Starting Monday of next week, I will be publishing ideas daily of crafting skill minigame implementations. I will give examples of how minigames could work, and how those ideas tie in to the real world counterparts of those crafts, when appropriate. I hope I can get players' imaginations kick-started on a game they might want to play simply for the excitement of crafting skills...
Thursday, May 31, 2007
Wednesday, May 30, 2007
Recognition to MMORPGs
If MMORPGs are to get the recognition they so badly need, we have to get rid of the stereotype that MMORPGs do not require skills. Ideally, however, the skills required would not be ones that put avid gamers at an advantage; reflexes, dexterity and perfect memorization shouldn't be overly involved, but instead replaced with reasoning, strategies and understanding. An MMORPG player who understands the world around him and reacts wisely to changing situations is one who, while maybe not able to trade rockets with the best of kids, can explain the difficulties of his game, and how his role plays an important part in the grand scheme of things.
Now, I say that dexterity and reflexes shouldn't be overwhelmingly involved, but I understand that they can add important aspects to the game. Stealthing people, for example, could be required to hop from shadow to shadow, or perhaps rooftop to rooftop; their combat would be faster-paced than average, and opponents who cannot react quickly could be at a disadvantage; that is to be expected of people who choose a job requiring such finesse.
Crafting, on the other hand, could, in certain cases, require a lot of dexterity; if tradeskill minigames are to mirror their real world counterparts (when we're not talking about magical crafting), they should ideally require the same skills from the players. Intelligence and planning are other traits that can be required for crafting.
If we, as players, fans, perhaps developpers, but before all gamers, can imagine an MMORPG that allows us to say "Yes, my game is challenging, but I like it that way", we would certainly have come a long way from the over-simplifying days of yore. It's what we need, to feel good about our hobby; a reason to play that doesn't involve the infinite acquisition of power.
Addon: It seems a recent post dealing with that aspect has attracted some attention. You can read the comments at Kill Ten Rats' forums.
Now, I say that dexterity and reflexes shouldn't be overwhelmingly involved, but I understand that they can add important aspects to the game. Stealthing people, for example, could be required to hop from shadow to shadow, or perhaps rooftop to rooftop; their combat would be faster-paced than average, and opponents who cannot react quickly could be at a disadvantage; that is to be expected of people who choose a job requiring such finesse.
Crafting, on the other hand, could, in certain cases, require a lot of dexterity; if tradeskill minigames are to mirror their real world counterparts (when we're not talking about magical crafting), they should ideally require the same skills from the players. Intelligence and planning are other traits that can be required for crafting.
If we, as players, fans, perhaps developpers, but before all gamers, can imagine an MMORPG that allows us to say "Yes, my game is challenging, but I like it that way", we would certainly have come a long way from the over-simplifying days of yore. It's what we need, to feel good about our hobby; a reason to play that doesn't involve the infinite acquisition of power.
Addon: It seems a recent post dealing with that aspect has attracted some attention. You can read the comments at Kill Ten Rats' forums.
Wednesday, May 23, 2007
Someone Else's Idea
I don't have the monopoly on ideas, wouldn't you know, and my brother recently came up with a concept that could warrant being further analysed. His idea is derived from LotRO's monster play system, which makes players take the role of bad guys; but instead of gaining intangible points that can be used to boost the player's game experience, monster players (or any other similar concept of opposition) get extra time added to their subscription; a player could play the game for free, if they play as monsters a lot.
This concept of paying the player to play the theoretically more boring aspect of the game would create a game where people who have more time and less money (traditionally called "kids") could still play the game, enjoying it for free (or cheaper), while helping to create a better game experience for those who are ready to pay the full price so they can play whatever they want to play. (Some would also argue that keeping kids out of the grown-up playground means paying customers get an overall more mature game to play).
Of course, one has to be careful just how far the gap between Elite and Free Play players extends. Too much of it, and you end up with a game that's not actually fun to play for the time extension part, and nobody wants to play it.
Or you could have a game that's focusing on tiered play even more; Savage has proven that the RTS and FPS styles can mix, but what about going further? You could make a game that's free to play for FPS players, requires a valid cd-key for RTS players, and has a monthly fee for the all-encompassing Civilization-like game, where battles are fought in the RTS-and-FPS game.
I might have derived a bit from the original MMORPG concept, but tiered play is certainly something to watch, if anything so that we don't become meals for the Elite users ourselves.
This concept of paying the player to play the theoretically more boring aspect of the game would create a game where people who have more time and less money (traditionally called "kids") could still play the game, enjoying it for free (or cheaper), while helping to create a better game experience for those who are ready to pay the full price so they can play whatever they want to play. (Some would also argue that keeping kids out of the grown-up playground means paying customers get an overall more mature game to play).
Of course, one has to be careful just how far the gap between Elite and Free Play players extends. Too much of it, and you end up with a game that's not actually fun to play for the time extension part, and nobody wants to play it.
Or you could have a game that's focusing on tiered play even more; Savage has proven that the RTS and FPS styles can mix, but what about going further? You could make a game that's free to play for FPS players, requires a valid cd-key for RTS players, and has a monthly fee for the all-encompassing Civilization-like game, where battles are fought in the RTS-and-FPS game.
I might have derived a bit from the original MMORPG concept, but tiered play is certainly something to watch, if anything so that we don't become meals for the Elite users ourselves.
Thursday, May 17, 2007
User-Generated Content
It has been said before, the future of gaming is in user-generated content. By allowing users to create and vote on content generated by other users, developers can increase their art database tremendously, with the only cost being the user-generation system itself.
Of course, you can have a good crafting system, which would keep players occupied for a while, but they will eventually demand - and create - more. You can give them the chance to create their own PARTS of their own items, by giving them, say, a sub-item crafting. Or they could create new haircuts by missing parts of different haircuts. Create their own blade by taking the sharpness of one, the shape of another and perhaps the point of a third. Or create their own sleeves with the basic shape of one, the size of another and the fringes of that other one.
But what if they could do more? Second Life may not be as popular as certain journalists would want us to believe, but it has shown that user-generated content can be quite powerful in attracting attention and talent.
Players don't want to create something for nothing, though. How do we reward artists who use their own time to better the game? Free game time is of course a possibility, as are in-game rewards. Monopoly on their creation could be a great insensitive, as it would mean that those who create something great get rewarded accordingly.
Whatever the reward is, it must be allowed to both show great creators to the world, and keep hacks and griefers away. Because for every great artist, there's ten beginners, and a hundred potential griefers.
Of course, you can have a good crafting system, which would keep players occupied for a while, but they will eventually demand - and create - more. You can give them the chance to create their own PARTS of their own items, by giving them, say, a sub-item crafting. Or they could create new haircuts by missing parts of different haircuts. Create their own blade by taking the sharpness of one, the shape of another and perhaps the point of a third. Or create their own sleeves with the basic shape of one, the size of another and the fringes of that other one.
But what if they could do more? Second Life may not be as popular as certain journalists would want us to believe, but it has shown that user-generated content can be quite powerful in attracting attention and talent.
Players don't want to create something for nothing, though. How do we reward artists who use their own time to better the game? Free game time is of course a possibility, as are in-game rewards. Monopoly on their creation could be a great insensitive, as it would mean that those who create something great get rewarded accordingly.
Whatever the reward is, it must be allowed to both show great creators to the world, and keep hacks and griefers away. Because for every great artist, there's ten beginners, and a hundred potential griefers.
Friday, May 11, 2007
What Quests Really Mean
Quests in MMORPGs are gross derivations of the original meaning of the word, which were an enormous investment in time (Think quest for the Holy Grail); today, you go questing for lettuce to get sandwiches, and learn new spells by walking between two people who are too lazy to do it themselves.
Quests, if even they are to be called that, should have a broader range, a longer input, and perhaps a larger participating population. You could put as a quest to eradicate the local zombie population, or to supply the blacksmiths with the materials they require; anything that needs to be done, as long as it has some relevance and importance. Those missions, however, can't be done by a player alone, nor in an evening's play time. Players will have to form group and communicate in order to achieve their objective, and the spoils of the actions would be split according to each player's acts during the events.
If you want to clear the orcs, you have many things to do; first, send scouts out to find out their intentions, numbers, equipment and readiness level. Once that is done, a war proper can be fought, starting by thinning their numbers with attacks on their scouting parties and quick hit-and-run strikes, or perhaps by organizing a militia from the local adventurer population, and leading an all-out assault on their camps.
Material-gathering quests would evolve similarly, with prospectors finding new minerals, and selling the locations to groups of gatherers, who would then organise camps to gather and carry resources.
With this system, any Harold Casual can come in, do what he can for the quest efforts, and get rewarded for his actions, without having a dozen more Isabelle's come behind him and slay the orc chieftain again. With a dynamic world, quests would form themselves out of necessity, and players would find reasons to put bounties on baddies, creatures or resources they need for their long-term accomplishments.
Quests, if even they are to be called that, should have a broader range, a longer input, and perhaps a larger participating population. You could put as a quest to eradicate the local zombie population, or to supply the blacksmiths with the materials they require; anything that needs to be done, as long as it has some relevance and importance. Those missions, however, can't be done by a player alone, nor in an evening's play time. Players will have to form group and communicate in order to achieve their objective, and the spoils of the actions would be split according to each player's acts during the events.
If you want to clear the orcs, you have many things to do; first, send scouts out to find out their intentions, numbers, equipment and readiness level. Once that is done, a war proper can be fought, starting by thinning their numbers with attacks on their scouting parties and quick hit-and-run strikes, or perhaps by organizing a militia from the local adventurer population, and leading an all-out assault on their camps.
Material-gathering quests would evolve similarly, with prospectors finding new minerals, and selling the locations to groups of gatherers, who would then organise camps to gather and carry resources.
With this system, any Harold Casual can come in, do what he can for the quest efforts, and get rewarded for his actions, without having a dozen more Isabelle's come behind him and slay the orc chieftain again. With a dynamic world, quests would form themselves out of necessity, and players would find reasons to put bounties on baddies, creatures or resources they need for their long-term accomplishments.
Wednesday, May 09, 2007
Gradual Item Power Increase
Don't you find it silly that, with a strength of 59, you simply cannot use that two-handed sword, while a strength of 60 lets you swing it around wildly without getting tired? I think a softer limit to item usage would be better.
We start by renaming the minimal stat requirements for item use to optimal stat requirements. You can still use that two-hander with 59 strength, but you'll swing it slower and less efficiently. Similarly, when you hit 255 strength, you don't need to switch to a Really Big Two-Hander, you just get more out of your old sword, from being able to swing it harder and for longer periods of time.
Equipment and stats should be more separated; as long as he's strong enough to lift it, you should let little mister mage wear a chain mail armor; he just won't be able to cast many spells, as such an encumbering load would quickly get in his way. Anyone can swing a mace around and hit stuff, but it takes actual skills to get the most out of it.
Of course, this wouldn't work in a typical MMORPG, where the Sword of Ultimate Imbalance can only be acquired by killing the arch-giant, deep into mountain Grind; such a weapon could, without limits, be passed down to a new player or character, who would then become stronger than his level, simply for having it. If you do away with levels, however, and tie the capacities to use an item with the actual skills linked to that item, then you can give any of the Ultimate Imbalance set items to that new character, they just won't do him any good.
We start by renaming the minimal stat requirements for item use to optimal stat requirements. You can still use that two-hander with 59 strength, but you'll swing it slower and less efficiently. Similarly, when you hit 255 strength, you don't need to switch to a Really Big Two-Hander, you just get more out of your old sword, from being able to swing it harder and for longer periods of time.
Equipment and stats should be more separated; as long as he's strong enough to lift it, you should let little mister mage wear a chain mail armor; he just won't be able to cast many spells, as such an encumbering load would quickly get in his way. Anyone can swing a mace around and hit stuff, but it takes actual skills to get the most out of it.
Of course, this wouldn't work in a typical MMORPG, where the Sword of Ultimate Imbalance can only be acquired by killing the arch-giant, deep into mountain Grind; such a weapon could, without limits, be passed down to a new player or character, who would then become stronger than his level, simply for having it. If you do away with levels, however, and tie the capacities to use an item with the actual skills linked to that item, then you can give any of the Ultimate Imbalance set items to that new character, they just won't do him any good.
Sunday, May 06, 2007
The Roots of MMORPGs
For everlong as the roots of a MMORPG aren't clearly defined, the game can only find as inspiration other games of the type - copying from other MMORPGs. In truth, MMORPGs come from many different sources, which may create many different results.
If you found your MMORPG based on single-player role-playing games, you will create what amounts to a single-player RPG with many player-controlled NPCs. The goal of the game will be power acquisition, and as long as acquiring more of said power is possible, challenges will be overcome by being more powerful than them, instead of outsmarting them. Players will come to expect a linear story where they are only tokenly involved. There is a market for such MMORPGs, but they are often regarded by outsiders as being games for simpletons.
You could also base your MMORPG on human history; conflicts wouldn't be lacking, but perhaps not that many people are interested in long, boring walks punctuated by short periods of chaos. Players would, for the most part, have to play the role of simple people, doing simple (and often boring) things. Again, there might be a market for this type of game, but I honestly doubt it would be worth considering.
Of course, you can base your game on tabletop games (call it AD&D). Tabletop games have the advantage of being more open-ended, since game masters can make or break rules as they see fit; that part would be kind of difficult to implement in a computer game. Luckily, you can still do something similar, by having a very open-ended game, with few rules imposed on the players. Such a game would probably require longer development and testing time, but it is a market where competition is quite scarce.
There's other sources of inspiration, of course, but these three should cover the basics; you have to define your game at least relatively to these three, or other similar concepts, before you can move ahead and design the actual game.
If you found your MMORPG based on single-player role-playing games, you will create what amounts to a single-player RPG with many player-controlled NPCs. The goal of the game will be power acquisition, and as long as acquiring more of said power is possible, challenges will be overcome by being more powerful than them, instead of outsmarting them. Players will come to expect a linear story where they are only tokenly involved. There is a market for such MMORPGs, but they are often regarded by outsiders as being games for simpletons.
You could also base your MMORPG on human history; conflicts wouldn't be lacking, but perhaps not that many people are interested in long, boring walks punctuated by short periods of chaos. Players would, for the most part, have to play the role of simple people, doing simple (and often boring) things. Again, there might be a market for this type of game, but I honestly doubt it would be worth considering.
Of course, you can base your game on tabletop games (call it AD&D). Tabletop games have the advantage of being more open-ended, since game masters can make or break rules as they see fit; that part would be kind of difficult to implement in a computer game. Luckily, you can still do something similar, by having a very open-ended game, with few rules imposed on the players. Such a game would probably require longer development and testing time, but it is a market where competition is quite scarce.
There's other sources of inspiration, of course, but these three should cover the basics; you have to define your game at least relatively to these three, or other similar concepts, before you can move ahead and design the actual game.
Thursday, May 03, 2007
Player-Created Lair
In discussing player-created towns and player-created buildings, one subject is usually missing: player-created lairs, with traps and secret doors. Of course, a complete, world-like MMORPG wouldn't be complete if you couldn't create one of those, too.
Your building doesn't need to be approved by GMs before you can build it, since you will be building it with actual materials. Make some plans, buy the materials, and set to work on your cottage, castle or cathedral; you could even create a future ruin, where explorers of the future will seek riches and fame by fighting the legions of evil/good.
You will have to choose between materials of different qualities and prices, structures of varying degrees of complexity, and perhaps traps hidden everywhere for the unwary to stumble upon (and in). You will have deadly pits, poisoned arrow traps, signal alarms and perhaps explosive runes to protect your inner sanctum, where you will await adventurers, who will go through waves after waves of your legions of doom just to kill little megalomaniac you.
Because a complete MMORPG wouldn't be complete if you couldn't be megalomaniac, right?
Your building doesn't need to be approved by GMs before you can build it, since you will be building it with actual materials. Make some plans, buy the materials, and set to work on your cottage, castle or cathedral; you could even create a future ruin, where explorers of the future will seek riches and fame by fighting the legions of evil/good.
You will have to choose between materials of different qualities and prices, structures of varying degrees of complexity, and perhaps traps hidden everywhere for the unwary to stumble upon (and in). You will have deadly pits, poisoned arrow traps, signal alarms and perhaps explosive runes to protect your inner sanctum, where you will await adventurers, who will go through waves after waves of your legions of doom just to kill little megalomaniac you.
Because a complete MMORPG wouldn't be complete if you couldn't be megalomaniac, right?
Sunday, April 29, 2007
On the Uses of Friends Lists
MMORPGs, by their massiveness, and their role-playingness, are close to social networks. There is still plenty to be done, however, to come close to social networks in terms of interactivity. One step in the right direction would be the addition of friends/enemies lists.
You can tell a lot about someone by who their friends are, and the same should apply to MMORPGs. If you have a griefer, content in disrupting other people's fun, they will get lots of enemies, which might be a good way for game masters to find them. On the other hand, someone who gets lots of friends is probably someone you want to group with, since he's proven many times that he's friendly, reliable, or maybe just knows how to write.
But that can't be the end of things, otherwise groups of griefers would call each other friends and get themselves good reviews. You also have to watch who someone hangs with; if someone only ever gets good reviews from people inside a small clique, who all get bad reviews from outsiders, then you can tell people that they are unlikely to want to befriend these people.
Going further, you will realize not all nice people want to associate with other nice people. Role-players will want to associate with role-players, achievers with achievers; casual players will hang with their kin, as will hardcore ones; and people with a basic grasp of grammar will want to listen to people who can likewise spell correctly, while that kind of behavior would be infuriating to Internet-spellers.
So a high friendliness rating would tell you that a person is likely to be like-minded to you, while a lower one might indicate that they are either griefers, or simply different-minded.
Of course, as always, I leave to the programming team the task of designing such a feature. Us designers can't be bothered with details such as 'feasibility'.
You can tell a lot about someone by who their friends are, and the same should apply to MMORPGs. If you have a griefer, content in disrupting other people's fun, they will get lots of enemies, which might be a good way for game masters to find them. On the other hand, someone who gets lots of friends is probably someone you want to group with, since he's proven many times that he's friendly, reliable, or maybe just knows how to write.
But that can't be the end of things, otherwise groups of griefers would call each other friends and get themselves good reviews. You also have to watch who someone hangs with; if someone only ever gets good reviews from people inside a small clique, who all get bad reviews from outsiders, then you can tell people that they are unlikely to want to befriend these people.
Going further, you will realize not all nice people want to associate with other nice people. Role-players will want to associate with role-players, achievers with achievers; casual players will hang with their kin, as will hardcore ones; and people with a basic grasp of grammar will want to listen to people who can likewise spell correctly, while that kind of behavior would be infuriating to Internet-spellers.
So a high friendliness rating would tell you that a person is likely to be like-minded to you, while a lower one might indicate that they are either griefers, or simply different-minded.
Of course, as always, I leave to the programming team the task of designing such a feature. Us designers can't be bothered with details such as 'feasibility'.
Sunday, April 22, 2007
The Role of Non-Player Characters
Friendly NPCs in MMORPGs nowadays are usually one of two things: either they're super-humans who send the player on quests they can't be bothered to complete themselves, or, more commonly, they're there to perform repetitive tasks that explicitly serve the players.
The problem with that is that NPCs don't have a purpose, a reason for doing what they do. That NPC vendor will buy any crap you send their way, no matter how useless it might be, and with only indication of price the level of the creature which dropped it. That is wrong on many, many levels.
Non-player characters should have their own purpose, which serves their own interest. They will not buy items that the players don't want, because they can only do what players can do. NPC vendors should not be used as trash cans for players to dump their unwanted loot to. They don't need bear gallbladder. They need iron, wood, cloth, sugar and herbs, for which they will compete with the players. Should players run NPCs out of business, they will attempt to start over again, perhaps in another city, or they might offer their services for more menial tasks (Such as vendors for lazy players).
NPCs should follow the same rules that dictate the actions of players; they should have the same skill system, stats, equipment, and be governed by the same rules that govern players; NPCs simply don't pay monthly fees, so they don't mind being used for menial tasks.
When that mentality of NPCs-like-players is achieved, we can see a MMORPG that achieves a reasonable amount of immersiveness.
The problem with that is that NPCs don't have a purpose, a reason for doing what they do. That NPC vendor will buy any crap you send their way, no matter how useless it might be, and with only indication of price the level of the creature which dropped it. That is wrong on many, many levels.
Non-player characters should have their own purpose, which serves their own interest. They will not buy items that the players don't want, because they can only do what players can do. NPC vendors should not be used as trash cans for players to dump their unwanted loot to. They don't need bear gallbladder. They need iron, wood, cloth, sugar and herbs, for which they will compete with the players. Should players run NPCs out of business, they will attempt to start over again, perhaps in another city, or they might offer their services for more menial tasks (Such as vendors for lazy players).
NPCs should follow the same rules that dictate the actions of players; they should have the same skill system, stats, equipment, and be governed by the same rules that govern players; NPCs simply don't pay monthly fees, so they don't mind being used for menial tasks.
When that mentality of NPCs-like-players is achieved, we can see a MMORPG that achieves a reasonable amount of immersiveness.
Tuesday, April 17, 2007
On the Edge of Gameplay
I know I said I wouldn't talk too much about myself, but there is one particular bit of game experience which clings forever in my memory, and I think it is particularly meaningful in explaining the type of game I would like a MMORPG to be.
The setting is World of Warcraft, the Deadmines (Low-level party instance). The party is sub-optimal, consisting of a paladin as the only healer, the only one capable of casting resurrection AND the only one being above minimum level for this instance; the rest of the party was made of tanks and damage dealers (Did I ever mention how opposed to gnome warriors I am?). I was playing a rogue; this is important.
Needless to say, this was a hard win, but we progressed onward anyway, despite a large number of near-wipes. Once, the whole party, minus the paladin, was killed; the paladin saved his own life by jumping down in the water, a feat NPCs aren't smart enough to accomplish. This allowed him to climb back up and resurrect the rest of us.
Now, we cleared most of the instance, but the final boss would have been a problem. Simple tactics working best, we decided to target the boss only to get credits, ignoring its friends. The fight went on, and after much damage taken, the boss dropped; our own party did soon after. Now, the rest of the party all did their looting, taking one head of the boss each (Yes, each got one head of the human boss. That's MMORPG rules for you), except myself; so into the fight was I, that I forgot to do it. Everyone being dead, and having finished their quests, it was decided that we wouldn't be fighting through all the respawns again just so that dumb little rogue could get his quest done. Then it dawned to me that as a rogue, I could use stealth to go right through all the respawns to get to the boss.
The party disbanded (I think the paladin stayed in the party, curious to know how I did; he didn't help in the sneaking part, unfortunately), and I returned again to the instance entrance. I sneaked past the encounters, feeling the adrenaline rush through, as if a single one of them saw me, it would undoubtedly be the end of me.
Long sneaking quest made short, I managed to go through the whole instance in stealth mode, all alone, and reached the boss' corpse, only to see that it had de-spawned in the mean time.
Gah.
A few weeks later, Blizzard increased the de-spawn time of bosses.
Gah!
Epilogue
So little Hexedian the gnomish rogue might not have been the best at sneaking part guards, but one thing hits me when I recall this story. I've played a character to level 50, and a couple more to mid-level; I've done Shadowfang Keep, Gnomeregan, The Scarlet Monastery, Uldaman and even ZulFarrak; I have tried a wide range of content in the game; and yet, despite all this, the one bit of gameplay that always comes to mind when I think of World of Warcraft is a failed instance run I did with a secondary character. The game I played wasn't even part of World of Warcraft's intended gameplay; the quest to sneak past all the guards didn't exist, yet it might be the most enjoyable moment of all my WoW history.
I think MMORPGs should have more Hex the rogue moments, where the events that happen are what players make of them, not what was scripted to happen. Gameplay will emerge by itself if you let it do so, and do not constrain the game with artificial limitations.
I hope my story, while not the most interesting one around, at least managed to entertain you, and give some kind of idea as to what I envision of a game.
The setting is World of Warcraft, the Deadmines (Low-level party instance). The party is sub-optimal, consisting of a paladin as the only healer, the only one capable of casting resurrection AND the only one being above minimum level for this instance; the rest of the party was made of tanks and damage dealers (Did I ever mention how opposed to gnome warriors I am?). I was playing a rogue; this is important.
Needless to say, this was a hard win, but we progressed onward anyway, despite a large number of near-wipes. Once, the whole party, minus the paladin, was killed; the paladin saved his own life by jumping down in the water, a feat NPCs aren't smart enough to accomplish. This allowed him to climb back up and resurrect the rest of us.
Now, we cleared most of the instance, but the final boss would have been a problem. Simple tactics working best, we decided to target the boss only to get credits, ignoring its friends. The fight went on, and after much damage taken, the boss dropped; our own party did soon after. Now, the rest of the party all did their looting, taking one head of the boss each (Yes, each got one head of the human boss. That's MMORPG rules for you), except myself; so into the fight was I, that I forgot to do it. Everyone being dead, and having finished their quests, it was decided that we wouldn't be fighting through all the respawns again just so that dumb little rogue could get his quest done. Then it dawned to me that as a rogue, I could use stealth to go right through all the respawns to get to the boss.
The party disbanded (I think the paladin stayed in the party, curious to know how I did; he didn't help in the sneaking part, unfortunately), and I returned again to the instance entrance. I sneaked past the encounters, feeling the adrenaline rush through, as if a single one of them saw me, it would undoubtedly be the end of me.
Long sneaking quest made short, I managed to go through the whole instance in stealth mode, all alone, and reached the boss' corpse, only to see that it had de-spawned in the mean time.
Gah.
A few weeks later, Blizzard increased the de-spawn time of bosses.
Gah!
Epilogue
So little Hexedian the gnomish rogue might not have been the best at sneaking part guards, but one thing hits me when I recall this story. I've played a character to level 50, and a couple more to mid-level; I've done Shadowfang Keep, Gnomeregan, The Scarlet Monastery, Uldaman and even ZulFarrak; I have tried a wide range of content in the game; and yet, despite all this, the one bit of gameplay that always comes to mind when I think of World of Warcraft is a failed instance run I did with a secondary character. The game I played wasn't even part of World of Warcraft's intended gameplay; the quest to sneak past all the guards didn't exist, yet it might be the most enjoyable moment of all my WoW history.
I think MMORPGs should have more Hex the rogue moments, where the events that happen are what players make of them, not what was scripted to happen. Gameplay will emerge by itself if you let it do so, and do not constrain the game with artificial limitations.
I hope my story, while not the most interesting one around, at least managed to entertain you, and give some kind of idea as to what I envision of a game.
Tuesday, April 10, 2007
On Ethics
While ethics are not typically elements of a classic MMORPG, we can't forget the influence of virtues in Ultima Online. Ethics, however, are typically presented in a simplified manner, offering the player with the choice of being good, or getting a bigger reward. Never have ethics been about who to save when you can't save everyone, or whether or not two wrongs will make a right.
I believe that ethics, that is, the theory of good and evil, have the potential of creating a classic of gaming that would transcend gaming and become part of history. For that to happen, however, a great deal of attention would have to be placed on making ethics part of the game itself; simply making it an afterthought would, like many other features, only serve to weaken the general game experience.
For ethics to play a major role, two things need to happen. First and foremost, ethics have to influence the game world. That means players and NPCs should have a way to know another player or NPC's ethics, be it magic, psychology, reputation or stats display (I wouldn't recommend the last one; breaks the game immersion). Based on someone's ethics, players can decide whether they will befriend them or not; they will decide if they want to hunt them down, or maybe just ask vendors to charge more to them. This does not only apply to being Good, of course; player-run bandit cities wouldn't accept no goody-two-shoes paladin or law enforcers.
Before a system to make ethics worthwhile can be useful, you will need a way to influence ethics. PKs and griefers will go down fast, while charities and evil-slayers will be praised world-wide; even small things, like over-using a bargaining position, could influence ethics in small ways. Reputation could also be influenced by whom the player hangs with; a player performing Good acts to infiltrate an enemy organization, but who is often seen in the company of openly evil people, would have a hard time keeping his notoriety up; and don't even think of infiltrating evil cities when you can't even kick a beggar.
With that being said, it is important not to fall into easy traps of ethics; players should be able to interact with other players of widely different ethics, without there being penalties to anything but reputation (Unless the laws of the lands are specific about such dealings). There cannot be an easy way to influence ethics too much, such as making large donations, otherwise it might be easily exploitable (Unless you want to have exploitable reputation changes; donations to churches have been known throughout western history to erase all of a noble's evil deeds). Similarly, few things short of killing large numbers of innocents without a good reason would make a player look evil enough in a short amount of time.
If you have accessible ways to enable people to see other people's ethics, you could have a way to hide one's ethics. If you have magic detection, you can have magical hiding or forgery. With psychology, you have reverse-psychological poker-face feigning. Reputation can be altered with well-placed bribes or blackmail.
If ethics are to have a central role in a MMORPG, they could easily become multi-layered, letting players choose their own paths of virtues. Players could be asked to choose between the mutually exclusive loyalty, justice, freedom and happiness, with neither being the true Good choice, but still sparking conflicts within defenders of different virtues. Evil players could likewise decide to take the route of the murderer, blackmailer, burglar or public streaker. Thief guilds could instill a limit to the number of murders members can have within time periods, which would both serve to insure relative anonymity and reasonable member skills (Good thieves don't get caught).
When all is said and done, that players have chosen their factions and are waging war, you start reaping the benefits of your choices. Good players have a greater affinity to Holy magic and empathic skills, while evil ones will take their picks of a greater selection of demons and curses to unleash on their opponents. Even the balanced or undecided players could benefit, with access to both, and greater powers with certain non-aligned arts and mercantile skills.
In the end, the incorporation of a well-thought ethics system, by itself, wouldn't be enough to create a classic out of a mediocre game; taken in coordination with a well-polished game, however, it could pave the way to an era of games challenging both the minds and spirits of gamers - pave it with solid gold.
I believe that ethics, that is, the theory of good and evil, have the potential of creating a classic of gaming that would transcend gaming and become part of history. For that to happen, however, a great deal of attention would have to be placed on making ethics part of the game itself; simply making it an afterthought would, like many other features, only serve to weaken the general game experience.
For ethics to play a major role, two things need to happen. First and foremost, ethics have to influence the game world. That means players and NPCs should have a way to know another player or NPC's ethics, be it magic, psychology, reputation or stats display (I wouldn't recommend the last one; breaks the game immersion). Based on someone's ethics, players can decide whether they will befriend them or not; they will decide if they want to hunt them down, or maybe just ask vendors to charge more to them. This does not only apply to being Good, of course; player-run bandit cities wouldn't accept no goody-two-shoes paladin or law enforcers.
Before a system to make ethics worthwhile can be useful, you will need a way to influence ethics. PKs and griefers will go down fast, while charities and evil-slayers will be praised world-wide; even small things, like over-using a bargaining position, could influence ethics in small ways. Reputation could also be influenced by whom the player hangs with; a player performing Good acts to infiltrate an enemy organization, but who is often seen in the company of openly evil people, would have a hard time keeping his notoriety up; and don't even think of infiltrating evil cities when you can't even kick a beggar.
With that being said, it is important not to fall into easy traps of ethics; players should be able to interact with other players of widely different ethics, without there being penalties to anything but reputation (Unless the laws of the lands are specific about such dealings). There cannot be an easy way to influence ethics too much, such as making large donations, otherwise it might be easily exploitable (Unless you want to have exploitable reputation changes; donations to churches have been known throughout western history to erase all of a noble's evil deeds). Similarly, few things short of killing large numbers of innocents without a good reason would make a player look evil enough in a short amount of time.
If you have accessible ways to enable people to see other people's ethics, you could have a way to hide one's ethics. If you have magic detection, you can have magical hiding or forgery. With psychology, you have reverse-psychological poker-face feigning. Reputation can be altered with well-placed bribes or blackmail.
If ethics are to have a central role in a MMORPG, they could easily become multi-layered, letting players choose their own paths of virtues. Players could be asked to choose between the mutually exclusive loyalty, justice, freedom and happiness, with neither being the true Good choice, but still sparking conflicts within defenders of different virtues. Evil players could likewise decide to take the route of the murderer, blackmailer, burglar or public streaker. Thief guilds could instill a limit to the number of murders members can have within time periods, which would both serve to insure relative anonymity and reasonable member skills (Good thieves don't get caught).
When all is said and done, that players have chosen their factions and are waging war, you start reaping the benefits of your choices. Good players have a greater affinity to Holy magic and empathic skills, while evil ones will take their picks of a greater selection of demons and curses to unleash on their opponents. Even the balanced or undecided players could benefit, with access to both, and greater powers with certain non-aligned arts and mercantile skills.
In the end, the incorporation of a well-thought ethics system, by itself, wouldn't be enough to create a classic out of a mediocre game; taken in coordination with a well-polished game, however, it could pave the way to an era of games challenging both the minds and spirits of gamers - pave it with solid gold.
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