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A Local Peak

Improvements can take place through natural evolution as long as each previous design is studied and the craftsperson is willing to be flexible. The bad features have to be identified. The [designers] change the bad features and keep the good ones unchanged. If a change makes matters worse, well, it just gets changed again on the next go-around. Eventually the bad features get modified into good ones, while the good ones are kept. The technical term for this process is “hill-climbing,” analogous to climbing a hill in the dark. Move your foot in one direction. If it is downhill, try another direction. If the direction is uphill, take one step. Keep doing this until you have reached a point where all steps would be downhill; then you are at the top of the hill–or at least a local peak.

The Design of Everyday Things by Donald Norman

Local peaks are not bad things. They are, within a certain range, as good as it gets. But if you want to go higher, you need to go down to go up. Many have seen the local peak and noted only that all paths away lead down, so we can do naught but muddle about at this height.

Ideally, you are not hill-climbing in the dark and your vision is leading you in the right direction. Some people will head in the right direction but not go far enough to get higher. Some will not even make it to the next hill, backtracking towards the familiar local peak, perhaps getting tired and falling short. You could break your legs trying to straddle the divide. People atop the local peak will point to the failures below.

And then someone proves that the next hill over is higher. They climb and keep climbing. It often seems to be the next guy who makes it to the top first, while the trailblazer was tired from trying all those false paths along the way. And, of course, there is a rush from the last local peak to this one, which is now proclaimed to be the greatest summit ever, the greatest summit possible.

: Zubon

Ghostly Avatars

Reading Melmoth’s thought of the day of avatars that lose color as they lose health (instead of having health bars), I wondered what alternative option would be available for colorblind players. Systems that work poorly for the colorblind are shockingly common in video games, despite the perception of a male-majority playerbase and the prevalence of at least red-green colorblindness in men. I suppose that relatively few artists and graphic designers are colorblind, so concerns about the visuals surface later in the process.

An alternative would be having characters fade away as they run low on health. Set avatar opacity to their hit point percentage. This fits the lore of a potential game by postulating that the characters are more like einherjar than living beings, which makes more sense than most lore anyway: we are immortal warriors who train ourselves for the great battle at the end, dying daily but arising to continue the fight. In this case, the characters are souls who fade away as their connection to the mortal coil is severed. Characters become increasingly wispy as their connection to the world becomes tenuous.

This would have the effect of making healing much harder at low health, as you just stopped seeing people. Did Bob move or is he dead? This is especially so if you take away tab-based targeting. I like the potential effects of this combined with healing as an area-effect ability, so you would see fading souls frantically flocking to the aura of a spirit healer. It feels like a classic image of the hungry or hopeful dead.

This would also create the interesting PvP option of intentionally running around at low health. Will you accept the risk of being one-shot for near-invisibility?

: Zubon

Quote of the Day

Now if, back in 1978, you’d told me that there were going to be three main character classes in future MMOs, I would probably have assumed some kind of rock/paper/scissors relationship among them for reasons of balance. Archers beat infantry, cavalry beat archers, infantry beat cavalry — that sort of thing. I don’t believe for a moment I’d have gone with what we have, which is the “trinity” of tank, heals and dps. The tank takes all the damage issued by the opponent, the healer reduces this damage, and the dps gives damage (dps is “damage per second”, non-players) to the opponent. This doesn’t make a great deal of sense in gameplay terms: the healer is redundant (they’re basically just armour for the tank), the premiss is unrealistic (“I’ll hit the guy in the metal suit who isn’t hurting me, rather than the ones in the cloth robes who are burning my skin off”), it doesn’t work for player versus player combat (because players don’t go for the guy in the metal suit) and it doesn’t scale (a battle with 1,000 fighters on either side — how many tanks do you need?). Don’t get me wrong, it can be a lot of fun, but it’s a dead end in design terms.

Richard Bartle, “The Evolution of the Trinity”

Begun, the Clone Wars beta has

Been meaning to write something lengthier about this for a while, especially in relation to a lot of the recent news about Bioware’s The Old Republic. But I haven’t got around to it yet and now Sony’s Clone Wars Adventures Free2Play not-browser based “MMO” is in a free-to-all open beta, ahead of of it’s mid-September launch. You need a Station Pass Account to register and can download the plugin at http://www.clonewarsadventures.com

Design of Theme Park MMOs

Yesterday I accepted the suggestion that design should lead users to the right action. If what feels intuitive is wrong, change whatever part of the game is encouraging failure. I was talking about interface design, but this is how we get theme parks, isn’t it?

The trail of bread crumbs leads you from ride to ride. Follow the big symbols over NPC heads and then arrows to whatever they want. One ride sends you to the next. “The right thing to do” is so obvious that we strongly notice sub-optimal ordering in quests and trip combinations.

We can complain about dumbed-down design, but it is good design in the sense that it provides good guidance, works with users’ intuitions and expectations, and is a big improvement over games that have one “right thing to do” but hide it behind an illusion of freedom. We expect games to have a goal and a victory condition and something to do, rather than toys or worlds where we expect to make our own fun.

EVE Online is a wonderful sandbox with entirely user-defined victory conditions. Those design decisions go well together: there is no way to “win,” so there is limited guidance about the “right” path to take. (It is an improvement that certificates help you figure out the steps on common paths.) World of Warcraft is a wonderful theme park with very clear paths and velvet ropes to make sure you stay on them. The middle ground is harder to establish.

: Zubon

DDO, or how to take the RP out of ‘RPG’

Allow me to preface this by saying this isn’t a hateful post. It’s merely an observation.

I’ve got absolutely nothing against DDO. I think it’s a fine game. Not the best game there is, but does it have to be? It provides fun and that should be the basic mandate of any game. I like the visuals overall. It’s AD&D which, despite its DDO-specific splashes of flavor, is basically a known quantity and familiar waters if you’re into that kind of swimming. It treats its F2P players well and the Eberron setting is interesting.

However, after coming back to the game and playing it more or less steadily for the last couple of weeks something rather ironic stuck out at me: The RP scene is quite barren. The sadly ironic part of all this is that we’re essentially talking about D&D, kickstarter extraordinaire (however you wanna slice it) of Roleplay Gaming, paper or not. So it should have a more or less healthy RP community, but I haven’t observed it (and yes, I know where to look. Us RPers are like dogs sniffing each other’s butts when it comes to this).

So where’s the disconnect?

Continue reading DDO, or how to take the RP out of ‘RPG’

$omething for Everyone

Thanks to a guildmate I came upon this interesting blog run by David Edery, who has his fingers interwebbed throughout the gaming world.  The post of interest was an argument for “aggressive” monetization of games.  He wrote that Western game developers were wary of Asian games, especially F2P games, where a player could buy everything from functional items, boost items, aesthetic items, and so on.  Edery said that Western games had a much more tame monetization of games.

To be honest, I found the entirety of the post a little vague.  He has some hyperbolic analogies such as comparing F2P games to coin-driven arcades or TV advertising, and it is unclear whether he is talking about true F2P games or something less when he talks about how some developers rope off a portion of the game for later purchase.  Then he briefly brushes past the wildfire topic of “ethics [in a cash shop],” which is a too-big-for-this-post concept that really muddied his best point.  He did have a fantastic point in his post “[a] game with a more diverse array of offerings is going to satisfy more people and earn more cash in the process.”

Continue reading $omething for Everyone

Developer’s Gift to Modders

One great way to encourage your community to add to your game is to make it easy for players to get those additions. It is not enough to have tools for modders; you want it to be easy for players to use those mods, which will encourage their use, which will encourage their development, virtuous cycle ho!

Having it in-game helps. If I can access player-made mods, maps, quests, characters, etc. without searching the web and planning ahead, I am more likely to do so. The trivial inconvenience of downloading something and putting it in the right folder will keep many of your players from using much of anything beyond the standard game. The hardcore MMO player who will crawl through barbed wire for his fun is an atypical user.

One great gift to modders in Torchlight is having an achievement for using mods. People will do absurd things for useless badges and shinies that no one else will ever notice their having. A player who might never have looked at mods will notice when there is an un-checked achievement box to try them. It is a tiny thing for the developers to do, but it adds much encouragement. Yes, it also rewards “do it once to get it out of the way,” but some people will find interesting things in that try.

City of Heroes combines the two with Architect Entertainment. There are in-game sites devoted to trying player-made content. There are badges awarded for doing various things. After the initial release, the developers even toned down the badges to “try it” rather than “grind it until you hate the system and play only farms.”

Ease of use plus a low-cost nudge: encourage modders and harvest their ideas for official releases.

: Zubon

Hype

Hype has become the subject of the day, and I will contribute two repeats to the discussion.

First, You Are Judged Against Your Hype. Doing something modest very well gives you Portal or perhaps Torchlight. Take your pick on “shooting for the stars and not even delivering all the features on the box.”

Second, the example that always comes to mind on “failed to meet explicit promises” is Warhammer Online, as Zoso points out. If you ask me about WAR and I just mutter, “bears bears bears,” that is what I am talking about. Not only did developers explicitly identify a problem, identify a solution, then implement the problem exactly as described, but you were reminded of it constantly. Every time a quest sent you back to where you just came from, “bears bears bears.” Every time you killed a named enemy then got a quest to kill that named enemy, “bears bears bears.” Every time you saw a kill collector, the half-arsed version of the solution, “bears bears bears.” Then later tiers had such content/leveling curve issues that they added a bunch of kill ten rats quests as an improvement, and it was an improvement. Bears bears bears.

I am ambivalent about hype. I am skeptical, but I am gullible enough to take what people say at face value. It is not as though I am hurt if they fail to meet expectations they explicitly set; I just don’t trust the company or anyone who was identifiably a factor in lying to me.

: Zubon

Note that there is a separable issue for just doing badly. Alganon is a game that delivered everything it promised [Carson says no] badly. Earth Eternal seems to have had a similar problem.

[Update]