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Nothing and Everything as Endgame Content

I see more games trying to avoid having their earlier content become completely irrelevant while improving their endgame. You do this by having a version of the old content that scales to the new level cap; games without levels have this mostly baked right in anyway. Feel free to comment with your favorite game; World of Warcraft and The Lord of the Rings Onlineâ„¢ are the ones I know best for having another version of older dungeons available at the level cap. Borderlands had its own version: after you beat the game the second time, everything levels to the cap, from the final zone to the first skags.

City of Heroes took a different approach, and it seems to have worked against them from many players’ perspectives. Everything scales, and you can always drop back profitably, so every instance remains relevant as you level. Everything is endgame content and leveling content. Perhaps because of that, City of Heroes has never built much that is endgame content in name. A favorable interpretation is that very little is held back and hidden behind a grind; a less favorable interpretation is that there is little new to do at the cap, which quickly becomes “there is nothing to do at the cap.” Those who took the latter interpretation generally unsubscribed. The illusion of scarcity is an important marketing principle.

: Zubon

Context-Sensitive Menus

Isn’t it fun when you mention a problem and the solution is already in the works? Last week, that was my mention of manuals and digital distribution, where the manuals are there, just not immediately obvious when you don’t care enough to look very hard. This week, it is my next bit from The Design of Everyday Things, preempted by Guild Wars 2.

One of the difficulties in making intuitive interfaces is that some things require complexity. It is not always possible to make something powerful, flexible, and simple. If you need 200 options, you have problems whether you have 200 buttons or 10 buttons with a combination of toggles or whatever. There is no simple way to present 200 options.

One solution is to hide some options. That is why most “options” menus have an “advanced options” menu, although that is rarely of help to me because the option I want to change is usually somewhere under “advanced” (as are many cool toys that you never knew you wanted). One non-computer example cited did that with a flip panel — less common options were hidden under a plate so you did not see all the buttons at once. Yes, putting a fig leaf over half the buttons can potentially improve how intuitive the interface is.

But what would be even better would be if the options auto-updated according to your needs. My phone at work does this, and I tend to demand more of my games than my phone. This needs to happen in a structured fashion, so that you are not chasing commands or having buttons change on you in the time it takes for you to push them, but we already have some good examples, dating back to adventure games that automatically do the right thing when you click or use something. (This can be done badly, if the multi-use button does things unexpectedly.)

But as I suggested in the opening, Guild Wars 2 is already doing this. Change weapons, and your power bar updates. Go into Death Shroud, and your power bar updates. Summon a pet, and your power bar updates. I was so used to needing several power bars for all my abilities that it never struck me to want my 0 key to update from “summon bear” to “command bear to attack.” Is it potentially easy mode if, when you are set on fire, a big button pops up offering to let you use that water you picked up? Maybe, but you would think that would be an immediately available option for your character, because in real life you do not need to rewire your brain to lunge for water. Do I have any evidence that Guild Wars 2 is going to do this well? No, but I endorse the idea, even if it takes a few iterations to make it work as intended.

: Zubon

Buffing

Ravious’s trinity and beyond discussion reminds me: buffing is a lot more fun than healing. City of Heroes will always have a place in my heart because of how awesome Kinetics is, especially at high levels. Buffing is less visible than putting green numbers over folks’ heads, and you cannot slap a DPS meter-equivalent on it, but it is more fun for both the buffer and the buffed (than the healer and the healed).

You know the litany against healers, in design and in playing one and in needing one, so skip that. Apart from enjoying the resource management game of the little bars you watch, the big fun in being a healer is making your friends limitless gods that go toe-to-toe with Cthonic horrors and win. Sure, you could do that by pretending you are a battery and re-filling the little bars every time the big bad all but one-shots your tank, while your other friends plink away its health, but why not actually make your friends limitless gods? Buff their defenses so that they can take the hits without constant healing, buff their regeneration to cover the gap, and buff their attacks so they swing more often and put really big numbers over their enemies’ heads. Cut the umbilical cord. (Debuffing does about the same, although something within me loves helping my friends more than hurting my foes, even if I am helping my friends hurt my foes.)

But why should I go on at length when we have this view from D&D?

: Zubon

Public Service Asides

A few quick notes before the weekend.

The biggest news on the MMO scene is, of course, that Lord of the Rings Online is now “free-to-play.”  People of all station are arguing over whether it actually is free-to-play because – now make sure your sitting down if you are reading this on a mobile device – eventually Turbine will want players spend money if they want to continue playing through the content by at the minimum buying content packs.  Shocking, I know.  I, myself, thought Turbine was becoming a gamer charity organization.

My two-bit review of the pricing so far is: the cost of content and vanity items seems pretty fair, while the cost of luxury buff items, especially temporary ones, seems a bit high.  I spent roughly $2-3 buying a skill that now lets my Captain warp to Rivendell once an hour.  It would’ve cost me about a $1 to buy a one-time-use warp to Rivendell.  Like any vast cash shop with everything from housing items to hour-long buffs, it has its ups and downs.   If you intend on trying this game out, head to Landroval if you can, where all the cool kids are.

Another small thing is that Guild Wars 2 beta scams are becoming pretty prevalent.  Some scam sites are even advertising in Google, and they look pretty professional with solid URLs and ArenaNet art assets.  I have an eye half-cocked at ArenaNet for not having something more definitive on their site about a beta.  They have an answer to the question of a beta in their FAQ, but with the huge amount of attention they garnered in the past few months, I think a beta placeholder page is now warranted.  Anyway, nothing less than either an ArenaNet blog announcement or guildwars2.com site update is going to pass as official for a beta announcement.  So beware, ye Guild Wars 2 fans.

–Ravious

Recettear Demo

The English-localized version of Recettear launches today. I played through the demo, and I wanted to share a few thoughts. Put me down for “weakly recommends.”

Recettear is “an item shop’s tale.” You know those merchants back at town in your fantasy adventure games? Recettear is your shop, and you are Recette. Your father was one of those adventurers, and he went missing (presumed dead) after taking out a substantial loan with your house as collateral. Tear is your partner, an accountant fairy from the financial company who provides you with advice and collects periodic, increasing loan payments.

The basic game is an economic sim. Continue reading Recettear Demo

Guild Wars 2 – Completionist Hearts

I saw them days, possibly a week or more, before I knew what they were.  From the Guild Wars 2 gamescom videos almost every one showed the player hitting the map.  The world would zoom out and re-orient from the character in a somewhat artistic way, and I saw heart outlines on the map.

I actually allowed the puzzle of their presence a few cycles of the old brain when an NPC was circling the hearts and at the same time telling me there were farmers about each heart that needed help.  Event hubs! I first thought.  Wait, hearts as the icon for event hubs don’t make sense was the second thought.  Then because I didn’t like the look of hearts on the nice map, I conveniently forgot about them while I was inundated with plenty of other Guild Wars 2 information.

Continue reading Guild Wars 2 – Completionist Hearts

Manuals in an Age of Digital Distribution

MMOs broke me of reading manuals. I used to read them, all of them. I am a junkie for rules and design — I have read rulebooks for far more pen-and-paper games than I have ever played. I have read ~200 page manuals for 4X games.

I now rely on tutorials. Almost all games come with them. Even games without explicit tutorials have a way to ease you along the learning curve.

MMOs broke me of reading manuals because the manuals were wrong. I do not blame the manual writers. What they wrote was presumably correct when they wrote it. Then two classes were cut in the last month of beta, one was re-done, one changed its name, twelve abilities changed names the week before the game went gold (including several that swapped names), and half the numbers changed. Then everything changed within the first three months, so only the general class descriptions were correct. Then the vision of some classes changed a year or two later. The developers’ online documentation is rarely completely correct, so let us not even hope for the printed version that needed to be finalized a month before the release date. (And people buy printed guides as they would for single-player console games, ha.) Some MMOs learned this and made the manual uselessly vague, which is another non-solution.

Even a decade ago, you went to the fan sites to learn how the game really worked. Now every game has a wiki and multiple forums with new user guides. It has become a measure of how newbie-friendly a game/community is: you need some small number of helpful, literate people to write the guides, so either the game is popular enough to have several of those people (good sign) or a small game has enough concentrated awesomeness in its community to have several (good sign). If a game is worth playing, people will be encouraging you to get started.

Now I get many games via digital distribution. Do they come with manuals? A few games have something on the start menu that directs you there, but I do not know if they included PDFs of the manual. Maybe it is in a folder somewhere? It would be helpful if the Steam library included a “manual” button, but the prominent one is “play.” So I play, rely on the tutorial, and that usually sees me through.

: Zubon

LOTRO – Out of MMO Storage

I have a weird relationship with Lord of the Rings Online (LOTRO) that is unlike any other MMO I play.  It’s definitely one of my favorites, and it is always part of my Steam catalog. Yet, after it becomes my main game for a few months.  I have to go completely cold turkey on it for a few months.  It stays there staring at my as Steam illustrates my array of games, but I have almost a revulsion thinking about firing it up.  There is no logical reason for it.  Seriously, I have written and deleted multiple sentences right here trying to put some sense to it.

However, I am back in it now that it has been re-born as a Free-to-Play (F2P) title.  Not because it is now playable without a cover charge as I have a lifetime account, but because it feels fresh.  It feels new, and in parts it feels like a different game.  One that is more caring of my time.  I like that.  There is so much to learn, but I think that many LOTRO posts will be coming in the future.  I saw a few blogger friends also in-game so hopefully they will speak on such things as well. (Oh look, during editing I see one has!)

Last night I was a little overwhelmed.  Dozens of titles splashed across my screen.  I was gaining Turbine Points (“TP,” the cash shop currency) at an irregularly weird rate, and I heard that my points I racked up the past few months might take a bit to show up.  I checked out the slick new dungeon grouping system (please make a collapsible menu), and I did a quick Rift skirmish with a few friends.  Last night’s play felt like walking into a restaurant and getting free samples of the coming meal before I am even seated.  Then when I sit down to look at the menu it’s too hard to make one choice.  I am excited about LOTRO, and I can’t wait to start digging deeper in to all the changes.

–Ravious

User Error and Design Error

I really want to write about design that is forgiving of error, but a more basic point in The Design of Everyday Things keeps interfering: much user error is design error. If users keep doing the same things wrong, there is probably something about the design that is encouraging them to do the wrong thing. That is not their fault. Problems that keep arising are design problems; fix them, work around them, or admit that the problem is too hard for you. Do not blame users unfairly.

Veteran players forget this. You know what to do because you have done it twenty times, and maybe the current design even feels intuitive because you know what the developers were planning, how the system has evolved over several years, and how it interacts with or mirrors other systems. You will hear people decry the ignorance of newcomers; why can they not go through a simple 20-step process across only four screens where only two of the commands are undocumented? And look, if you just install these two mods, rebind these keys, and change these settings, that dungeon is easy mode.

This relates to my refrain from Gordon Walton that hardcore gamers will crawl through barbed wire to reach the fun while most of the market will not put up with that crap. There are virtues in that, as it allows quicker iterative development and lets players get a closer connection to the game and its development. But it means having an unpolished game with sharp edges and pitfalls. The new guy did not expect pits of broken glass on the path to the picnic. That you know the workarounds does not mean that there are not things to be worked around. That someone does not want to learn them all does not make him lazy, at least not in a bad way; I pay to play, I get paid to work.

Anti-social behavior in the game is also designed in. If players keep doing the same horrible things, game design probably encourages it. If the game rewards sociopathic behavior in groups, you will see more of it. Designers do not intend to reward people for acting against the interests of their groupmates, but game designs certainly do so.

If the players are not playing your game how you want them to, you should look at what the design encourages them to do. And remember that other design issues may also be giving people trouble in playing your game at all.

: Zubon

The Roads After PAX

For my small viewfinder, not much news came out of PAX.  Perhaps the biggest thing was the announcement that ArenaNet was making an iPad/smartphone app for Guild Wars 2 with such neuromantic functionalities such as talking to guild mates, scouring the auction house, and watching guild mates play via an overworld map.  I was going to write an small post just on that news alone, but it wasn’t very meaty.  What it’s really going to do is allow those of us pressed for game time due to other obligations to keep tabs on our guild until they get to that event where 40 people need to take down a dragon (or sharktopus).  Then we can sign on for half an hour to play a very intense event without having had to help with all the lead-ins.  It might sound selfish, but if the other option is just not playing at all for fear of only having “lead-ins” then I think it’s a fair trade-off.

I severely digress… although there was not that much news, there was lots of design-level discussion.  My favorite was a Guild Wars 2 Event workshop where a small amount of fans came to learn about the event system and then work together in a brainstorming session to create an event system.  Oh, and some nice person recorded the whole thing.  The developers at PAX seem very open, and it is refreshing hearing from them instead of through the marketing grist-mill.

Continue reading The Roads After PAX