Posts filed under 'Game Design'

Maybe a little challenge (My Dream MMO, Part 2)

The grand illusion in roleplaying games (single-player CRPGs, MMORPGs, and even to some extent tabletop RPGs) is that you face greater challenges as your character becomes more powerful. The truth, though, is that the end game content of MMORPGs is almost exactly as challenging as the first few levels, which is to say, “Not very.” In this post, I’ll continue thinking about what would make a dream MMO.

An idealized, perfect video game would present its player with a pleasurable rise and fall of challenge and difficulty. After the initial learning curve, players ought alternately to face challenges that give them a thrill and to enjoy the fruits of meeting said challenges. The fact that different people find different degrees of challenge in a single activity presents designers with one of their great challenges.

As Tobold points out, when a game has a multimillion–dollar budget, its publishers want more than just the praise of a few hardcore aficionados and sage critics. They need customers—and lots of them. Make the game too difficult and too many people will give up.

The converse isn’t actually true (except in the absurd). Making a game too easy will drive hardly anyone away, as long as there are perceived challenges to be met. In an MMO, you can strive to reach the level cap, scheme to get some rare piece of gear, or strive to down the greatest foes (again and again).

Thus, developers opt, time and time again, for easy games with mass appeal. A wise decision. I have some real-life friends, dedicated WoW players, who occasionally find the game’s challenges to be just within their abilities! This leaves gamers like me, who actively enjoy testing their gaming skills, a bit out in the cold. I think, though, that there’s a design solution, not too hard to implement, that would render games fun for a broad audience interested in a low-difficulty game that’s simultaneously satisfying for the more hardcore gamer.

For the most part, MMORPG game goals are achieved through time investment and social engineering. In fact, outside of special encounters designed for groups, the enemies you face at the level cap are just as easy to defeat as the kobolds upon whom you committed genocide back when you were level 2. Probably easier, in fact, because you’ve been granted a greater breadth of tools to deal with enemies. Yes, you advance through levels and watch your statistics climb, but the player skill required for a level 70 character to defeat a level 70 monster is only slightly greater than that required for a level 1 character to defeat a level 1 foe.

The greatest challenge for me in getting to the level cap in WoW, in hitting the cap of various professions, in exploring intriguing instances, was in finding sufficient time.

There are, of course, other reasons to play MMOs than for the challenge. After all, WoW held my interest all the way from level 1 to level 70. But let’s face it, there’s a reason so many WoW players create artificial challenges for themselves. They still want to play the game (because they have friends there, because they’re addicted, because they find the game relaxing and pleasurable even if it’s not altogether interesting).

This lack of challenge doesn’t sit well with everyone. Some turn to PVP (although even the staunchest PVP advocates agree that most MMOs don’t implement it very well). Some simply abandon MMOs.

The solution can be found in the many existing games that let players level-set their own challenge level. Many recent FPS video games do this explicitly, but a great many games, including nonvideo games, scale to meet the skill levels of their players. Two-person strategy games, for instance, allow players to choose opponents who present a pleasurable (not necessarily evenly matched) challenge.

An MMORPG should offer a player hundreds of possible goals. The very visible goals of leveling, improving equipment, and seeing rare content serve the explicit design goal of keeping players happy while they pay monthly subscription fees, but a flatter approach offering even the newest player dozens of goals of varying challenge levels could do just the same.

Instead of rushing players to the leveling treadmill, why not explicitly offer them a choice of activities with different degrees and sorts of challenge?

  • Easy: the chance to clear ten rats out of the basement for a modest experience reward
  • Moderate: the chance to rescue a villager from angry goblins for more experience and a decent weapon
  • Hard: the chance to call out the head of a local gang for more experience and a valuable reputation game
  • Nearly (but not quite) impossible: the chance to head off on an difficult overland journey to capture a wild horse which can ultimately be tamed to be a mount, granting no experience reward whatsoever

These are all straightforward adventure quests, of course. A rich game with a fulfilling crafting system, thrilling PVP competition, social goals that foster guild loyalty and teamwork, achievement ladders, and strong exploration and narrative elements could present an even bigger menu to the new character. Each possible path to advancement should present the player with tasks of different challenge for the player.

It’s always a numbers game, of course, but it’s possible to balance activities so that a player who enjoys greater challenge will receive approximately the same reward for time invested as a player who prefers to relax with a series of comparatively easy quests. Since MMO designers have a vested interest in keeping people playing as long as possible, they are hesitant to grant greater advancement rewards to players willing to pursue greater challenges.

Instead of galloping quickly up the one mountain that counts (leveling, in all existing MMOs of note), challenge-oriented players may, for instance, earn prestige items (that horse from questing may have a different look than one purchased from the local vendor), titles, and even access to Easter-egg style content. Taking on a greater challenge may result in more rapid “advancement,” but it doesn’t have to equate to a more rapid consumption of content.

After all, the main reward for taking on more challenging gameplay should be the pleasure of more challenging gameplay itself.

Of course, the question remains: what challenges, exactly, can a game present? What activities can invite a player to use his own skill, rather than the aribtrary number next to his character’s skill, to meet a challenge? I’ll delve into that a bit—and into questions of an alternative system of rewards that doesn’t focus only on power acquisition, into tools to enhance the dying social dimension in MMOs, and the concept of a broad range of advancement paths—in upcoming posts.

For now, I’ll just end where I began: By simply granting players greater choice in the level of difficult of the activities they pursue in game, a dream MMO can maintain mass-market appeal without sacrificing challenging gameplay.

Add comment January 11th, 2008

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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