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Differing Dailies: Reliable, Rotating, and Random

In our world of quest-based PvE MMOs, repeatable content is a necessity for extending longevity. If there is nothing to do, players go elsewhere. The most popular approach to this is daily (or occasionally weekly, twice weekly, etc.) quests, and that is our compare-and-contrast essay of the day. (Do not steal it for high school English class unless you define many of the terms we are taking for granted.)

More specifically, the topic is how you structure those daily quests. I call some “reliable” in that they are unvarying. The same daily quests are available every day. “Random” dailies will have a pool from which some unknown ones are pulled each day. “Rotating” is the halfway point: a pool that moves in a consistent manner, so what is available is reliably known but not constant.

World of Warcraft is the trope codifier for dailies. When I played (late WotLK), they limited you to 25/day, and everything was always available. That is one of the great merits of reliable dailies: everything is available. There is no artificial scarcity. If you want it, it is there. If you like X, X will be there for you every day. You can set up a routine, and as a developer, you want to promote having your players log in consistently. Consistency is a kind of virtue. WoW also included some randomness, like the daily fishing and cooking quests. Didn’t they extend that with the Cataclysm solo endgame, with so many of the daily quests available per day?

I find randomness good for mixing it up, breaking up routines that lead to doldrums, but it is frustrating when you want something to come up and it does not. If you are randomly picking one of four quests, there is a 53% chance that one of them will not appear in a given week. When instant gratification takes too long, this can be bad. It forces on the player what is probably a good plan (not doing the same thing every day), but players resist being forced into anything.

The Lord of the Rings Onlineâ„¢ is another “always everything” game. Skirmishes extended this by giving a daily bonus to a menu of instances you could pull up. That content was usually available at all times, but the quest bonus was 1/day. (I say, “was,” but I presume this continues in Isengard.)

The daily or weekly bonus seems to be the easiest approach. You can get a bonus for doing each piece of content over each time period X. The numerically equivalent but less friendly-sounding version is to have diminishing returns for repeating content.

Guild Wars goes for pure “rotating.” The wiki has a list of when everything is coming up for the 7 dailies. This contains some of the merits of the other two approaches, in that what is available is known in advance and can be planned around but is not a constant each day. Embark Beach is a Schelling point; hundreds of options would spread the players everywhere, while a small set of daily options focuses grouping. Of course, as with random, if you do not like the daily option (any of the 7?), you are out of luck, and everyone with whom you might want to group is being channeled away from you. You do not even get the hope that your choice will randomly come up tomorrow; you can see on the calendar that it will be up in mid-March, that day you will be on a business trip. Guild Wars has the additional interesting bit that you can pick up but not complete the Zaishen missions and get to them tomorrow. I am a new player still going through the campaigns, so if the mission of the day is one I expect to get to later this week, I can store that bonus.

League of Legends has a generic “first win of the day” bonus. You get it for any map, PvE or PvP. That seems to be just a “come back every day!” incentive, as it cannot channel the players anywhere, although there are few enough options that channeling seems unnecessary.

Because I have not played every MMO, the door is wide open for reader commentary on how game X did it. The hard part on doing the comparison is that daily content is usually at the level cap, and how many MMOs have you played at the level cap for any meaningful length of time? Oh wait, you read MMO blogs.

I know which site I am writing for, but please resist the urge to say, “Guild Wars 2 events will solve this” unless you can tie it back to the daily-specific focus. You know how much it pains me to have skipped City of Heroes because their repeatable content has (had?) no time limits on repeatability, although there is a task force of the week bonus.

: Zubon

Responding to Incentives

I have repeatedly said that Guild Wars expects you to play with the wiki open. I have bowed to that and done what I should have a long time ago: set up a second monitor. Now I don’t need to alt-tab nearly as much. I am thinking about getting a USB video adapter for my wife’s laptop so that she can have Hulu on one screen and internet/documents on the other. She seems to listen to shows half the time.

: Zubon

[GW] Voice Acting

One significant improvement between the Guild Wars campaigns was the voice acting.

I haven’t heard much of Prophecies yet, but what I have suggests a need for better direction. It was as if they gave the voice actors individual lines to read without telling them what is going on, their motivation, etc. Maybe it improves; I am hitting Prophecies last. Factions was painful, and the subtitles were necessary. The voices themselves were not great, the voice acting and direction were random (not even following the emphasis listed in the subtitles), and then they added effects to the spirits’ voices to make them half-incomprehensible. Maybe there are some tropes of Asian cinema that they are faithfully reproducing, but after starting with how my character sounded in Nightfall, Factions just hurt every time … anyone came on screen.

But Nightfall is good, rather good. I enjoy both the voices and the acting. They are well-fitted to their parts, and not just because General Morgahn comes off as Morgan Freeman. Contrast the effects on the demons in Nightfall with the spirit envoys in Factions to show how to have the effect enhance the voice, not destroy it. Then we get to Eye of the North, and we have a range of good characters (not just Vekk). The quality of the lines in Nightfall was probably higher, but you must love Ogden (voice and lines) during the Norn arc. One simple bit I really liked was Jora, “Blood washes blood.” She says it three times in a short cutscene, but it has a different intonation each time. With the last one, she manages to imply hope, fatalism, and a suggestion that the wisdom of a thousand generations lies behind a three-word phrase.

Also, don’t you just love that scene between General Bayel and The Hunger in Nightfall?

: Zubon

It is much easier to find voice actor lists for shows than games.

[Rift] Soul Train

This sounds like a really good idea, and it sounds like it is being implemented well. Kudos.

I wondering about crossing this (or the Guild Wars skill templates) with a standard mod sharing interface. You would open up a menu of builds in use, possibly player-built but why not just automatically pull the data on what is in use? Is there some sane way to show the central tendency of other players? You would not want specially named builds, and perhaps souls provide too much granularity for an effective display. Perhaps something like X is the most popular skill/soul/whatever, 30% of players choose combination ABC as three of their GW2 warrior skills, etc. I would also want some index beyond popularity, say xp earned or kills using that build, to keep people from intentionally messing with stats by, say, making Uber Warrior Build as a main then filling every slot on every other server with a level 1 using a crap build. I don’t know if enough people would do that to seriously throw off stats, but I can see the effort being made to break any game system.

: Zubon

Newb Boon

You do not need a comparative advantage to be the best at something [FTFY] to enjoy the benefits of trade, nor does your trading partner. Even if you can do absolutely everything better and more efficiently than I can, it will still benefit you to trade with me because you do not have the option of doing everything at once. I may shovel well, but if I am also a pretty good obstetrician, it will probably be more productive for me to pay someone with fewer high-value options to dig.

If you were to start playing World of Warcraft right now, you could make decent money farming copper. The enemies are not gray to you, so you would not be the most efficient farmer, but people who earn lots of gold per hour are happy to give you a bit of it on the auction house. On a non-trade example, when I went back to Asheron’s Call with a fresh account, I financed several dozen levels by hopping a portal to a high-level hunting zone and scavenging a pack of trash loot that players left in their wake. If I had thought of it, I could have made a service of being the town-visiting pet from Torchlight, if anyone would trust a new character with their stuff/money.

The past weekend was Canthan New Year in Guild Wars. This is an amazing source of money for a new player. Offering to sell Lunar Tokens for 200g and Fortunes for 600g, I was deluged with buyers. There were quests that rewarded 25 Tokens, and the established players had run them in previous years; they were effectively level 5 quests that awarded 5 platinum. I financed my first set of prestige armor off those. If you could get your newb to Lion’s Arch, you could convert Tokens to Fortunes profitably (if slowly) playing Rock-Paper-Scissors.

An economy that is orders of magnitude above where you are can be daunting, but if you can get involved in it at all, the profits to be reaped are huge.

: Zubon

Shedding the Illusion

I picked up a somewhat recent DC comics collection from the library recently. Reading it, I realized I was not sure which apocalypse it came after. For most of my life, DC Comics has been resetting its world frequently. They do a multi-year story counting down to the apocalypse, a year-long apocalypse, and then a few years of a fresh new universe before starting the next countdown. Someone once said that there were three essential stories about a hero: the origin, the death, and everything else. DC has refined that into a business model. Every cycle, you get a new origin, a new death, and a chance to play with all the best stories and villains that have come before. As with the Silver Age, where stories were repeated because readership was expected to turnover every few years, few readers will be sticking around for enough cycles to get annoyed with it. If you do? Congratulations, you are the sort of fan who will keep reading anyway, so your money is already guaranteed.

I got over this annoyance all at once. Suddenly, it did not matter, so the story could live in the moment. Whatever continuity baggage it may have acquired, your favorite version of Blue Beetle or Supergirl, whatever — you have the story in front of you, and it stands or falls on its own. Every character is now an alternate character interpretation. Everything you like or hate will be reset in a few years anyway, so it does not matter which DC universe this is. The characters may be sixty years old, but they only “exist” in the present.

This is our gaming world. Games start and they end. There is a meta-game about which League of Legends champion is overpowered or how your favorite sports team will do in the next draft, but the game and the season in front of you are what matter. You have one hour to build from nothing to a satisfying conclusion.

And, behind the veil, this is our MMO gaming world. You will come and go, and nothing you do will have mattered except to the people who experienced it. We have the illusion of persistence, but you will quit playing, just like any other game; servers will shut down and everything will be erased, just like any other game. Within your lifetime, the computer environment that ran these games will need to be emulated, because no existing computer will run your MMO without more effort than goes into playing a game off a 5.25″ floppy on your laptop. Someone will have an EQ progression server set up, and others will view them like Civil War re-enactors.

Of course what you lose in this iteration is the ability to tell several categories of meaningful or significant stories. DC’s “Cry For Justice” series, for example, was driven by the death of a major character. The person leading the “Cry” had come just back from the dead, and pretty much everyone else in the room had as well, some of them in the last year. When the Flash ran himself out of existence fighting the original Crisis on Infinite Earths, that was a powerful moment; you cannot repeat it with a half-dozen other Flashes, and it retroactively cheapens it when you resurrect the sacrificed. GW Eye of the North has a story arc that ends with a death that would be much more compelling if the son giving the eulogy had not died five times in the mission leading up to that cinematic.

: Zubon

Lost in the Sandbox

In a relatively rare bit of Skyrim criticism, Chris Sims talks about how the open-ended nature of Skyrim, combined with the mutability of its many choices, led him to lose interest in the game. I think this is a good critique of many of the things I say arguing for open worlds, options, player choices, etc. Some of it is specific to the game, other bits apply more broadly. Most people seemed to take to Skyrim as their own little world, but I suspect we have heard less from those who found the setup less compelling.

: Zubon

I’ll pick up the PC version at some point.

The Illusion of Persistence

I have played a bit of Agricola recently. It drives home the appeal of virtual worlds and persistent online games in that it very much is neither. You do not always want that persistence, but Agricola is an economic game that ends potentially open-ended and just as everything is coming together. You set up your farmyard, you upgrade it, you learn an occupation or three, and you’re done — score your farmyard. You want that Civilization “just one more turn” button sometimes. Of course, you are free to extend the rules and do that, or just play freeform, but that’s not really the game.

The single-player version adds a little persistence: keep one occupation per game (and try to beat a higher score), so you become quite the renaissance person although your minor improvements go away.

Or maybe that’s just my having spent too much time with trade skills in-game. There is something satisfying about the stately simplicity of virtual farming, which I suppose explains part of the success of Zynga.

: Zubon

Useful Agricola resource: common mistakes. I am gratified to see that I was making only one, and minor at that.

Chat Windows

A Tale in the Desert was the first game I played that used multiple chat tabs. It worked differently than most games: non-customizable, and each saved recent message history so that it effectively included the game’s whisper and mail systems. A Tale in the Desert also allowed multiple guilds, and each guild got its own tab.

CoX and LotRO have good implementations: send whatever chat you want to whichever tabs you want. I can have a “guild, alliance, and whisper” tab to make sure I did not miss anything during a fight, then another for narrowing information during raids or dungeons.

Guild Wars has the interesting addition that it uses !@#$% as a first character to let you indicate which channel you’re speaking in. It also uses what looks like tabs (but are really chat type/channel indicators) for that purpose. They combine to a suitable way of maintaining the last channel you talked in and indicating it visually.

Guild Wars also ties its party search and chat systems. Adding yourself to LFG (or for trade) sends a message to the chat window. It facilitates trade spam, which is unfortunate, but it neatly solves the problem of how invisible LFG is in most games.

: Zubon

[GW] The Accumulation of Cloth

One positive change between campaigns is that women eventually got more armor in their armor. At least, it did for Rangers, the class I have been focused on; I flipped through the casters, and they might be cold in the North. You can see in the gallery that men still tend to be more covered, but you will note the big increase from Prophecies to Eye of the North. While the “Elite Studded Leather” armor is a miniskirt and halter (plus the inevitable shoulder pad), the Norn armor defies the Norns by looking downright warm and cozy. It would be good for a snowball fight. The “Elite Druid” armor was the worst offender in Prophecies, with less coverage than the “naked” undergarments.

Viva los pantalones!

: Zubon