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MMO Questions

A while back, I put together the following set of questions for MMO developers. But when was the last MMO release that might have interested you enough to ask them? Still, for reference, things I want to know if you want me to play your new MMO:

  • What standard MMO elements are you using that will appeal to current MMO players?
  • What changes are you making to the standard MMO formula that will draw players from their current games?
  • What unique features will your game offer that are not available anywhere else?
  • How can I customize my character, at creation and over time?
  • What is your intended increment of gameplay? What can I do if I can log in for:
    • 15 minutes?
    • 2 hours?
    • 10 hours?
  • I have gained ten levels. How does my play experience differ other than going from “10 damage per attack against 50hp goblins” to “100 damage per attack against 500hp goblins”?
  • I have been playing for six months and my friend wants to start playing. How soon can we play together without my creating an alt? How do your systems support this?
  • I have been playing for six months. What goals am I pursuing? What am I doing that I could not do at the end of my first month?
  • What will happen:
    • in my first hour that will make me want to buy the game?
    • in my first month that will make me want to subscribe?
    • in my first year that will make me want to stay that long?/li>

: Zubon

Errors and Lies

Playing dumb is a viable strategy. In multi-player competitive games, players tend to coordinate against whoever is in the lead. If you look like you are stumbling while you move into a better position, you will be ready to strike while your opponents are looking elsewhere. This can become difficult in iterative games; my tabletop group knows me to be too good a strategist to buy too much of this, but they seem not to have caught on that I will complain about crummy randomization both when I get horrible luck and when I want to distract attention from how well I am doing.

In Town of Salem, I am rarely sure of who is an idiot and who is engaging in obfuscating stupidity. A standard villain strategy is to run out the clock by preventing useful discussion, because a town that cannot coordinate information cannot find the mafia. Idiot chatterboxes are more likely to be villains, but this is a F2P online game, so you have lots of idiot chatterboxes and trolls. Is this person sabotaging discussion or just legitimately useless?

Say some information gets through that. Then the town starts puzzling out how to deal with it. Few players know exactly how all the roles and rules work. If you know, you might mis-apply those rules in this circumstance. If you know, you might lie about how those rules apply if the truth would get you killed. Then you have incomplete or wrong information, because other players are taking secret actions and may not mention that your logic is valid but your premises are false. Sometimes players will guess the right answer despite having invalid logic, which is aesthetically displeasing, although sometimes players do have a valid deduction but are presenting an unsound argument intentionally because telling the real reasons would get them killed. And then the original “information” might not be true, due to error or lies.

Most people know at least one Raymond Smullyan puzzle of the format “one always tells the truth and one always lies.” More advanced puzzles introduce the complication that people can be wrong, so you have insane liars who always say true things because they believe false things. It is often unclear whether you are winning/losing by your own merits or are the beneficiary/victim of outrageous fortune.

: Zubon

Scaling

I played a Trapsin in Diablo II. It was a fun class that turned the game into action tower defense. Drop traps, throw my pitiful attacks at the enemy, and kite them around traps until they fell down. I was particularly fond of the the exploding corpse trap and the cow level. Explosion damage scaled based on the enemy’s hit points, and cows were big tanks. Killing the first one took a while, then they fell like dominoes as high-damage corpses converted cows into more high-damage corpses.

This scaled nicely based on enemy hit points but not on group size. Enemy hit points scaled up with group size, but the trap’s damage was scaled on the enemy’s base hit points, not its scaled hit points. That is, the trap that was devastating on a solo map did less and less as the team size grew, because enemy hit points increased but trap damage did not. (Granted, neither did any other damage source, but there is a large difference between falling dominoes that take out a whole group and “kite, 1 dies and damages several, kite more, 1 dies and damages several, kite more…”)

With no allies, I could solo the map easily by knocking over dominoes. Every additional ally made me relatively weaker. One direct damage specialist was nice for knocking over the first cow, but past that, the game incentivized me to be alone with my exploding corpses.

There were definitely situations for which grouping was a better option, but it sapped my favorite activity in-game.

: Zubon