The design and business of gaming from the perspective of an experienced developer

Month: March 2005 (Page 2 of 2)

Sony Picks On Imaginary WoW Problems

Apparently, the SOE marketing department plays on a different server than I do (found by MMODIG). I’ve had no significant downtime on my server, and no queues since launch. Hint: if your server population is listed as ‘Please Mommy Make It Stop’, perhaps you should consider switching realms.

I wish there was some visibility to how effective this PR campaign of Sony’s was. Positioning yourself against the competition’s flaws is all good and well (”the uncola”, “we try harder”), but if you haven’t nailed a flaw that really resonates with your playerbase, you’ll just come across as small and bitter.

Does this flaw resonate? I don’t know. I do think that most people would rather wait in line for the cool club than get a drink immediately with the one that’s lame. Which means that Sony’s problem should be, first and foremost, to change the perception of their game. Personally, I think they should advertise on their strengths — more content and more elder game. This should be a powerful message as people start to get their characters to the end of the WoW content train.

Will Wright Once Again Makes Me Feel Meek And Unimaginative

Some years ago, I was doing a short contract gig on TSO, where I met, worked with and shared some instructive lunches with Will Wright. While having frenzied meetings about TSO, I noticed he would have occasional meetings with a garage squad of developers on some seeekrit project. What he told me convinced me he was batshit crazy.

The idea was a computer game version of what I knew as the Power of Ten. You would start off as a bacterium, and experience the full-scale of reality from the cellular level to that of viewing galaxies. This is all good and well if you’re trying to score the oft-stoned philosophy chick at the local coffee shop, but as far as serious, doable game design ideas, we’re talking about a serious five bagger.

Today I was humbled, as Will Wright revealed not just the idea, but a mesmerising prototype to a packed and enthusiastically cheering GDC crowd. Which is to say, sometimes, you don’t throw away the five-baggers.

Continue reading

Munchkinism

Every now and then, I invite some of my friends over to play a marvelous little Steve Jackson game called Munchkin. The game is about power-levelling through a standard swords and sorcery encounter. Munchkinism is, in the SJ lexicon, a synonym for hysterical power-levelling. Continue reading

Player Failure in MMOs

While reading old threads in Terranova (who was kind enough to link my crack-laden pyramid missive from yesterday), someone asked ‘Why don’t players put up with failure in an MMO?‘ A shocking number of them respond with variations of ‘because players are spoiled, whiny little bitches who only like Everquest clones’. Which is to say, I found most of the responses to be incredibly close-minded about the existing player-bases of these MMOs and why they do what they do. The unwashed masses don’t seem to mind failing while playing Halflife 2 and Crash Bandicoot, but I’m supposed to believe that the MMO crowd is so much more coddled that they can’t take a few lumps? Please. There’s more going on here.

Players don’t like to fail in MMOs because failure persists. In Half-Life, you’re one quickload away from being back in the thick of things again. In WoW, by contrast, you lack the ability to get right back to the moment before failure (this is exascerbated in group situations where you have to get your party rezzed, rested and buffed. Failing isn’t what’s not fun (sometimes, in fact, failing is hysterical). The recovery isn’t fun.

Players don’t like to fail in MMOs because they have an audience. For those of us who live and breathe games, it’s often forgotten that there is stigma and shame associated with losing and learning in front of other people. I’ve known many people who were reluctant to play a new board game at a party because they were afraid of making an embarrassing mistake because they didn’t know the rules. In an MMO, that same dynamic exists, only the audience is not your friends.

Players actually don’t mind failing as much as you think — provided they know they’re taking a risk. There is a way to increase your difficulty level – it’s called fighting higher-level stuff. My friends and I do this frequently in WoW, going into instances we have no place being in, and laughing hysterically as we’re dismantled. Conversely, I’ve never been so angry at the game as when, in another instance I should have been able to handle easily, some designer thought it would be cute to put in a hidden trigger trap with no warning whatsoever which spawned more monsters than we could reasonably handle. If the game feels fair, failure is something that most players can swallow easily.

But most people will not choose to stay at a high failure level for long periods of time. Hey, if someone plays WoW for 500 hours, you really expect him to spend most of it in high-octane mode? It’s a marathon, not a sprint, and it’s dangerous to turn it into a full-time emotional roller coaster ride.

Of course, most of the presuppositions in the thread assumes, once again, that standard EQ/WoW combat is boring and easy. Which, if you’re soloing stuff that you can solo, is true. However, it bears repeating that combat situations in these games is very fast and furious when in a group situation, and failure is relatively common while exploring dungeons and instances.

The simple roles that each class offers is necessary so players can keep track of what’s going on when they are in a fight — what are they supposed to do, what are their teammates doing, who needs help, etc. In most MMOs, combat is simple. But people – they’re complex. And most failure stems from other people. If you make failure too punative or common, you create a world where players are completely unwilling to group with strangers. And that would most definitely be a failure.

Newer posts »

© 2024 Zen Of Design

Theme by Anders NorenUp ↑