Monday, January 21, 2008

Let's Go Cray

If you've been reading these rantings for a while, you know that I want more from an MMORPG than what is offered today. I want realistic advancement. I want a realistic world to explore and conquer. I want fun trade-skills, and generally fun at every corner. But there's also lots of things that I think would be fun, but I haven't mentioned because they aren't practical, due to hardware or social limitations. So I'm going to go crazy now, and name all the pretty ponies I want for my birthday.

First of all, what about a full character customization? Having lots of options is nice, and the Elder Scrolls series has a nice character customization, but what if we could get more? Say, going clay modeling for the face, or opening 3D studio to design the character; or maybe picking hair style by combining many styles into one. This would certainly be leaps forward compared to current MMO trends.
Chances of this happening : We won't see anything this advanced because people can't be trusted with full openness; I'm still holding out for something that makes me go 'wow' the way Oblivion did.

What about a nice social network? You could rate the people you interact with in-game, and the game would tell you how much it expects you to like other people. People with similar beliefs would be registered by a state-of-the-art AI and could more easily find each other, thus enhancing their game experience.
Chances of this happening : I'm not holding my breath; socializers are usually the first ones to suffer from budget cuts.
(For those who are more programming-savvy, I've been told that friend-of-a-friend software is O (n^2), so it probably won't happen for a while)

If we're going crazy, why not add destructible environment? With real world constraint calculations? And realistic physics, thrown in for good measure? Of course, the ability to interact with the environment and leave a lasting mark would be nice, but what we all know we want is to see what happens you we toss fireballs around like maniacs. Show me a gamer who doesn't like explosives and I'll show you someone in denial.
Chances of this happening : Cold day in heck. Aside from the fact that MMORPGs of today are static games, we also have to remember that the system needs to do all of those things simultaneously for all those people connected. It's nice to dream, but unless they invent infinite computational power tomorrow, I won't be holding my breath too long...

Could be more, of course... What about growing up as a child? The ability of a game to interact with the real world in a meaningful way, such that real work can be accomplished in a more relaxing atmosphere? Or a smart, unpredictable AI? Heck, any AI at all would be nice. Just toss us an AI bone. We'll take anything, really.

Ahem...

What else have I forgotten? Aside from virtual reality, or mixing all the genres into one large mega-game, what else could be done, in a perfect world, to move the MMORPG genre forward, and help the cause of boredom-deprivation?

Thursday, January 17, 2008

Reverse-Engineering Crafting

Wouldn't it be nice to find a nice Sword of Everlasting Pepper, and be able to tell how it's made? Check out the blade and learn about the crafting process; cut out the leather hilt to tell where it came from; or maybe analyze the enchantment to know how you, too, would be able to create spicy, delicious condiments at a moment's notice, astounding friends and foes alike with your culinary prowesses.

You would first go to your trainer, of course, asking if he, or any of his colleagues, knew how to create the desired ingredient-spawning magic. Learning that such an art is only known to a currently hostile population, but knowing that your life would have no meaning without the capacity to summon the indispensable treat at will, you would venture in a long trek along snaky roads and pointy mountains, braving dangers unknown to sentient-kind, only to yet again face death in the hands of the spicy masters. Claiming your prize, you would go along disassembling it, hoping you would be skillful enough to pinpoint and understand what, exactly, makes deadly arsenals create such a delightful supplement.

Playing a minigame of difficulty varying depending on the power of the knowledge or knowledges you seek proportional to your own, you hope that you can understand the mysteries of sharp and blunt seasoning before you completely ruin the weapon; should you fail, you would be forced to find another similarly powered item to once again attempt reverse-engineering the peppering process. Should you win, of course, you would be covered with glory; you would sell the final products to rich warriors hoping to add a little spice to their fights (horrible pun intended), and masters of the arts would travel from distant lands in hope of trading secrets with one such as you.

This is the only thing keeping you going, of course. Through freezing tundras or fiery volcanoes you march, with the only thought being of the power and glory that would be rightfully yours should you manage to bring the knowledge of such power to your undeserving homelands. Be proud, my friend, for your goal is noble. We will await you here, knowing, with each bland meal, that you are working hard to deliver us from our culinary impediments. Forward!

Wednesday, January 09, 2008

A Magic-Intensive World

Everywhere you look, it's pretty much always the same things... You've got the throng of medieval-fantasy worlds on one side, then the ones trying something different on the other... There's science-fiction, modern, science-fantasy and a few others, of course, which should be praised for at least not introducing even more orcs and elves to an already Tolkien-saturated market, but beyond those few gems of varying shines, there's little to keep a fantasy enthusiast entertained.

An idea I had is of a fantasy world not unlike those swords-and-fireballs me-too clones out there, but with the distinction that magic is a prevalent and abundant power. Most people, no matter their profession, are expected to know their own share of magic, and science, for the most part, is relegated to hobbyists looking to pass the time between their magic-using jobs and watching the magic TV. That is not to say that people of the magical world are still using flint stones to skin the Tarrasque, of course, since an abundance of magic means a lot of potential for growth that do not require knowledge of fission. Buildings are built by taking the raw materials and shaping them in the desired shape; food is grown and harvested by highly specialized agricultural spells, and whatever tools a magical society does need are created by telling the otherwise obedient laws of nature to shut up and do as they're told.

Barring external forces, our magic society would evolve towards an utopia at an alarming rate. A powerful and common magic means most actions are easier to take than within a non-magical world, so fewer people are necessary to do the basic maintenance, leaving more people to advance the arts of the crafts even further. In an advanced magic society, sustenance is assured, work loads are light and movement is trivial. All that's left is to create greater and greater things. That, or finding an opposing force, of course, which is somewhat typical of an MMORPG.

So yes, strictly speaking, it might be a medieval fantasy game, but you'll have to search long before you find a sword to swing, or a dragon that isn't friendly or dead. People might still need help, though. Now where did I put this 'summon exclamation mark' scroll, already?

Friday, December 28, 2007

Advanced Item Enchanting

When enchanting an item, you typically only decide on a single enchant - say, additional strength; yet, you will find items in your quests that bear multiple powers. I suggest that item enchanting be more open to the player's choices.

Item enchanting should be limited by two things - one, how many enchants an item can take, and two, how much power the enchants can have. The first is mostly self-explanatory - items cannot take an indefinite amount of enchants, although some items will take more than other, depending on size, material, shape, craftsmanship and whatnot.

The power of enchants an item can take plays a much more important role in determining what someone can do with it, however. Typically, more powerful enchants would take exponentially more power. If running out of power, one could 'use up' an enchant slot to place a negative enchant, which would allow more power for positive enchants. Such negative enchants could include penalties to stats, skills and peripheral attributes (vision, speed or regeneration are a few), which would mostly be the counterparts of positive attributes; other, less common negative enchants could include added weight, penalties under certain conditions (cold, evil, wet...) or even soul binding - the first person to equip this item is bound to it, and cannot trade it. Powerful artifacts could be custom-made for a particular customer, who would want it soul-bound so they could fit a few more precious points into their prized possessions.

Additionally, enchanting would require components, with components of different quality having different ratios of enchant-power to enchant-consumption. The scales of Queralyx, the Great Black Wyrm, who was slain in an epic battle to be told for generations to come, will give more powerful enchants than the eyes of Robert the Newt Who Happened To Wander Too Close To Town - and whose slaying didn't generate as much as a haiku, much less a ballad. More advanced players will get more advanced enchants, though the difference isn't such that using an item a few notches lower in the power scale should prevent a player from achieving anything worthy of Bardic Tale status; they just won't mention the rather bland spear he used to pierce the bad guy's cardiac locations.

Should an adventurer wish to acquire an item worthy of legends, which they could pass to their proud offspring as a powerful family heirloom, however, they would need to get lots of work done; most likely, they will require help, presumably in the form of loyal guildmates, ready to climb the highest mountains for their beloved friends. Great beasts must be slain, rare resources be found and harvested, great care be placed in growing only the best ingredients for such a creation. Or I guess they could buy the items at the market, but where's the fun in that?

Finally, when all the ingredients are carefully selected and you know exactly what enchants you want, you have to pick an enchanter. The enchanter you pick must be able to create the enchants you want, of course, but should ideally be powerful in the type of enchants you want - a priest enchanter would be better at creating a holy weapon than a necromancer, after all. That enchanter would also be someone trusted, for he would be in possession of an item of great power. Finally, you must pick someone with a renown for creating great items, because enchanting isn't easy, and should they perform poorly at the enchanting game, the resulting item would be much weaker than it otherwise could have been, effectively wasting much of the resources used in the process.

When all this is done, however, and you have your shiny new item, you can parade around town, showing off your new-magic-item smell to the ahh-ing and ooh-ing crowds. Because in the end, we know you're not doing it for the killing or the bonuses - you really just want more pretty lights and fancy colors around your character; and don't we all?

Saturday, December 15, 2007

What You Do Matters

So often, in MMORPGs, you see dozens of people killing the same creature over and over. You see them forming a line or entering instances just so they can slay the same boss. What happened to causality? It seems like doing something does not have consequences; if that is the case, then why bother?

Wouldn't it be much better if players could have an influence in the world? If slaying an evil beast would essentially mean that it is gone, no longer to plague the world with its taint? Of course, the players coming second will find only a lair largely devoid of opposition, but at least it would make a certain amount of sense. If you are worried that the world might become unpopulated, simply instill a rule of less killing, more reward; each opponent becomes a challenge, and players are forced to use their tricks much more efficiently, rather than continuously using the same skills over and over.

By giving players the opportunity to change the world, you give them the chance to make a difference. Players will feel special after successfully completing a rescue mission, because they know that, had they not done it, the would-be rescuee could very well have been killed, permanently affecting the world in a negative way. Likewise, players deciding to go on a rampage, killing innocents left and right, would find that not only are they now permanently hunted everywhere, but they have had an effect on their fellow players that could most likely be felt for a long time to come.

If more MMORPG developers were trying new things, pushing back preconceptions that have no room in a modern game, then we would see a real revolution in gaming. For now, we must live with revolutionary games that do things the way they've always been done.

Friday, November 23, 2007

Where am I?

I know, I know, I haven't been very faithful in posting. Truth is, I'm posting my new ideas on the Metaplace forums. Give it a look someday, you can discuss new ideas with the brains of tomorrow's MMORPGs.

Monday, November 05, 2007

Multiplayer Crafting

What happens when you want to make a lamellar armor, but only have smithing skills? Without leather working skills, making an armor combining leather and metal pieces would be tricky, at best. While you could theoretically create parts of the armor beforehand, and then leave them in the care of a leather worker to complete the process, such cooperation would most likely imply waste and inefficiency. A better method would be to work together on a single item.

What happens, then, is that one player initializes the crafting, and asks the other player for help. Together, they smith and weave away, using their combined skills and resources to create the masterpiece, their efforts rewarded with an item they both can be proud of.

This could be used for other collaborations, of course. A master smith could get help from an apprentice; the apprentice gets to work on their skill, and get paid for it, while the master gets some assistance, making the crafting minigame that much easier. Enchanters could easily work in parallel with other crafters so that their enchantments can be placed on items of greater power.

It might be wishful thinking, some would think, but I think adding multiplayer crafting would really help the genre progress forward as a true multiplayer game, instead of a multiplayer solo game.

Thursday, November 01, 2007

Where Does It Come From?

The enemy? Where does it come from? Ho, it just appeared there, you say? Because the last time it died was exactly 30 minutes ago? Well, that's inconvenient, our soldier died 18 minutes ago; we'll have to wait another 12 minutes before we're saved. Let's hope there's a level-appropriate adventurer nearby who will accept the quest, otherwise we're all going to take a 30-minutes trip to limbo. T'would be a shame, really.

Yeah, OK, not quite subtle, but I got the point across. Mostly. I think.

Where do these enemies come from?
And, while we're at it, those allies? They just spawned there, it seems. That doesn't make sense. Everything should come from somewhere. And I do mean everything. There is no infinitely respawning enemy. There is no infinitely respawning quest reward. And there is no infinitely respawning iron node, herb patch or vendor item. If you want herb, you either get it yourself, or hope someone has harvested some recently. And if you want to kill some goblins, you don't go to goblin camp #121; you go search for them. Get some rumors, while you're at it, it would probably help.

So where do evil goblins come from? The goblin frontier, most likely. What is the goblin frontier, you ask? Ho, you didn't? Should have, it was a good question.

So what is the goblin frontier? It's where goblins come from. More importantly, it's the place that has a very large amount of goblins. Short of a massive invasion force, you cannot as much as hope to push them back a little. If you do amass a massive invasion force, however, then you may stand a chance. Hit them hard enough, and they will be forced to move back and rebuild, leaving their precious land behind, ready to be conquered; lucky for you, you just happen to have (what remains of) a massive army around. So your investment paid off, and now you have some more land to call your own.

Even if the invasion fails, however, it would not have been in vain. Any force standing a chance against the enemy army would most likely deal massive damage to their organization. Such damage is sure to take a long time to repair, meaning that invasion forces, settlers and adventuring parties from that organization will be in shorter supplies for some time, leaving you with an easier defense and the enemy with less spoils from the conquests.

The same would happen in player versus player. If you want the evil player-run city to disappear, you amass an army; the difference being that players aren't always online, so you have to find a mean to organize a raid that gives a fair chance to both parties. Until you do, you can just go scouting for goblins, or maybe ore veins. It beats grinding on foozles, for sure.

Monday, October 29, 2007

MMORPG Food

Ideally, in an MMORPG aiming for realism, nourishment should be encouraged. Forcing players to eat could be bad, though, since that could mean some players would find themselves in a downwards spiral, with no way back up. That's what we call a Bad Thing.

The way it works right now, more often than not, is that food is an optional bonus. At best, food bonus is a nice thing. Most of the times? It's just a useless side-effect that has no real significance in the game.

How do you make food realistic? By having a morale stat, of course. The higher the morale, the more wondrous feats you can accomplish. And the better the food you eat, the more your morale increases (For a time). So, starting players will not invest too much into foodstuffs; they have other things to care about. Experienced players, however, will prepare feasts for every meal, complete 5-courses sets that send their morale through the roof and makes them that much more dangerous to the local dragon population. They will be sure to always carry the best rations in their bags of foodstuffs preservation + 2, always have a bottle of fine elven wine handy, "just in case", and be sure to bring a picnic golem with them, to really enjoy their mid-raid snack fully.

I think food buffs should last longer, too. Something like 24 in-game hours sounds good, so you can afford to eat a modest dinner or something; just as long as you have a full, 10-pounds breakfast. Wouldn't want you to starve halfway towards the deadly dragon den now, would we?

Wednesday, October 24, 2007

To Serve And Protect

What do you do to prevent ganking in an open PvP MMO? On the one hand, if you don't allow player PvP in the open world, your game ends up as a glorified single-player game; on the other hand, too much PvP with too few penalties lead to a world populated by player-killers. What's the right middle point?

Obviously, you'll want to have some level of PvP, but limit the capacity of malicious players to harm their fellow sentients; either of them is missing and you lose credibility as a MMORPG. There are things players can do to prevent being killed, of course, including staying in the main cities. If they never leave it, then they'll be safe; they just won't be adventurers. Many people want to be adventurers, however, and few of them want to deal with evil players.

One solution is to designate areas where PvP may happen. You'll want areas near your main cities to be safe, so that adventurers can get some good, clean fun bashing goblin skulls away. You might also want to protect areas where players may be weaker, such as when adventuring, so gankers don't use the fact that they're weakened to slaughter them. Finally, it's a good idea to be sure that wherever a new player can go is safe; they are the easiest targets, after all.

Another thing you can do is penalize griefing. Player killers can be declared criminals, and be pursued by armed forces whenever they try to enter lawful settlements; by making sure they aren't safe in most cities, you decrease their power, and make other players safer. Merchants can look down on people of low morals, and decide to charge more for their services. You can add some supernatural penalties as well; players with a negative Karma get penalties on many things, to a point that evil players will have to expend resources trying to negate these penalties. Finally, you can forgo any kind of excuses and just add meta-gaming penalties for player killers, such as harsher death penalties, limited skill usage and, in the most extreme cases, character deletion by the developers, if the player's action are against the out-of-game rules.

Griefers can be penalized by the players themselves, of course; many will not hesitate to pursue evil characters simply to rid the land of them; but you could also have the ruling NPCs pay bounties on criminals, such that they would never feel safe, even in cities that accept them. Players who decide to go hunting evil characters could also receive a bonus to their game Karma, improving their standing with certain factions, or possibly deities.

There may be other ways to protect the average player's game experience, for example by making death penalty almost non-existent, but more extreme cases need to be considered more thoroughly; you don't want your penalties or compensations to get exploited, after all. If you can't agree on a good way to prevent player killing, however, it might be better to take it out entirely. Better a fully cooperative game than a ganker paradise, after all.

Thursday, October 11, 2007

Sand Boxes

The term "sandbox" gets thrown around in MMO discussions sometimes; in this case, it refers to games that do not force players into the normal treadmill gameplay of gaining power to get access to the next area, by instead offering an open world which players are free to explore as they wish. This has the advantage of being more immersive, but is often confusing to new players. World of Warcraft has proven that a low barrier of entry is a good policy for games aiming for a mass appeal.

But why would it be called a "sandbox"? True enough, a pit of sand is hardly the most exciting thing to expose players to, but it does offer a good analogy as to how to make a simple world be open.

Take a swing. Kids can swing from it. Inventive kids will try jumping from it, or maybe standing on them, but in the end, that's all there is to it. Swinging. Same thing for a slide. You slide down the slide. Trying to climb the slide just doesn't work. It's just a slide.

In a sand box, however, things are a bit different. You're not limited to only one thing. Most kids will want to play with the sand; building cities and castles. That's the core of the gameplay; most people who play MMOs do it for the adventuring. Some other kids will go
sculpting faces and animals, practicing their crafting skills. Some will just sit in the sand and chat with other kids. By their very presence, they make the sandbox a more social environment. Try chatting with a kid going down a slide, or building a castle out of a swing. Yeah, poor results.

Of course, there can be more to it. Kids will bring their trucks and dolls (sorry, action figures) and make-believe great stories. Stories of heroes going out to kill evil dragons. Stories of explorers finding new lands. Stories of imaginary people having great, imaginary adventures. That's what kids want, and it seems there's a bit of a child in all of us. A child who just wants to play in the sandbox again.

Thursday, October 04, 2007

Item Identification

Phil the Barbarian was fighting a ferocious demon, one that has been ravaging his homeland almost without stop for days now, yet showed no sign of fatigue. The demon wielded a powerful sword enveloped in flame, which seems to faze in and out of existence almost continuously, making it hard to fight against. Just the same, Phil was able to summon his natural berserking abilities and added new orifices to its body. The demon fell, like all of the barbarian's previous adversaries.

Searching its remains, Phil found a twisted long sword. That the sword was magical, Phil had no doubt about it; he was so well-attuned to magic that he could easily tell such simple things. What the enchantment did, however remained a mystery, and until the spell was identified, the sword would remain useless.

Trekking his newfound weapon and glorious victory to the nearest town, Phil joined the line to get the quest reward for killing this powerful enemy. That formality out of the way, the barbarian headed to the nearest identifier, who informed him that the sword was in fact a powerful Flaming long sword of Fazing; seeing now that the sword was immaterial and emitting flames, Phil thanked the identifier and went on his way, wielding his now-burning acquisition.


If you can count all the things wrong in this story, congratulations, your IQ is probably higher than the average MMO player. That being said, I have only one question remaining : why is it that items which have an obviously-identified magical property cannot be used until you ascertain that it is indeed what it obviously is?

Ponder that one, young grasshopper. Find the answer, and ye shall receive a king's ransom of gold; that is, 9 silver pieces. It seems kings aren't as valuable as they used to be.