession caps, as getting those up is supremely easy and presumably means there are new and interesting abilities to play with past 70 (and 375).

I like to content, so this ten-zone continent of Northrend may be fun. I didn’t wind up liking the Outlands all that much, apart from Nagrand. They felt too alien and strange to me, too different from what already existed in the game.

As for the Death Knight class, well, new classes are fun. I enjoy learning the mechanics of each class. But Blizzard has always been committed to making the classes truly unique. To do that with the Death Knight, they’ve had to invent what sounds like a fairly bizarre mechanic, with a new sword bar that has runes etched on it that get spent but can be re-etched after a certain time expires. Different, yes, but weird!

Also, I’ve never liked the mechanic of creating a completely new character simply because you’ve achieved something with a different character. It spoils my already very tenuous willing suspension of disbelief, underscoring the gamey side of things instead of the simulation, immersion, and roleplaying that I really like.

But more interesting options for PVP? That I can get behind 100%.

For more details, one great write up is at 1up. Check out their detailed write up here. Or just watch WoWinsider, where there will no doubt be hundreds of posts on the topic of the new expansion over the next few months.

Add comment August 3rd, 2007

Scapecast podcast features interview with Heroscape game designer

Just a quick mention of an episode of the Heroscape ScapeTalk podcast featuring a twenty-minute interview with Heroscape designers Chris Nelson and Craig Van Ness. If you enjoy the game and you’re interested in hearing some thoughts from two key designers, be sure to check it out. They mostly talk about the upcoming Heroscape Marvel Edition, but there are a few other useful details in there . . . and a funny quiz.

Add comment July 27th, 2007


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