I want to believe in EQ Next

In the jaded MMOsphere, dulled with years of falling subscriptions, shorter and shorter player lifespans (remember when we used to think calling a game a “three monther” was disparaging?) and a slow but certain move away from being virtual worlds to monetised gamification platforms, the announcement of a new PvE sandbox-style game backed by one of the main players in the business is always going to be a wake-up.

Many of the blogs I follow are projecting what they expect to see, or would want to see in the upcoming set of announcements at SOE Live tomorrow (2nd August).

One thing is for sure. EQ Next has the potential to shake up the hobby. The second thing that is for sure is that they won’t do that. Am I jaded? Maybe so. I want to briefly give some ideas for what I think they should do, and then some thoughts about what I think they will do.

How to do a successful PvE sandbox

I think there is a room in the market for a more accessible version of games like Wurm Online and Tale in the Desert. Minecraft shows how much people enjoy building and creating, and the incredible success of games like Sim City and Civ shows how much appetite there is for large simulations. And if the boom in social media shows anything, it is how much people enjoy creating and being part of communities. For a lot of people this could include a roleplaying aspect.

To make this work, EQ Next would need to take lessons from games like Glitch and Ultima Online as much as WoW. Instead of focussing on making a world to adventure in, make a world that people would want to (virtually) live in.

Keep direct PvP to a minimum. People don’t want to live in a warzone. And the ones who do already have games that cater to them, those players aren’t the people you need anyway. You need the settlers of the gaming world (consider this a new category alongside explorers, achievers, etc.) to inhabit your world and bring it to life.

There needs to be gameplay to keep things moving, but it can be based on a more simulation-type model. It needs a proper economic model also. Players enjoy ‘taming’ their local environment and building up their smallholdings but there are surely more interesting gameplay models with which to do this than either Farmville or “spreadsheets in space”. The players this game needs are not necessarily the achievers although there can be quests, instances and adventures for them as well. You don’t even need to encourage ‘grouping’ so much as ‘interacting’ and ‘organising’.

A sandbox needs, more than anything else, space. That means virtual space in the sense of large worlds to explore and exploit. But also space for players to carve out their own niches, explore different playing styles, think up different in-game projects to pursue, and space to step away from the levelling track.

Lore is an important part of building an immersive world, but SOE need to ditch the EQ lore. Or at least reboot it into something more coherent. No one is interested in the existing lore except the grognards, EQ2 was always a chaotic mess lorewise, and when the only thing people know about your main character is that she’s a blonde with big boobs, it’s time to start over.

What I think they will actually do

Given that the reveal is at SOE Live, they will hype up the Everquest/ EQ2 connection, which is probably not of huge interest to anyone who either didn’t play those games or didn’t like them.

I think the game will ultimately fail as a virtual world, under the pressure to monetise and to stick to tried and tested F2P mechanics (yes, they said they plan to stick with a P2P subscription model but I can’t see that happening). Expect to see lots of talk of high impact PvP, frequent world events, “a living world” (hint: the best way to have a living world is fill it with players) and some pretty screenshots.

But for all that, they have been saying a lot of interesting things in interviews about ditching the story. Maybe they will surprise me yet.

[Solving the Content Problem] Enter Sandbox

sandbox

andrewmalone @ flickr

This is the second in a series of posts about various attempts to solve ‘the content problem’ in MMOs.

A Sandbox MMO is a game where the devs create the gameworld/ sandbox, and then players jump in and do pretty much whatever they want with the tools they are given. It’s a very different style from the more guided themepark MMO where the game encourages people to play in a more directed way. Sandbox MMOs seem to be coming back into vogue, partly because of the content problem. EQ Next and Pathfinder are among two upcoming games which adhere to this design.

If we imagine a continuum between MMOs as virtual worlds/simulations and MMOs as games, then the sandbox falls squarely in the virtual world side of the equation.

A true sandbox game would have no NPCs at all, those roles would all be filled by players. So if players decided they wanted to give out quests, then you could have a quest based game. There would be no NPC vendors, you’d have to buy items from other players. If players decided that they wanted to PvP, you could have a PvP based game. But also, if players decided they wanted minimal PvP, to patrol the game with hardcore roaming bands of judges, and to implement their own system of crime and punishment to ‘punish’ PvPers (however they could do this within the bounds of the game) , then it could pretty much be a non PvP game. Different groups of players could run their own ‘mini states’ within the game.

Read that last paragraph and think about the possibilities.

In practice, game design pushes players strongly towards different sandbox playstyles. A game like EVE in which player corps can hold territory and gain economic advantage from doing so is going to encourage corps vs corps PvP, at least until the holding corps/alliances get so large and assertive that no one dares attack.

The way a sandbox game tackles the content problem is by encouraging players to create content for each other. (By content, I mean goals, organisations to join/oppose, and just ‘stuff to do’ in general.)

You may be thinking “but we have player run events and organisations in WoW too” which is true. Most MMOs have some sandbox elements, and it’s a core feature of the genre. But an actual sandbox game is going to have a different kind of feel for players, with more pressure on bored players to make their own amusement rather than waiting for the next patch.

Also, in a sandbox game, things in the game can change radically between one logon and the next depending on what player organisations have done in the meantime. You can’t plan your gameplay around dailies or raid lockouts, or you can try but other player actions might affect everything. It’s not actually necessary for a sandbox game to feature PvP, A Tale in the Desert is an example of a game that doesn’t do this. However, when devs talk about sandbox games, they often have PvP in mind.

Good Sides to the Sandbox

  • Sandbox games can have an incredible sense of meaningfulness and depth. Everything that happens, many of the things that exist in the game world,  are because another player/s caused it. Because of this, they attract a very invested fanbase.
  • In particular, they can offer a meaningful sense for PvP.
  • Sandbox games offer a lot of power to players, in terms of being able to direct and influence the game world.
  • Sandbox games encourage social play, you can simply accomplish more as part of a group than you can alone.
  • There is huge freedom in a true sandbox game for players to pick their own roles, playstyle, and goals. If you want to set up an in game business delivering in-game food to player groups in far off locations, you could do it. If you wanted to specialise in helping other player businesses advertise their goods and services, you could do that. If instead you want to be an adventurer and go fight dragons, you can do that. If you want to be a crafter, you could do that. None of these roles is more important than any other. There is no ‘right way’ to play a sandbox. However, you probably can’t do all of those things and will have to choose.
  • The ideal of the sandbox involves actual in game player run communities. Probably Second Life illustrates this better than EVE, simply by being a more diverse environment.
  • Sandbox games typically place a high value on player crafting as a way to let players a) drive the economy and b) contribute creatively.

Downsides to the Sandbox

  • Sandbox games need a certain amount of active players to really work (the actual number varies depending on the type of game and how it is designed). If the playerbase falls below this number, the sandbox pretty much fails.
  • Sandboxes are not always good simulations. This is for many reasons including 24/7 access (what does it mean if players from another timezone can wander in and destroy what you have built up while you and your guild are asleep?) and players in general finding it easier and more fun to cause havoc than try to keep the peace.
  • But a more focussed sandbox game (or a more varied one like Second Life) could try gatekeep for players who are already in agreement with the themes of the sandbox. For example, if someone wanted to run a sandbox based on RP in 18th century Paris, and monitored new players to check there were on board with that, you could probably minimise the griefers.
  • Sandbox games can be quite socially unstable, because they’re dependent on players. They don’t have the checks and balances that a themepark game does to keep the game fun for everyone. They are particularly subject to griefers.
  • On the other hand, Sandbox games can be socially way too stable. If a PvP game settles into a state where large player organisations own all the land and have minimal motivation to PvP, then a PvP minded player could find themselves with nothing to do.
  • Similarly, you can spend hours sitting around in game waiting for something to happen. Sandbox games can be very dull.
  • This all means that Sandbox games are tricky to set up and run.
  • Sandbox games are really susceptible to accusations of devs getting personally involved and tweaking things to favour their own characters. I don’t entirely know why this is but we used to see it a lot on MU*s too.

EQ Next to be “the largest sandbox MMO ever designed”

In 2010, SOE announced that they were working on a follow up to EQ2, code-named EQ Next. There was some muted excitement from Everquest fans, but after that we didn’t hear much about the project. Yesterday, John Smedley announced at SOE Live that they’d trashed their original design and now plan to bring EQ Next to market as a sandbox style MMO game.

I had been wondering whether Blizzard would end up taking this route with Titan (or going for a FPS MMO), as the trends simply aren’t towards large subscription MMOs and ‘more of the same’ isn’t going to cut it.

As it happens, with Planetside 2, SOE along with CCP’s Dust are both shaping up as good options for FPS MMO fans. And with this EQ Next announcement, suddenly a lot of old school MMO players will again be very very focused on what SOE is doing. I think this was a momentous announcement for them, it’s the day they became relevant again. And now Blizzard is on the back foot. Check out the link, there were quite a lot of announcements and statements about how they see the industry.

[Quote of the Day] The problem with player driven narratives

Who wants to hear the story of me following a trail of mithril ores until I got to a cypress tree, slaughtering drakes and wolves and polar bears along the way, until I found an orichalcum ore, yay, then I saw a rich mithril vein and had to figure out how to get to it, and it was guarded by a veteran something or order, and hey, there’s a cave there I never saw, so I went down it and saw stuff, and oooh, a chest, and oh darn, wasn’t I meant to be completing this zone, except by now the vista I was wandering to is somewhere southeast of here instead of northwest so I guess it’s time to head back in that direc…eep, a DE just exploded on me, ok, fightfightfight, and now this escort DE wants me to go that way (looks longingly at the vista)… oh screw it, the vista is always going to be there, trots off after the mass of people following the NPCs…

Jeromai (Why I Game)

Btw if you think this doesn’t happen in ‘pure’ sandbox games, consider that for a lot of sandbox players, this might be more interesting than their stories.

Life in the sandbox

A couple of posts cropped up on my RSS reader recently which throw some light on the reality of life in sandbox MMOs.

Stargrace posts about her struggles in Wurm Online, and Chris Smith@Levelcapped exudes a sense of achievement in finding somewhere to live in the same game. This is clearly a game for people who like the idea of needing complex multi stage processes to build even the simplest of items, not to mention needing constant help from the wiki/ community to help figure it out. I do keep meaning to try this one, but I’m also not sure I have the mental fortitude to make it through the first day and have to figure out how to feed myself in game.

There are also plenty of blog posts describing exciting times people have had in EVE, but this post from Syncaine describes, dare I say, a more typical evening of searching around  for fights that don’t happen. If you played WAR you may also remember some of the complaints about PvP often involving battlegroups searching for and taking unoccupied keeps rather than going for the full scale siege standoff.

This is because, as Syncaine mentions in comments on that post, part of the art of fighting in a sandbox game is making sure you’re in a winning position (ie. have a larger army et al) before you get into a fight at all. And finding an undefended target is simply smart target selection.

It is also the nature of sandbox games that you can’t predict exactly what will happen when you log in. You may have an activity planned that gets disrupted by something else that is going on in game. You may plan a night of sailing your fleet around Hispaniola in Pirates of the Burning Sea (I do have a soft spot for that game) but find that all the actual fights are going on somewhere else. The best way to actually guarantee you’ll get the action you prefer and on a timezone that suits you is to be in a leadership role.

I’m not entirely convinced that sandbox games can ever be more than a minority interest. And I say this as someone who has played and loved them, back in MUD/MUSH days. And unfortunately, people who like them are shy about mentioning the many downsides. They tend to strongly favour organised groups, there is often huge amounts of politics (I mean, to an extent that would dwarf guild drama in WoW), they strongly favour people with large amounts of time, or flexible playing schedules, there can be long extended periods of boredom and no guarantee that you’ll actually be around when the exciting stuff happens, and I’m not really sure if exciting stuff ever really happens in a game like Wurm. (I do still want to try it sometime, but … yeah.) They are also just as fraught with elitists as any other online game, and although some games make it easier for casual players to carve out a niche, you will have to pick your niche carefully.

Fact is, you probably have to work harder for your fun in a sandbox game and there’s no guarantee how much fun it’ll ever actually be. It takes a leap of faith to throw yourself into these things. I found it worthwhile when I was playing them, and I really treasure some of the memories of people I met and stuff we did in game.

So excuse me if I’m dubious about claims by SWTOR haters (and honestly, if you need to hate, why hate on a game that’s actually fun when there are a lot of easier targets?) that if it fails all that money could go into big budget sandbox games. Truth is, we still don’t know if a big budget (or small budget) sandbox game could have wide mass appeal (ie. a million players), we only know that no one has really succeeded in making one that could. At least, not with a virtual world attached. Unless you count social networks like Facebook, which may be the biggest sandbox of all.

But something tells me that Facebook #2 isn’t the kind of sandbox ‘game’ that the themepark haters are hoping for …

I think also about games like HSX (which I am still hooked on — it’s a sort of stock market simulation for upcoming films) which isn’t really a sandbox per se, but has that appeal of being able to research and use real life information into your gaming. eg. I made a pile of cash on Red Tails this weekend by effectively betting that it would do better at the US box office than players had predicted based on the HSX stock price. You may say “Yes but that’s a simulation, not a sandbox game,” but all successful sandbox games that I know of are also simulations. World simulations.

And that’s the curse of the genre as well as the blessing, because they’re full of players who don’t want to stick to any setting or  theme other than winning at all costs. (Did I mention that metagaming is also often rife?)

Questing is like cooking, more stressy the more people involved

I have been playing a bit of City of Heroes with my beloved this weekend (I’m only about level 5, but the revamped tutorial is pretty cool and I like that you can buy Fly as a power quite early on now.) You’d think this would be a joyful experience since we don’t get to play together very often, and even in WoW it was mostly during raid nights when we both got tapped for the raid. And mostly, it is! He loves the game, I’m curious to remind myself of it, we’re good to go.

And yet somehow, I get tired much more quickly when I’m questing alongside someone else than when I’m playing the levelling game on my own. This is true even when I’m questing with Arb in LOTRO, and she’s probably the most compatible person with me in the sense of playing style that I know.

So why is this? Is it just the constant need to make sure everyone’s on the same quest, everyone remembered to click the quest text, everyone had time to read the quest text, people staying together and not wandering off and getting lost, chatting (I don’t really think that’s stressful?), making sure everyone gets to go train up their stats when they level, etc?

I suspect that there’s something about questing per se that just seems to work better for single players. You can control the pace, can make your decisions intuitively without having to discuss them, can decide for yourself when you want to take a break.

If I look at games where I’ve really enjoyed levelling in duos or small groups, they were either in the past when I was just a more patient player and more interested in chat or RP, or else involved events like instances, PvP scenarios, skirmishes, rifts, or sandbox play (ie. taking our ships in Pirates of the Burning Sea and heading off for adventure). Even when experimenting with fixed groups, I think we found it easier when we had instance nights rather than actually all trying to quest together.

Anyone else find it more relaxing to level via quest when solo? I think in many ways, this is the genius of Diablo in that you can play through the whole thing either solo or in groups, depending on your goals.

Sailing off for ADVENTURE in a sandbox game

pirate_snow

This is my new ship in Pirates of the Burning Sea, under full sail, attempting to sail against the wind. I think after this shot was taken I was either in the process of turning or decided to tack  – ie. sail in zig zags – to get closer to the shallows.

She’s called ‘HMS Justifiable Homicide,’ a name which incidentally was too long to be used as a ship name in Star Trek Online. And as you can see in the picture, she’s flying British colours. Huzzah!

Despite this fact, we’re all setting terrible examples and ripping up the Caribbean attacking/ capturing any random object that gets in the way. So fairly historically accurate in that respect.

Although the game does have a full complement of quests, there are also plenty of other things to do which is where the sandbox aspect comes in. You have more freedom to decide what sort of role you’d like to play than in a game like WoW. If you want to be a crafter/ trader, you may occasionally need to run through a port blockade but you will never need to trade shots with anyone if you don’t want to. (And you’ll have access to fairly sturdy trade ships to help out.) You could also be a trader without crafting, specialising in hauling goods from one port to another so that you can buy low and sell high.  Or there is always piracy, faction combat, or trying to become the governer of a port.

In any case, I had a ton of fun with Sven and the Consoling Gamers crew last week. I love that you can just join up into a fleet, and  sail off looking for adventure (in the shape of thumbing your nose at the french fleets, attacking stupidly high level NPCs, baiting the PC pirates and other random encounters). It’s like Swallows and Amazons meets Pirates of the Caribbean!

And this is one of the really characteristic things of a sandbox game. No major restrictions on what you can do. If you want to be in a group with someone 30 levels lower and attack someone 20 levels higher, the game will let you do it and there may even be a non zero chance of success.

Things that I love about this game:

  • Naval combat. It’s always been the lynchpin of the game, and it’s beautifully put together. I think it plays better than STO combat because of the wind factors so if you enjoy that, try this.
  • It’s also a very pretty game, the graphics aren’t always all that but they put a lot of effort into the sailing and you can see your guys climb the rigging when you order them to put up the sails, and scurry around trying to repair cannons and decking when under attack.
  • Being allowed to attack high level enemies. In themepark games like WoW, there are often mechanics that mean you just can’t hit an enemy who is too far above you in level (mostly put in to stop kiting.) In a game like this, you can hit them. You might not do much damage but you can hit them.
  • I also love that a disparate bunch of players of different levels and experiences can go off and do something fun together in game.
  • I love that I find myself using words like ‘tack’ when I’m describing how I sail my ship in game.
  • Playing the Pirates of the Caribbean theme on youtube while we’re attacking stuff!

[Pirates] Happy Caribbean Christmas!

Last night we went to see Tron Legacy (short review: pacey, exciting, great graphics, and light cycles have never looked this good – but disappointing in that it failed totally to build on the rather cool themes of the original story) and one of the trailers was for Pirates of the Caribbean 4. (A film about which I’m pretty excited because a) Geoffrey Rush upstaging Johnny Depp in every joint scene and b) it’s based on a goddamn Tim Powers book!)

And being in the piratical mindset, it seemed time to take a longer look at Pirates of the Burning Sea, which recently switched to a Free to Play/ Cash Shop basis. Arrrrr!

potbs_jennybay

Bloggers have claimed that you need to play an MMO intensively for several months to really get a good feel for it, and while there’s something in that, I also think that within 30 mins or so I should be able to get a sense of what a game is about. Pirates does a stunning job in that respect.

I’m never really sure what the ideal newbie experience should be like. Should it be a carefully scripted in media res storylike experience which draws you into your new character and the game world? Should it focus more on introducing you to the UI? Or is it enough if you just want to keep playing after the newbie quests are done?

potbs_alice

With the Pirates opening sequence, you first get to create your character. And this is one of the high points of the game, for me, because they tend to look absolutely stunning.

You can choose between British, French, Spanish, or Pirate as your faction of choice and then have a vast array of clothing options alongside the usual skin colour/ hairstyle/ facial hair (for guys) etc. I do love the clothing of this era and PotBS loves it just as much as I do.

After that, there’s a practice naval skirmish, controls of which will be familiar to anyone who played Sid Meier’s Pirates or Star Trek Online and a practice fencing bout which follows the more typical MMO model. Then a chance to explore the starting town, which is interrupted with another scripted sequence where you get  to use your newfound duelling and naval skills in anger.

And while exploring the town and talking to NPCs, I find that there’s a deep sandbox aspect to this MMO. Players can become Governers of towns, they can take part in a player based crafting and merchant economy (which, like EVE, requires you to travel between ports to access the best prices) and there seems to be a lively faction based PvP game as well. Also, if you are arty, you can design your own flags/ sails and upload them to your ship (they charge for this, which strikes me as reasonable).

potbs_church

Whatever the locals do for Christmas, it clearly doesn’t involve going to the church, which was fairly empty. Instead, as I wandered into town, I ran into the local Christmas event in the shape of a drunk Irishman who inveigled my new captain into taking him round town to sing to some of the local people about burying a wren – apparently connected with his home traditions.

Pirates loves its lore with a deep and abiding passion that seeps into every part of the game. On the Christmas quest, I got to learn about how the Spanish, the French, and the English celebrated Christmas in the Caribbean in this era and it felt very solidly researched. There’s an attention to detail in this game which totally won me over.

potbs_britishxmas

I was also totally bowled over by the sound track. As I wandered around town, the sounds reflected the area I was in. If I walked next to the chickens, I could hear them clucking. If I went to the fiddle player and dancers in a corner, I could hear the violin and the laughing. If I wandered closer to some gossiping women, I could HEAR what they were saying.

Not only that, but all the music is put together with period sensibilities in mind. The instruments sound authentic, so do the songs. It’s just a brilliant demonstration of how much sound can add to a game, without needing everything to be fully voiced, Bioware-style.

So although my game time at the moment is mostly taken by Cataclysm, this is definitely a game I intend to play for awhile longer. (So if anyone knows any friendly guilds on EU-timezones who can put up with newbies, feel free to note them in comments.) I can’t comment on play balance or how well all the various elements work, but there’s something very cool and different going on here, with a theme unlike anything else you’ll find in the genre.

The players on the general channels also seemed friendly and helpful, something which you often find on smaller games where players are more conscious that every new player who gets hooked is someone else for them to play with in future.

 

So if you are finding that WoW is a bit linear at the moment, and have any interest in pirates or historical sandbox type games, give this one a look.

MMOs are changing — but maybe some players need to go back to their roots

wrongway johnnyjet@flickr.com

Wolfshead, one of the most inspiring blog writers I know, has been kicking arse and taking names recently with a rant about the entire MMO industry and the way it is heading. (If you enjoy this article of his do read some more, they’re all good.) His complaint is that MMOs are not reaching their potential as exciting immersive interactive experiences.

I will totally buy that today’s MMOs are less immersive in many ways that their predecessors. What we do in them may feel less meaningful. But do they really lack excitement or interactive experiences? For example, raiding in WoW today offers much more exciting gameplay than it used to do. WAR got PvP very right in many ways. And you’re also much less likely to log into your game of choice and be sitting around for hours waiting for something to happen (unless you are mining in EVE <—cheap shot).

We also get many more chances to interact with the game world than in games of the past. Bear in mind that mineable nodes were considered one of WoW’s innovations.

I have issues with WoW, and with other current gen MMOs, but lack of excitement isn’t one of them. As games, they’re improving with every patch.

We don’t know where we’re going, but we know where we’ve been

But that isn’t to say that Wolfshead has it completely wrong. Just you have to be an old dino to really understand that perspective.

Imagine that your first experience with multiplayer online gaming was a text-based MUD or MUSH. It was also your first experience with real time online chat. Probably also your first experience of online roleplaying, or being able to assume a different online identity and hang out in a world full of other real players.

Those were heady days. It’s hard to convey that now, in the cold light of 2010. But it was so damned exciting to log into a gameworld and come across another actual player. In those old games, which were part sandbox and part proto-EQ, everything was part of the escapist virtual world. We cared about immersion, except when we didn’t. MUSH players like myself disdained MUDs. We didn’t see the point in killing some dumb mob that would just respawn in 5 minutes anyway, especially not when you could be roleplaying a living part of a living city with other players. Yes we had that debate 10 years ago and the MUDders won. I sometimes wonder what would have happened if MUSH and not MUD had been the base starting point for EQ. I think we’d have had our virtual worlds, and achievers would have been complaining that all MMOs were oriented towards social gaming and interactive fanfic and why can’t we have a game that actually let them kill stuff. Oh, and the female: male ratio of players would probably have been reversed.

Then came graphical MMOs and MUDs and for a period of time, games didn’t really know where they were going. There were elements of virtual worlds and also elements of games. Old time gamers could look at the trends and believe that more and more virtual world elements and social elements were being brought into the arena. MMOs were evolving – and just as Wolfshead said, a lot of gamers thought they were going to eventually become a virtual nirvana.

There was, however, a fly in the ointment. Games were evolving in different directions and, led by WoW, there was an increasingly strong movement towards solo play and more gameplay at the cost of virtual worldness.

WoW is actually not the worst offender here. GW with its instant teleports from zone to zone never truly felt like a virtual world (which is one of the main complaints directed at it, along with the dreadful social experience in cities). Other more recent offerings have trimmed down on the virtual world side of the genre to try to bring in the mainstream – most of those attempts failed longterm. And the sandbox games such as Darkfall, EVE, and many text games which still hold out are doomed to their niches. Not to even mention Second Life which fails so utterly at simulating a cohesive world that people almost have to say ‘virtual world’ in inverted commas. (Maybe virtual worlds would be more apt?)

So I have a lot of sympathy with Wolfshead’s view. He has been in the genre for a long time, and for much of that time he genuinely felt that games were evolving towards his personal perfect MMO. And it is now increasingly clear that isn’t true and possibly never was. Much of it was wishful thinking. Now, the era of the AAA MMO is drawing to a close, and the few big games in the pipeline are not even  really attempting to offer a true virtual world experience for escapists.

I just don’t agree with him.

You don’t just ‘stop evolving’

It’s clear that the current MMO gaming model simply isn’t working. WoW will do fine (for some measure of fine) but other recent entries into the field simply haven’t maintained any long term interest amongst players. Only this weekend I reported that Aion – released last Autumn – is merging servers already.  Champions Online lost players even more quickly, from other reports. SWTOR has been reported as needing a million subscribers just to break even. These things cost crazy money to make and the model still isn’t proved to hook players longterm.

Don’t blame Blizzard for that. They made the most compelling MMO that has ever been seen to date. When I first tried out the WoW beta back in 2005, I was blown away because it felt like a quantum leap more fun of a virtual world than what I was playing at the time (and I loved DaoC but I was done with it after 3 years).  Blizzard trashed some old play concepts that really needed to be smacked on the back of the head with a shovel. Like them or not, they have stayed mostly true to their internal vision and pitch perfect sense for gaming fun, and 11 million players have rewarded them for it. WoW isn’t successful because players are dim or all love McDonalds. It’s been successful because it provides the best and most polished mix of gameplay in a virtual world on the market. Now the game is starting to show its age, but don’t blame Blizzard for giving pleasure to millions of gamers, many of whom might not have considered themselves gamers at all before they joined up. It isn’t Blizzard’s fault that newer players don’t share the same dream as the older ones.

And yet … games that adhere more closely to a virtual world model do seem to retain their player base for longer than non WoW MMOs. Darkfall and EVE may be niches (a large niche for EVE) but the majority of the player base doesn’t get bored after a month.

There are other trends in the market also. F2P, lowering the barriers for players to get involved in games, is coming right back to the MUD days. Of course, our text games were (mostly) free all the time and run by volunteers, but that made it very easy for visiting players to come and test the waters and slowly get more involved.

Ultimately, virtual world games may always be a niche but I believe that more sandbox and VW elements will be brought back into multi player games. F2P is an obvious application for this – many players will happily pay to feel that they own a stake in a segment of the game world, as Second Life has proved (and I suspect this is the enduring F2P model). And whilst Facebook and Real ID alike are striving to break down the cult of anonymity on the web, many players who enjoyed their innocent escapist fantasies of being weekend wizards, spaceship pilots, hobbits, BWG (blokes with guns) or  gnomes will always flock to the games that let them define their own character name and looks.

Face it, if I wanted to look like myself online, it wouldn’t be much of an escapist fantasy. Not compared to playing a badass undead plate clad warrior wench, or a burglar sneaking around Mirkwood spiders in LOTRO. “Let’s pretend” is one of the most ancient, magical (yes, this is the basis of sympathetic magic) and honorable of all games, and it’s time that gamers stopped acting as if twitchy shooters were the be all and end all of game design. So games based on acting out a role will NEVER die. Games based on virtual worlds will NEVER die. And in fact I believe that they’ll make a comeback.

And what about Farmville? Wolfshead hates it with the passion of a zillion supernovas and I’m not fond of the game myself. But let us remember one thing. It is a massively popular massive online social game in which NO ONE KILLS ANYTHING. Perhaps our dev lords and masters could take that on board while they’re digging around in the virtual world pantry for that magic ingredient that will make their new WoW knockoff magically sticky to players. Unlike the last several versions.

So I have hope. But also, I quite enjoy playing the games the way they are now. I have a lot of sympathy for Wolfshead – games these days are not realising the dream I dreamed either. But I also remember the things that used to annoy me about the text and MMO games I have loved in the past for their immersiveness and social whirl.

Maybe it is age, but I know increasingly that my personal perfect game does not exist, and probably never will. The internet, however, has become everything I ever wanted and more.  And somewhere in there are those virtual world games (yes, even text games have evolved) which may even make an old lag like Wolfshead happy for awhile.

Into my heart an air that kills
From yon far country blows:
What are those blue remembered hills,
What spires, what farms are those?

That is the land of lost content,
I see it shining plain,
The happy highways where I went
And cannot come again.

— A E Housman

Thought of the Day: Leadership, boredom and MMOs

The mark of an effective leader in a MMO is how well they can achieve goals which require players to repeat boring tasks such as:

  • raiding farm content
  • sitting on the reserve bench
  • guarding a warp gate for 4 hours

You have to persuade people that the boring task is meaningful and important. You also have a limited toolbox available from which to reward or punish players.

Sandbox Games don’t have grind, they just have boredom

I was musing the role of a good MMO leader when reading over Tobold’s posts about his time in EVE Online.

EVE is described as a sandbox game, which means that players get thrown into the virtual world and mostly left to their own devices. A lot of content is provided by other people by some form of PvP or competition. Players in a sandbox game are encouraged to stake a claim to various parts of the game world and defend it from others. My first MMO (DaoC) had sandbox elements. Before that, our MUSHes had strong sandbox elements too – they didn’t involve PvP exactly but people definitely did compete over resources.

It is absolutely a feature of these games that you will spend a lot of time sitting around and doing nothing (or doing something very dull) while waiting for something to happen.

So in Tobold’s example, he warps into a 0.0 system and gets blown out of the skies. But what about those poor bastards whose ‘job’ in game is to sit around in the middle of their boring sector, waiting for someone to zone in? And they have to try to keep a 24 hour watch rota if they are properly hardcore because people play in all sorts of timezones.

I have been that person on the Albion Milegate. We used to spend hours sitting around and chatting. Maybe a few people would occasionally go on a wide patrol because they were bored. In a good evening we’d get maybe one or two groups trying to come through who we’d beat down with superior numbers. That would be it, for the entire evening.

But if you are an MMO leader who wants to hold some territory, you need to convince people that they should be sitting around for hours waiting for something to happen. If you don’t, then someone could sneak through. It’s the problem of the absentee landlord. The only way you can prove that you hold domain is to be there to fight off any intruders. And since players complain like crazy if intrusions are only permitted at pre-arranged times (they tried this with bases in CoH) then the defender needs to keep a 24 hour guard. Depending on how hardcore they are.

Now sandbox games can be extremely lively and exciting too. The thrill of having a guild that holds its own keep or territory is huge. It’s just that the exciting parts are unpredictable (or in fact sod’s law says that they always happen just after you went to bed, or in someone else’s timezone.)

So sandbox games require people to be bored because they can’t offer scheduled entertainment. You have to be around, “just in case.”

Progression raiding needs people to sit out and do nothing

By comparison, let’s look at PvE. In hardcore progression raiding, a raid group will make a schedule. And then they will recruit a few more people than they need to make sure that there are substitutes in case anyone has to miss a session.

That means some people will be signing up every week to not raid. We’ve been discussing on our raid forums this week how best to reward people for being substitutes. And unfortunately there’s no real reward that can possibly make it up to anyone for missing a first kill, or missing a load of badges/ experience in the raid when a new raid has just opened. The satisfaction of knowing that by doing nothing, you helped your raid, is not really very comforting when you’re fretting over being left behind.

And duly, raid guilds often have trouble with substitutes leaving for greener pastures if they don’t feel that the raiding rotation is fair.

PUGs never have this problem because they don’t run scheduled raids. They just grab whoever is online, wants to go, has the right gear/spec, and has enough time. So PUGs guarantee raid fun (to some extent) and no one ever has to sit out.

So PvE/raid games require people to be bored because they must offer scheduled entertainment but need a fixed number of raiders of fixed roles. You have to be around, “just in case someone else has to drop.”

Either way, being a hardcore leader in both types of MMO requires that you persuade people that it is worth them logging in for hours of boredom in order to help the group. Is it surprising that many designers are pondering whether PUGs, open groups, or dynamic events are the way forwards?