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	<title>Kill Ten Rats &#187; Champions Online</title>
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	<link>http://www.killtenrats.com</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>&#8220;All in a row?&#8221;</title>
		<link>http://www.killtenrats.com/2011/12/21/all-in-a-row/</link>
		<comments>http://www.killtenrats.com/2011/12/21/all-in-a-row/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 06:26:39 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=9427</guid>
		<description><![CDATA[Demonstrating a greater extreme of something I discussed last month, I tried a bit of Champions Online. Steam says, &#8220;13 of 713 Achievements Earned.&#8221; 713. Oddly, within an MMO, that seems unexceptional. When you port it out to Steam, where most games are in the 2-digit range with monsters like Team Fortress 2 at 394, [...]<p><a href="http://www.killtenrats.com/2011/12/21/all-in-a-row/">&#8220;All in a row?&#8221;</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Demonstrating a greater extreme of something I discussed <a href="http://www.killtenrats.com/2011/11/24/achievement-spread/">last month</a>, I tried a bit of Champions Online.  Steam says, &#8220;13 of 713 Achievements Earned.&#8221;  <em>713</em>.</p>
<p>Oddly, within an MMO, that seems unexceptional.  When you port it out to Steam, where most games are in the 2-digit range with monsters like Team Fortress 2 at 394, you wonder what Champions is doing to find 713 tasks and points of advancement worth special notice.</p>
<p>  :  Zubon</p>
<p><a href="http://www.killtenrats.com/2011/12/21/all-in-a-row/">&#8220;All in a row?&#8221;</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Engi Census</title>
		<link>http://www.killtenrats.com/2011/08/07/engi-census/</link>
		<comments>http://www.killtenrats.com/2011/08/07/engi-census/#comments</comments>
		<pubDate>Sun, 07 Aug 2011 17:03:01 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Anarchy Online]]></category>
		<category><![CDATA[Asheron's Call 2]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[City of Heroes/Villains]]></category>
		<category><![CDATA[Dark Age of Camelot]]></category>
		<category><![CDATA[Global Agenda]]></category>
		<category><![CDATA[Guild Wars 2]]></category>
		<category><![CDATA[League of Legends]]></category>
		<category><![CDATA[Real Time Strategy]]></category>
		<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Torchlight]]></category>
		<category><![CDATA[Vanguard]]></category>
		<category><![CDATA[Warhammer Online]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=8954</guid>
		<description><![CDATA[Playing the Steam free game of the weekend, I have come to wonder: how many games have an Engineer that builds a turret; how many games have an Engineer that does not build a turret; and how many games have a non-Engineer that builds a turret. (I think I will avoid counting Warhammer Online&#8217;s Magus [...]<p><a href="http://www.killtenrats.com/2011/08/07/engi-census/">Engi Census</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Playing the Steam free game of the weekend, I have come to wonder: how many games have an Engineer that builds <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/SentryGun">a turret</a>; how many games have an Engineer that does not build a turret; and how many games have a non-Engineer that builds a turret.  (I think I will avoid counting Warhammer Online&#8217;s <a href="http://warhammeronline.wikia.com/wiki/Magus">Magus</a> and units/classes that &#8220;summon&#8221; rather than &#8220;build.&#8221;  I&#8217;m unclear whether the <a href="http://wiki.teamliquid.net/starcraft2/Raven_%28Unit%29">Raven</a> builds, summons, or do we count &#8220;deploy&#8221;?)  Was there some first game that set the standard that Engineer = build a sentry gun?  It feels like engineers and self-directed turrets have become a standard game item, but perhaps exploring some examples will reverse this.  I keep finding near-hits, where perhaps they consciously avoided calling the turret-builder an Engineer in recent games.  I wonder if non-builder Engineers are also intentional <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/AvertedTrope">aversions</a>?  Inventory below the break, please contribute in the comments.</p>
<p>Edit: let&#8217;s see what happens if we add in enemies that do the same, some of which may mirror heroes.<span id="more-8954"></span></p>
<p>Engineer class turret/sentry:</p>
<ul>
<li>Borderlands, <a href="http://borderlands.wikia.com/wiki/Crimson_Lance">Crimson Lance Engineer</a></li>
<li><a href="http://brink.wikia.com/wiki/Engineer">Brink</a></li>
<li>City of Heroes, <a href="http://cityofheroes.wikia.com/wiki/Malta_Operatives#Operation_Engineer">Malta Operations Engineer</a></li>
<li><a href="http://www.guildwars2.com/en/the-game/professions/engineer/">Guild Wars 2</a></li>
<li><a href="http://hellgate.wikia.com/wiki/Class#Engineer">Hellgate: London</a></li>
<li><a href="http://masseffect.wikia.com/wiki/Engineer">Mass Effect 2</a></li>
<li><a href="http://wiki.teamfortress.com/wiki/Team_Fortress">Quake Team Fortress</a></li>
<li><a href="http://www.stowiki.org/Engineering">Star Trek Online</a></li>
<li><a href="http://wiki.teamfortress.com/wiki/Engineer_%28Classic%29">Team Fortress Classic</a></li>
<li><a href="http://tf2wiki.net/wiki/Engineer">Team Fortress 2</a></li>
<li><a href="http://warhammeronline.wikia.com/wiki/Engineer">Warhammer Online</a></li>
<li>World of Warcraft (<a href="http://www.wowhead.com/item=23841/gnomish-flame-turret">trade skill</a>)</li>
</ul>
<p>Engineer class without turret/sentry:</p>
<ul>
<li><a href="http://anarchyonline.wikia.com/wiki/Engineer">Anarchy Online</a> (or are those robots turrets? haven&#8217;t played)</li>
<li><a href="http://battlefield.wikia.com/wiki/Engineer_%28Kit%29">Battlefield</a> FPS series</li>
<li><a href="http://www.bloodlinechampions.com/bloodline_engineer.php">Bloodline Champions</a></li>
<li><a href="http://edeneternal.wikia.com/wiki/Engineer">Eden Eternal</a></li>
<li><a href="http://hellgate-global.wikispot.org/Character:Class:Hunter:Engineer">Hellgate: Global</a> (mobile robots)</li>
<li><a href="http://masseffect.wikia.com/wiki/Engineer">Mass Effect</a></li>
<li><a href="http://www.torchlight2game.com/about/engineer">Torchlight 2</a></li>
</ul>
<p>Non-Engineer class that builds a turret/sentry (&#8220;close-enough&#8221; names starred):</p>
<ul>
<li>**Asheron&#8217;s Call 2, <a href="http://www.ac2wiki.de/wiki/index.php?title=Tactician">Lugian Tactician</a></li>
<li>Borderlands, <a href="http://borderlands.wikia.com/wiki/Roland">Roland the Soldier</a>, although he is canonically a former Crimson Lance Engineer</li>
<li>**Champions Online, <a href="http://www.champions-online-wiki.com/wiki/The_Inventor">Inventor</a></li>
<li>City of Heroes, Blasters and Corruptors with <a href="http://paragonwiki.com/wiki/Devices#Gun_Drone">Devices</a> (was Auto-Turret, now Gun Drone)</li>
<li>DC Universe Online, <a href="http://dcuniverseonline.wikia.com/wiki/Gadgets">Gadgets</a></li>
<li>**Dungeon Fighter Online, <a href="http://wiki.dfo-world.com/index.php?title=Mechanic">Mechanic</a></li>
<li>**Global Agenda, <a href="http://globalagenda.wikia.com/wiki/Robotics">Robotics</a></li>
<li>**League of Legends, <a href="http://na.leagueoflegends.com/champions/74/heimerdinger_the_revered_inventor">Heimerdinger the Revered Inventor</a></li>
</ul>
<p>Obvious turret analogue, but not &#8220;built&#8221;:</p>
<ul>
<li>Dark Age of Camelot, Hibernian <a href="http://darkageofcamelot.com/content/class-library-animist">Animist</a></li>
<li>Guild Wars, <a href="http://wiki.guildwars.com/wiki/Ritualist">Ritualist</a></li>
<li>Warhammer Online, Chaos <a href="http://warhammeronline.wikia.com/wiki/Magus">Magus</a></li>
<li>World of Warcraft, <a href="http://www.wowwiki.com/Shaman">Shaman</a></li>
</ul>
<p>&#8220;Deploys&#8221; turrets s/he did not build:</p>
<ul>
<li>Diablo 2, <a href="http://www.diablowiki.com/Assassin_%28Diablo_II%29">Assassin</a></li>
<li>StarCraft, <a href="http://wiki.teamliquid.net/starcraft2/Raven_(Unit)">Raven</a></li>
<li>TitanQuest, <a href="http://titanquest.wikia.com/wiki/Rogue_Mastery">Rogue</a></li>
<li>Torchlight, Vanquisher (<a href="http://runicwiki.com/torchlight/Arbiter">Arbiter</a> tree)</li>
</ul>
<p>Rejected, pending argument: engineer units from RTS/turn-based strategy games like Civilization.<br />
Heard of but unknown to Zubon: Alpha Protocol, Return to Castle Wolfenstein.</p>
<p><a href="http://www.killtenrats.com/2011/08/07/engi-census/">Engi Census</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>25</slash:comments>
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		<item>
		<title>PQ 2.0</title>
		<link>http://www.killtenrats.com/2010/08/19/pq-2-0/</link>
		<comments>http://www.killtenrats.com/2010/08/19/pq-2-0/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 06:02:33 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[Guild Wars 2]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[Warhammer Online]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=6954</guid>
		<description><![CDATA[Randomessa has a good account of Warhammer Online&#8217;s pre-release comments on public quests, which were entirely borne out. The public quests are more or less as advertised. You might dispute design decisions like the quick resets and having influence bars to fill (is that grind or rewarding repeatability?), but most PQ issues came from how [...]<p><a href="http://www.killtenrats.com/2010/08/19/pq-2-0/">PQ 2.0</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Randomessa has a <a href="http://casualdoes.wordpress.com/2010/08/12/arenanets-dynamic-events-vs-mythics-public-quests/">good account</a> of Warhammer Online&#8217;s pre-release comments on public quests, which were entirely borne out.  The public quests are more or less <a href="http://www.killtenrats.com/2010/08/12/hype/">as advertised</a>.  You might dispute design decisions like the quick resets and having influence bars to fill (is that grind or rewarding repeatability?), but most PQ issues came from how other systems interacted with them.  The main problem was population-based: you could not get past the first stage once the population lump moved past you, nor in PQs off the beaten path.</p>
<p>But does anyone really think that public quests are <em>not good</em>?  When conditions are right for them to work, they work well.  When conditions are not right, they limp along better than much non-instanced solo MMO content.  They encourage socialization and teamwork.  If you did not like particular PQs, fine.  If you think the whole game is broken, fine, but <em>this part works</em>.</p>
<p><em>Steal this feature</em>.  Champions Online slots a PQ into the tutorial zone.  If Guild Wars 2 and Rift are offering PQ 2.0, that will be an improvement from the current quest hub model (conditional on successful implementation).  Are we just trying to reign in expectations about how <em>awesome</em> or <em>revolutionary</em> this is going to be, back to &#8220;good&#8221;?</p>
<p>Even if it is just putting sprinkles on ice cream, I like both sprinkles and ice cream, and that other place does not have ice cream on its dessert menu.</p>
<p>   :  Zubon</p>
<p><a href="http://www.killtenrats.com/2010/08/19/pq-2-0/">PQ 2.0</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Early, Middle, Late</title>
		<link>http://www.killtenrats.com/2010/03/19/early-middle-late/</link>
		<comments>http://www.killtenrats.com/2010/03/19/early-middle-late/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 21:07:08 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[A Tale in the Desert]]></category>
		<category><![CDATA[Age of Conan]]></category>
		<category><![CDATA[Asheron's Call]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[Chronicles of Spellborn]]></category>
		<category><![CDATA[City of Heroes/Villains]]></category>
		<category><![CDATA[Dark Age of Camelot]]></category>
		<category><![CDATA[Darkfall Online]]></category>
		<category><![CDATA[EVE Online]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Lord of the Rings Online]]></category>
		<category><![CDATA[Star Wars: The Old Republic]]></category>
		<category><![CDATA[Warhammer Online]]></category>
		<category><![CDATA[Wizard101]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=6093</guid>
		<description><![CDATA[For a game that depends on a stream of income from subscribers or RMT shoppers, the first hour of play must be the top development priority. This is where you hook players. After that, the endgame is important because that is where your players will be spending time indefinitely and where your game&#8217;s chatter will [...]<p><a href="http://www.killtenrats.com/2010/03/19/early-middle-late/">Early, Middle, Late</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>For a game that depends on a stream of income from subscribers or RMT shoppers, the first hour of play must be the top development priority.  This is where you hook players.  After that, the endgame is important because that is where your players will be spending time indefinitely and where your game&#8217;s chatter will come from in the long run.  Next is the early game, when you build momentum.  The mid-game has already fallen this far down the list, as you have certainly seen in a lot of MMOs, and frankly few care much how good the late-game is because they are already fully committed and racing for the end-game.</p>
<p>I stand by my repeated claim that optimizing the new player experience is of paramount importance.  You must grab my attention within five minutes, and you must deliver a satisfying hour or two for my first play session.  Without that, any free trial is worthless, and you may even lose some people who have thrown down $50 for a box.  This is the part of the game that every single player will see on every single character, and if you cannot do a good job here, I have no hope for the rest of the game.  Yes, it is hard to make things interesting while giving the player only <a href="http://www.killtenrats.com/2009/08/28/the-two-button-phase/">a few buttons</a> to play with.  Suck it up, we all have hard parts in our jobs.  That&#8217;s why they pay us. <span id="more-6093"></span></p>
<p>In retrospect, the original Asheron&#8217;s Call tutorial dungeon was truly horrible, only tolerable because these MMO things were just so new and exciting.  The Lord of the Rings Online™ does a great job with its introductory instances, basic gameplay while introducing the setting and giving you some big name characters, and you don&#8217;t realize it is foreshadowing when <a href="http://www.killtenrats.com/2008/08/18/reminder-you-are-not-the-hero/">an NPC saves the day while you watch</a>.  City of Heroes has a weak tutorial (including a &#8220;run in a straight line for 20+ seconds&#8221; segment), which City of Villains does better.  World of Warcraft makes the less common choice of opening in its main game world, with no tutorial instance, but it manages to be dull for every race.  Warhammer Online makes the same choice brilliantly by immediately tossing you into a warzone (best: Dwarf versus Greenskin newbie zones).  The Champions Online tutorial just feels laboriously long.  The Chronicles of Spellborn has a LotRO-style opening that ends well in a big fight with chthonic horror, but the gameplay along the way manages to be tedious even while very short.  I remember starting A Tale in the Desert back before there <em>was</em> a tutorial, just drop you in the world and <em>go</em>; easily the most hardcore PvP game (with permadeath!) ever made.  Wizard101&#8242;s tutorial explains things very well but is painfully slow and impossible to skip or hurry on a second character.</p>
<p>That hurdle overcome, the next question is where the most time is going to be spent in-game.  Correct me if your game&#8217;s metrics suggest otherwise, but for most MMOs, it seems to be at the level cap.  If nothing else, that is where your loud community is: the hardcore, the devoted, the guild community leaders who style themselves opinion-leaders or -makers (and may be).  Any sane amount of content will occupy casual players, so giving people <a href="http://www.killtenrats.com/2009/11/14/things-to-do/">something to do</a> at the &#8220;end&#8221; is how you keep and mollify the hardcore.  How you do this <em>well</em> is widely disputed and the main topic of hundreds of blogs, so I will table (American sense) that issue.</p>
<p>World of Warcraft does this part famously well.  Even if you do not like the WoW end-game, or the current end-game at any given moment, they have done a great job of recruiting and retaining players by putting an emphasis on late-game dungeons and raids.  (Personally, I heard &#8220;the game begins at 80&#8243; so many times that it was part of the reason I quit.)  City of Heroes does this part famously sparsely, launching without the last ten levels and encouraging altoholism rather than building lots of level 50 content.  Years into the title, there are exactly two raids and not a whole lot of level 50 task/strike forces (we try not to count the Shadow Shard content, out of politeness).  Warhammer Online seemed to collapse (still does?) horribly at the level cap.  Dark Age of Camelot had excellent realm-versus-realm combat but had horrible backlash when it added alternate advancement PvE content at the cap, creating a higher effective (and therefore required for PvP) cap.  Back when I played, Asheron&#8217;s Call had a soft cap that amounted to an endless late-game.  EVE Online has its PvP empire wars, to which Darkfall aspires.  The Lord of the Rings Online™ has the ersatz version of the WoW end-game, taking the same approach but with <a href="http://www.killtenrats.com/2009/12/16/4-months-5-dungeons-13-bosses/">very little content and alternate advancement grinds.</a>  It does, however, recycle its <a href="http://www.killtenrats.com/2009/11/24/rolling-mid-end-game/">old end-games into new late-games</a> better than WoW as the level cap rises.</p>
<p>Next up is the early game.  If everyone is going to see that tutorial and new player experience, this is next, where you hope they all continue.  It would be #2 on the list were it not for the amount of time your players can spend at the level cap between expansions.  It remains very important, especially if it will consume most or all of the average player&#8217;s first month.  A good start gave you a chance, but this is where you seal the deal and get the player to subscribe past the trial week or free month.</p>
<p>Age of Conan excels here, with near-universal acclaim for the Tortage experience.  World of Warcraft varies between races/zones; playing on the Alliance side, I found I did not much like any early zones except for humans, although I recall a fondness for some early undead content.  Dark Age of Camelot was good for its time but grindy and punitive in retrospect.  City of Heroes/Villains does well except for a few painfully placed missions; maybe some of those are intentional, to make the travel powers that much sweeter.  Warhammer Online is exquisite in tier 1, and if you have never played, you can go player tier 1 for free right now as much as you like.  This is probably the worst time for EVE Online as players reach the &#8220;now what do I do&#8221; point.  I have not tried the re-done LotRO low-level experience, but <a href="http://www.killtenrats.com/2008/04/23/shire-as-a-place/">I always loved the Shire</a>.</p>
<p>(Cynically, we also note that this is as far as most get in beta.  There will be few to judge you on anything past this at release.  This makes it a high priority while downgrading the importance of anything that will therefore have a smaller effect on your box sales.)</p>
<p>At this point, importance tapers off until you reach that end-game.  Unless there is some modal point where most players end their second and third months, you focus on building the game out linearly.  That early hook gives you some momentum through the mid-game.  As long as the late-game is not so horrible that it is not worth getting through, players <em>will</em> get through those last few levels to see the glorious level-capped wonders they have heard to much about.</p>
<p>(Cynically, we note that promises to work on this area will carry you a <em>long</em> way.  Wherever the population is centered at the end of the first month, just before subscription renewal time, announce you are going to fix that point and the range just beyond it.  Repeat at month two.  Warhammer Online did this brilliantly with developer letters just before renewal time in the early months.  It helps if you can predict this point and really have improvements coming down the line, but developers are notoriously poor at predicting how quickly players consume content.)</p>
<p>You can see a great many games that have already embraced this approach.  Part of it is just a natural consequence of sequential development.  You worked really hard on the newbie zones in early beta, you worked on the glorious end-game wonders so you could show them off for the press, and then you fill in the middle as you get a chance, ideally trying to keep just ahead of the bulk of testers and/or players.</p>
<p>Some games really do fall down in the mid/late-game, hard enough to start seriously losing players.  I love the 30s and 40s in City of Heroes/Villains, when all your powers and slots are finally coming together, but many people find it grindy without the quick progression from the early levels.  Warhammer Online was appalling in the mid-tiers at launch, with poor PvE (&#8220;and such small portions!&#8221;) while the PvP balance problems were becoming apparent as all the powers and talents finally came together.</p>
<p>I&#8217;m stopping that thought so we can reflect.  The mid to late levels are where you character finishes getting all of its abilities, with that &#8220;complete&#8221; point varying wildly across games and classes.  If your game has horrible balance problems, they may be hidden under new shininess and quick growth, but they will become apparent in the mature levels.  This is where the steam runs out for we the gameplay-Explorers.  It is also where Achievers can jump ship as advancement slows down.  This must disappoint the Killers: the sheep leave just as the wolves get the really fun ways to kill them all.</p>
<p>Zubon, it is sounding a lot like you&#8217;re saying that every part is important.  And yes, I would love to say that, but experience suggests a few reasons why these later (but not end-game) levels are less important for retaining subscribers.</p>
<p>First, I am suggesting an extreme case of the game imploding.  I do not know how many people ever experienced the Age of Conan end-game because the MMO blogosphere sounded like wailing from the fiery pits of Hell as people left Tortage.  It is clearly possible to do far too little in that range, but many games get to &#8220;decent&#8221; at least.</p>
<p>Second, many of the extreme collapses are also end-game failures.  They are balance problems or flaws in the fundamental systems that are to sustain players through the rest of the game, and there is no good news to reach after suffering through a near-empty, just-after-release late-game.  These problems are not apparent in the early levels or not important enough to care about, while they first become visible in the mid or late levels.  The Warhammer Online problems with city sieges compounded issues with the late-game open world RvR (plus a bit more), while the game had the same balance structure as most editions of D&#038;D: just fine early on, when the numbers are small and luck can trump design oddities, but exploding into catastrophe as you multiply those oddities over many levels.  </p>
<p>Third, &#8220;good enough&#8221; works.  I would love to say that MMO players have discriminating tastes and high standards, but that is obviously false.  We will put up with a lot of crap and flame anyone who suggests that quality and professionalism are below acceptable standards.  One thing that Star Wars: The Old Republic has going for it is that at least some of their developers <a href="http://www.killtenrats.com/2008/04/08/ripple-works/">understand</a> that the mass market will not put up with the crap we will, so selling to all those non-MMO addicts will involve improved accessibility and functionality (whether that idea has survived the EA merger is beyond me).</p>
<p>Kvetching aside, think of MMO players in two categories.  For newbies, it is all new and exciting.  Think back to your cherished memories of early struggles in your first MMO, and realize that you would never put up with EQ-at-launch today.  Many of the problems in MMOs are not so bad <em>once</em>, just that we keep hitting the same bugs/grinds/AARGH for years.  You will deal with it to see the new shiny when everything is new and shiny.  New players are also more likely to play at a sane pace, perhaps try to experience everything on a first character (they don&#8217;t realize it is &#8220;first&#8221; not &#8220;my&#8221; character yet) before moving on to the next zone, thus giving more development time for that mid-game.</p>
<p>For veterans, we are obviously insane enough to put up with it, and we are already thinking long-run.  Hardcore players are going to blast through come Hell or high water, and if the late-game content is weak, that is just more reason to push through to the promised land of Level Cap.  You know common workarounds from previous games, you are tapped into the community to get tips on what is bugged and how to circumvent it, and you are already inured from years of suffering in previous MMOs.  You have a community to help see you through, a guild of people to talk to, and you are not going to abandon your guild because (a) you like them or (b) you tell yourself you are playing to spend time with these people rather than get the next Ding! pellet.</p>
<p>So for all those reasons, I believe that if you sink the hooks in deeply, your players will probably view their first 40 or 80 hours as an investment rather than a sunk cost, and they will keep pushing on unless the game is truly painful with little promise of improvement.  Or they are the much maligned, possibly mythical &#8220;tourists&#8221; who were never going to stay anyway, so again it does not matter.</p>
<p>Get the first day right: bait.  Get the end-game right: long-term storage in the fish tank.  Get the early game right: sink the hook.  They may wriggle, but you will keep quite a few on the line with even a decent mid- to late-game.  Or without the horrible fish metaphor: your early word of mouth gives the game life, and the long-run word of mouth sustains it.</p>
<p>  :  Zubon</p>
<p><a href="http://www.killtenrats.com/2010/03/19/early-middle-late/">Early, Middle, Late</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<title>Comment Spotlight: Cryptic&#8217;s Model</title>
		<link>http://www.killtenrats.com/2010/03/04/comment-spotlight-cryptics-model/</link>
		<comments>http://www.killtenrats.com/2010/03/04/comment-spotlight-cryptics-model/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 01:03:42 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[Star Trek Online]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=6007</guid>
		<description><![CDATA[I was going to try a positive spin on Cryptic&#8217;s approach, but Sente covered it, so let&#8217;s pull that up from the comments: The philosophy that Cryptic has applied here is one that is “player-driven development” in the sense that feedback from the players should drive much of the development of the game. I think [...]<p><a href="http://www.killtenrats.com/2010/03/04/comment-spotlight-cryptics-model/">Comment Spotlight: Cryptic&#8217;s Model</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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			<content:encoded><![CDATA[<p>I was going to try a positive spin on Cryptic&#8217;s approach, but <a href="http://adingworld.wordpress.com/">Sente</a> <a href="http://www.killtenrats.com/2010/03/03/price-cut/#comment-37501">covered it</a>, so let&#8217;s pull that up from the comments:<br />
<blockquote>The philosophy that Cryptic has applied here is one that is “player-driven development” in the sense that feedback from the players should drive much of the development of the game.</p>
<p>I think it is a nice idea and also something that puts less risk into the project, which I think is needed for MMOs. But going with a traditional subscription-based model topped with an item shop does not fit that well into this approach to development.</p>
<p>The offerings of 6 month/12 month/lifetime subscriptions for STO and CO is also something that does not quite rhyme well with this development approach.</p>
<p>Given the choice if Cryptic should have spent 2 years or 5 years developing STO I definitely prefer the current approach of 2 years. But it is not fair to ask customer to pay to wait for them to develop what initial player feedback might indicate.</p></blockquote>
<p>  I forgot at which blog I read a little model showing moving &#8220;release&#8221; a few steps earlier in several waves of &#8220;fix bugs and add content&#8221; (<a href="http://adingworld.wordpress.com/2010/01/17/releasing-an-mmo-too-late/">link it</a> [thanks!] <strike>if ya got it</strike>).  Of course, a downside is if an entire system fails.  City of Heroes underwent massive overhauls to basic systems in years of beta, such as back when Origins were very important rather than 98.72% decorative.  If you decide that your entire combat system needs to be re-done, there are few positive synonyms for &#8220;NGE.&#8221;  If they decide in 2011 that Champions really should have been class-based, that is hard to graft on top.</p>
<p>  :  Zubon</p>
<p><a href="http://www.killtenrats.com/2010/03/04/comment-spotlight-cryptics-model/">Comment Spotlight: Cryptic&#8217;s Model</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>4</slash:comments>
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		<title>In the Future, We Will All Be Hybrid DPS Classes</title>
		<link>http://www.killtenrats.com/2010/01/06/in-the-future-we-will-all-be-hybrid-dps-classes/</link>
		<comments>http://www.killtenrats.com/2010/01/06/in-the-future-we-will-all-be-hybrid-dps-classes/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 06:02:44 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[City of Heroes/Villains]]></category>
		<category><![CDATA[DC Universe Online]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Lord of the Rings Online]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=5691</guid>
		<description><![CDATA[One positive incremental change in the MMO world is the introduction of different character modes. That is, you can hit a button and switch the focus of your character. You can fulfill multiple roles, but not all at once, with a way to switch between them. Examples include Champions Online and DC Universe (no classes, [...]<p><a href="http://www.killtenrats.com/2010/01/06/in-the-future-we-will-all-be-hybrid-dps-classes/">In the Future, We Will All Be Hybrid DPS Classes</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>One positive incremental change in the MMO world is the introduction of different character modes.  That is, you can hit a button and switch the focus of your character.  You can fulfill multiple roles, but not all at once, with a way to switch between them.  Examples include Champions Online and DC Universe (no classes, just modes), dual talent specs and Druids in World of Warcraft, and the Minstrel and Rune-keeper in The Lord of the Rings Online™.  If you have the skill points and cash, you can also switch ships in EVE Online easily enough, which would be like hopping classes in another game.</p>
<p>These vary in their ease or extent of switching between modes.  The two main LotRO healing classes need about 10 seconds to switch modes fully mid-combat.  My WoW Paladin lost all her mana when switching.  Other games might require you to go back to town to switch, which is still nice although certainly not the one-click, mid-adventure thing I am talking about.  The effectiveness of doing so depends on how flexible other aspects of your character are.  In LotRO, you must visit town to change your traits, and I know how I hate it when our healer is traited for damage.  In WoW (late game), you would want to be carrying a second set of gear if you switch from Retribution to Holy.</p>
<p>Another way to implement modes is to switch focus within a role.  A Lord of the Rings Online™ Hunter has solo and group DPS modes, the former with higher threat and mana costs, the latter decreasing them but losing bonus damage.  (Solo mode: good for pulling targets off the healer, not worth much else post-Siege of Mirkwood™.)  Switching your Warcraft Mage from ice to fire is probably a less dramatic change.</p>
<p>While I love my alts, I am in favor of anything that will let you stick with one character.  Let me stack all my options on one guy and switch which option I use, rather than switching between Zubon, Zuba, Zoobown, and Zupwn.  While that will make hotkey management interesting, it saves me from having separate friends lists, guild rankings, vaults, key bindings&#8230;  (You could also implement saved (and importable) or account-wide friends list, guild affiliation, shared vaults, key bindings&#8230;)</p>
<p>   :  Zubon</p>
<p>[Update: I see that <a href="http://tobolds.blogspot.com/2010/01/were-all-hybrid-now-except-for-dps.html">Tobold just hit this theme</a> from the POV of a DPS class in the post-LFG WoW world.  Yeah, dual-spec does not seem like a huge boon for them.  Having played ranged DPS in quite a few games, while I cannot address how WoW is this week, we are generally doing <em>fine</em> and soloing brilliantly, even if we are over-competing for group slots.  I feel more for my healers, like my poor CoH Controller who fought bosses by putting his damaging hold ("stun" for WoW folk) on auto-repeat while I went AFK and waited for the pitiful DPS.]</p>
<p><a href="http://www.killtenrats.com/2010/01/06/in-the-future-we-will-all-be-hybrid-dps-classes/">In the Future, We Will All Be Hybrid DPS Classes</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>18</slash:comments>
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		<title>Champions Zone-Servers</title>
		<link>http://www.killtenrats.com/2009/11/17/champions-zone-servers/</link>
		<comments>http://www.killtenrats.com/2009/11/17/champions-zone-servers/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 05:02:45 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[City of Heroes/Villains]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=5264</guid>
		<description><![CDATA[Most MMOs make it difficult to play with your friends. Levels are a common culprit, as are character- (not account-) specific friends lists, but servers are today&#8217;s topic (and City of Heroes solved both those problems anyway). My friends play World of Warcraft on however many servers, and I can pick one on which to [...]<p><a href="http://www.killtenrats.com/2009/11/17/champions-zone-servers/">Champions Zone-Servers</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Most MMOs make it difficult to play with your friends.  Levels are a common culprit, as are character- (not account-) specific friends lists, but servers are today&#8217;s topic (and City of Heroes solved both those problems anyway).  My friends play World of Warcraft on however many servers, and I can pick one on which to spend two months leveling to catch up.  We have never been able to get everyone together on the same server for any game but EVE, except when we had so few people playing that we could not field a full group anyway.  Whatever else you may say against the Champions model, it avoids this.  There may be fifteen copies of that zone you are in, but you and your friend can meet in the same one no matter where you started.</p>
<p>It is a hard thing to make someone choose which 99% of the population to wall himself off from before making his first character.</p>
<p>Another virtue is the inherent scaling.  Games have this problem across their lifecycle: how can you accommodate both early crowding and the later population shift?  You do not want The Shire clogged with 500 hobbits at once, but you want new hobbits to be able to play once the horde is level 50, and then you want the level 50 experience to remain fun after the horde that sat there for nine months moves on.  What about that group content?</p>
<p>In the early days of City of Heroes, you might have seen a dozen copies of each low-level zone as additional instances spawned.  Champions Online takes the next step by eliminating the top-level server.  Each zone has a lower population cap, so it is easier to have the &#8220;right&#8221; number active in it, and more instances appear as the incoming population expands.</p>
<p>There may not be a shared world, but you always have the right number of shared playgrounds.</p>
<p>  :  Zubon</p>
<p><a href="http://www.killtenrats.com/2009/11/17/champions-zone-servers/">Champions Zone-Servers</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>11</slash:comments>
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		<title>Re-trying Champions</title>
		<link>http://www.killtenrats.com/2009/11/01/re-trying-champions/</link>
		<comments>http://www.killtenrats.com/2009/11/01/re-trying-champions/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 05:02:20 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=5152</guid>
		<description><![CDATA[Champions Online is letting everyone play for free right now, so I thought I would give it another shot. Patch installation only crashed once. I found the character creator improved in little ways that help, and getting from start to a finished character felt more intuitive, although some of that might have been having seen [...]<p><a href="http://www.killtenrats.com/2009/11/01/re-trying-champions/">Re-trying Champions</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Champions Online is letting everyone play for free right now, so I thought I would give it another shot.  Patch installation only crashed once.  I found the character creator improved in little ways that help, and getting from start to a finished character felt more intuitive, although some of that might have been having seen it before.  Everything was much improved by adjusting a few settings, especially eliminating those character outlines I hate so much (tolerable in Borderlands).  The power-up auto-attack is a great tool for getting that feel of constant rock-em-sock-em action, with big booms off the charged-up power.  I already knew where most things were from beta, so I was off at a run.  I found that I <em>wanted</em> to like Champions.</p>
<p>Then servers crashed about half-way through the tutorial.  Checking a few hours later, they were up, and there was a complete roll-back.  I logged in my born again virgin character to see him at the starting point.  The tutorial is not so good that I want to run it multiple times per day to get through it once.  Maybe next free weekend, Cryptic.</p>
<p>   :  Zubon</p>
<p><a href="http://www.killtenrats.com/2009/11/01/re-trying-champions/">Re-trying Champions</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>13</slash:comments>
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		<title>Reverse Ad-Libs</title>
		<link>http://www.killtenrats.com/2009/10/19/reverse-ad-libs/</link>
		<comments>http://www.killtenrats.com/2009/10/19/reverse-ad-libs/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 11:54:50 +0000</pubDate>
		<dc:creator>Ravious</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=5037</guid>
		<description><![CDATA[Elder Game is one of my favorite MMO blogs, and each post is worth its weight in gold (especially at about 12 a year).  Eric gave me a morning chuckle hypothesizing the creation of Champions Online&#8217;s profanity filter such that the filter started attacking NPC text.  When NPCs are saying stuff like &#8220;“put that $#@*^!&#38; a [...]<p><a href="http://www.killtenrats.com/2009/10/19/reverse-ad-libs/">Reverse Ad-Libs</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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			<content:encoded><![CDATA[<p>Elder Game is one of my favorite MMO blogs, and each post is worth its weight in gold (especially at about 12 a year).  Eric gave me <a href="http://www.eldergame.com/2009/10/the-tragic-story-of-the-cussing-npcs/">a morning chuckle</a> hypothesizing the creation of Champions Online&#8217;s profanity filter such that the filter started attacking NPC text.  When NPCs are saying stuff like &#8220;“<em>put that $#@*^!&amp; a pine box&#8221;  </em>what do you think the normal MMO player replaces with the censored text?  I think that would be a fantastic April Fool&#8217;s joke for an online game.  Create a &#8220;censor bot&#8221; that replaces a few words in every NPC&#8217;s text with the comically stylized cussing text.  It just sucks, especially in Champions Online&#8217;s case (according to Eric), when it is not really a joke.</p>
<p>&#8211;Ravious<br />
#$%!!@#%</p>
<p><a href="http://www.killtenrats.com/2009/10/19/reverse-ad-libs/">Reverse Ad-Libs</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>5</slash:comments>
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		<title>Barbed Wire</title>
		<link>http://www.killtenrats.com/2009/09/27/barbed-wire/</link>
		<comments>http://www.killtenrats.com/2009/09/27/barbed-wire/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 05:02:33 +0000</pubDate>
		<dc:creator>Zubon</dc:creator>
				<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.killtenrats.com/?p=4877</guid>
		<description><![CDATA[This is basically my view as well. Enjoy paying for beta, and they should be ready to launch in a few months. Here&#8217;s the thing: people are enjoying it. Bully for them. PC gamers, and MMO players especially, have a long history of working very hard to have fun. Gordon Walton called it &#8220;crawling through [...]<p><a href="http://www.killtenrats.com/2009/09/27/barbed-wire/">Barbed Wire</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://hudshideout.com/blog/?p=3341">This</a> is basically my view as well.  Enjoy paying for beta, and they should be ready to launch in a few months.</p>
<p>Here&#8217;s the thing: people are enjoying it.  Bully for them.  PC gamers, and MMO players especially, have a long history of working very hard to have fun.  Gordon Walton called it &#8220;crawling through barbed wire&#8221; at IMGDC 2.0, and he talked about how it is something most people will not do.  You want a very particular kind of fun, and you are willing to put up with an unimaginable amount of crap to get to it.  I don&#8217;t know about you, but I have set my PC to change settings, boot differently, and all other sorts of chaos to get it to play particular games I really wanted, whether that meant the bleeding edge game or getting a 15-year-old one to run on a modern system.</p>
<p>Now me, I&#8217;m not willing to do that anymore.  I have more money than time, even if I am cheap.  I pay people to <em>remove</em> inconveniences from my life, not add them.  But for those of you still crawling through the barbed wire, sincerely, enjoy the prize when you get to it.</p>
<p>  :  Zubon</p>
<p><a href="http://www.killtenrats.com/2009/09/27/barbed-wire/">Barbed Wire</a> is a post from: <a href="http://www.killtenrats.com">Kill Ten Rats</a></p>
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		<slash:comments>9</slash:comments>
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