What is so bad about running in online games?

In light of my last post, I wanted to talk about running, movement, and travel in online games. More specifically, I want to talk about why moving, running, and traveling for no specific reason is often so much better than traveling as part of a quest or duty.

Maybe it’s just the type of player I am, but I love to explore. In EverQuest 2, World of Warcraft, and Guild Wars, I wouldn’t want to stop playing a zone until all of the black space was gone (this is, in my opinion, hardest to achieve in EverQuest 2, because of the way they display the black fog. It’s impossible to tell where the limits of the map are!).

In order to explore places, you’ve gotta buck up and run there. However, when I look back on the time I spent exploring an area, it sometimes seems daunting (maybe I could have done other things, like, say, level up 14 times). Even though I’ve spent a ton of time familiarizing myself with the area, the running around trying to find the smallest nooks and most obscure crannies at the extreme edges of the map never really seems exhausting or repetitive.

Even though I love exploring and running around opening up all of the map, I find that I absolutely hate running places for quests. Even more than that, I hate running back to the spot where I died. But, and this is the most superlative hate I can muster, I hate running back into and across raid zones after wiping.

Why the differing levels of enjoyment? It’s not like I’m running that far to get back to my corpse or to finish that quest. The time I spend sneaking around mobs exploring zones I’m not qualified for far outweighs my measly jog back to the raid zone, but the latter still seems very time consuming. Of course it’s a psychological thing, but the point still remains. Why are games today seemingly going backwards in some of these aspects of gameplay? The Vanguards, the LoTROs, etc, all seem to have a strong emphasis on the running timesink and it seems like game designers should be able to do better.

Think about it this way: how much would you spend to have an autonomous in-game object take you to your destination at an increased speed in a direct route (400% run speed griffons in WoW), or at least close to it? Well, the answer to that is simple: just look at the prices that griffon masters and stable hands are charging in WoW and LoTRO. Most people would probably pay even more than that.

Now, here’s the harder one: would you pay for a service that ran you to your destination at your run speed? This means that you’re simply paying someone else to steer for you, and not arriving at the destination any sooner.

Is it the boringness and blandness of manning the controls of your character when you know you’re only going to be running? Is it the time consumption itself?
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Removing Barriers and Keeping Players

Adrian Crook over at freetoplay.biz wrote an incredibly insightful and useful article regarding some strategies that online game designers can use to lower the barriers to entry to their games, as well as keep the players in their games longer while still monetizing a small percentage of them. I’m happy to have happened upon this article in complete accident (it gives me more hope that the internet is still filled with wonderful things).

Anyway, here is a short summary of the article, followed by a link to the original if you want more details (much has been cut). “Here are 10 ways to remove game-killing barriers to entry and create the largest possible addressable market.”

1. Free to Play
The Free to Play business model is here to stay – and growing every day. The focus now is on getting players through the front door, keeping them happy, then monetizing 5-15% of them. Non-paying customers become “content” for the paying minority, so don’t think you can ignore them.

2. Integrated graphics support

Enthusiasts who purchase the latest, greatest video card make up just 4% of the market. Integrated graphics (i.e. no dedicated video card and therefore lower graphics performance) accounts for over 60% of all new computer sales.

4. Little or no download

Get users into a game as fast as possible. If your game requires the user to download client software, make it as small as possible and give the user something to do while they wait for the game to download and install (i.e. setting up their character).

But better yet, make your game in Java, Flash, Shockwave or Silverlight so it’s playable within a browser. A game delivered via Java applet (i.e. Puzzle Pirates, Bang! Howdy, Runescape) can be downloaded and installed in under a minute. A signed Java applet will even avoid tripping a user’s installed spyware detectors.

5. Deferred sign up

Why not let a new player name and create their character, enter and start experiencing the product, then ask for sign up information along the way? A game that gets this right is Maid Marian’s Shockwave MMO Sherwood Dungeon, which allows you to start playing immediately after you enter your desired character’s name. Despite its simplistic graphics and lack of server-side character saves, Sherwood has attracted over 1M users to its Free to Play ad-supported game.

8. Warp, don’t walk

Spending precious minutes walking to destinations is, for many, a significant barrier to entry and a big waste of time. Many games and virtual worlds allow “warping” between areas to avoid long marches or simply a point-and-click interface with the world.

I want my environment to be a product of me

In a very interesting and through-provoking article over at Strangelands, author pixiestyx looks at the double-causation involved in defining an environment with your character versus defining your character through your environment. It reminds me of that quote (and the namesake of this post) from The Departed, when Jack Nicholson says:

I don’t wanna be a product of my environment, I want my environment to be a product of me.

It’s early in the movie and it really puts the rest of the movie into perspective, but I don’t want to talk about The Departed, I want to talk about computer games. Here is where I get to talk about what it means for fantasy in general, and role-playing games in particular. The main question in that post revolves around whether or not there needs to be an explicit declaration of the environment and background of where the game takes place in order for a player to feel comfortable playing a given fantasy-type character.

However, for example and there are many examples out, In the Dreseden files, the setting is the modern world and has fairies, elves and demons bouncing around quite happily in it. Would you be comfortable playing an elf in this environment ? Yes as the background clearly defines who you are and why am I here.

In the case of a MMOG, I think that this might be the case.

From what I know about RPGs in general and from the experience I’ve gained from those which I’ve played, I feel like a strong background is an important point in the development of a character. However, when I think about EverQuest II and the way that particular game started off, I begin to have doubts. Is there really very much character development going on in the beginning of this game?

EverQuest II begins (or, at least nearer release, began) on a boat where the captain asks you to perform some simple tasks for him. Before you leave the boat you achieve level 3, at which point you have no class or any other notion of what you are, other than your race. The races cover the gamut from regular (human) to completely wild (frog). Well, where’s the normality in this? What kind of environment could we possibly be living in where Frogs and Humans are on equal ground? In a world where racism for the smallest differences in human skin run rampant, what kind of ill-founded notions of equality must we shed in order to believe that a Human could possibly consider a Frog his equal?

After this ship experience, the player chooses the kind of adventurer they want to be and begin to perform more tasks on the island in pursuit of a new set of gear and the approval of the captain. At this point, the player begins to interact with the other player characters around them. They learn how to move fluidly, how to fight, how to move the camera, and how to interact with the user interface. Other people around them are busy learning the same things, and this forms a way for them to bond with one another.

There’s really no character development during this portion of the game. You’re on an island, there’s absolutely no lore behind the place, you got there from a boat onto which you were somehow taken by some mysterious force. There’s essentially no backstory to the beginning of this game, but there is something else which is equally important acting on the player: other people.

The story comes later, of course, as the adventurer makes his travels through the myriad cities and towns of post-shattering Norrath, but that’s not what kept people coming back in those vital first moments of the game. Not the story: the people.

Do you think that back-story and the environment is more important for defining your character for who they are, or do you think that the people who surround your character on a continuous basis are a more important foundation for your character?

Death in the RPG: Part 1

There’s was an interesting discussion a few days back in the MMORPG.com forums called “why death penalty?“, and it started quite a long discussion regarding what death and the death penalties in RPGs are meant to do.

Among some straight-up idiotic answers were a few gems interspersed throughout the 4 pages of the thread, and they were summarized in this community spotlight at the same site.

One interesting thing to note about popular reaction to this question was the common occurrence of the (in my opinion) “cop out” answer of “it makes you play longer so the developers get more money”. Well, I personally think that’s complete garbage. First, if you die, let’s assume it takes one hour to get back to where you were before it happened (in my experiences, that’s a generously large number for a player with any skill or focus at all). This could be corpse retrieval, regrinding to recoup an experience loss, or myriad other things. Now, assume that a player dies once every 5 hours of play. That means, then, that they’re accomplishing 4 hours of leveling for every 5 hours of play. I think that’s another reasonable number for a moderate player (the kind developers would so easily trick). Now, if it takes 10 days to reach the maximum level, that’s 240 hours of play time, or 288 hours (accounting for the time lost to death (240/5) + 240). A moderate player could be assumed to play 3 hours per day. That means it takes him 80 days of playing to get to cap, and 16 days of playing to recoup his losses from death. What subscriptions do you know of where a developer would be willing to implement a system as complex as a balanced death penalty for an additional amount of time that won’t even have the person buying an additional month of play? (Even if they died twice as often, it would amount to 32 days, which would yield them only an additional $15 per player… or none at all if you consider today’s free-to-play and box-to-play games).

As far as I’m concerned, there are better ways to make the player use those extra 48 hours over the course of their entire game lifetime. Writing 20 new quests would probably take a staff member (who is probably paid less than a developer anyway) less time than implementing a system like this, and I think many would agree that spending 48 hours doing 20 quests would be far more fun than spending 48 hours trying to get back to where they were.

Now, this isn’t to say that I’m not a supporter of the death penalty (*insert comedy track*), but I think that we as gamers can come up with better reasons than this.

One of my favorite answers (or, justifications if you will) is the concept of risk versus reward. If there’s no death penalty, then, to some degree, loot becomes meaningless. If you are able to zerg the same area with one person, with two people (with 40 people?) then eventually, by chance, we should expect something good out of it. How many times have you seen that sad sorry sole grinding on mobs that are 15 levels higher than him, dying every few minutes, but coming out better in the long haul because he’s getting bigger experience hits and a tad more loot per mob than his more reasonable counterparts. If there were no death penalty, this person would be able to do this all the time, without worrying about having to spend the little extra money he’s gaining or losing some other, more permanent aspect of his game experience (maybe his time).

With a death penalty, however, this situation becomes less and less believable. One of the common implementations of death penalty is some version of “losing your stats temporarily”. This happens on timers in some games (WoW), conditions in others (EQ2, getting your shard), and in other games you simply have to deal with it and earn the stats back through mob killing (Guild Wars). Well, if little johnny adventurous was having trouble killing that mob 15 levels higher than him when he was at full stats, then killing it with a big debuff is not going to be an option. So, in that regard, death penalty is a good way to implement further balance controls.

Another reason for the death penalty is the one I like to call the “Darnwinian Death Penalty Theory” and it goes something like this:

Be honest with yourself and decide, is it better to be a high level character that anyone can create and achieve (even the stupid and inept) or high level in a system where it takes strategy, planning and skill to get there.

.

Like most, the theory is good, but doesn’t really have as big a place in the real world as it should. How many truly inept people and poor players are still able to get to the level caps and into the bigger end-game guilds? If a player dies more, and it takes a little more time to get back to where they were, all they have to do is play that much more every day in order to keep up with the big dogs. They’ll get to cap just the same as everyone else, it just might take them a bit longer. Anyone who’s ever been in a raiding guild will tell you about the completely inept people who somehow wormed their way through the system.

So, I don’t agree with this theory. Maybe we could rephrase it as:

Be honest with yourself and decide, is it better to have a high level character quickly that anyone can create and achieve (even the stupid and inept) or high level quickly in a system where it takes strategy, planning and skill to get there.

Only to the first wave of people in a given game will the death penalty really matter in this context.

This discussion isn’t over! Stick around for the next part of the extremely engaging series: Death in the RPG!

Step into the Age of Conan (Hyborian Adventures)

Funcom, the creater of the renowned Anarchy Online, is at the helm of one of the most anticipated games of the year (if not the most anticipated in the realm of massively-multiplayer online games). However, there is a veil of mist surrounding exactly what it is that Age of Conan: Hyborian Adventures actually consists of. Is it an MMORPG? What makes it different from the big players in the field right now? Is it going to be full of little kids, or can we expect a more mature audience given the subject matter?

We won’t know about the playerbase until the game actually hits, but we can at least try to tackle those first two questions.

Manhunt 2 and the AO Death Sentence Rating

There was some big controversy stirred up yesterday on the interwebs as the ESRB handed down their initial sentence rating of AO (Adults Only) for the anticipated game Manhunt 2. The game is to be released on PS2, PSP, and Wii simultaneously on July 10. For some reason, both Nintendo and Sony have adopted policies that they will not allow licensed third party software providers to release AO content on their console (meaning that only games without the license on the package, such as the white wii stripe at the top of Wii games and the “Playstation 2? on the side of PS2 games, can have such a rating). This means that Rockstar’s upcoming title has no choice but to either abandon production (a stupid move for a game that’s already complete enough to be handed a rating) or take out enough of the content or mood to change the rating back down to M.

I personally don’t care about this game at all, and I’ll probably never even play it, but I feel like this situation and the attitudes of both Sony and Nintendo toward this issue are somewhat anti-competitive. Releasing a game with no license is a veritable death sentence for a console game. Retroactive edit of the game once it’s in this production phase seems as if it would take something away from the original intentions of the game designers. Rockstar’s in a pretty bad situation.

What are they to do? Personally I hate everything about having a video game rating system at all; what a good way to pass the buck to someone else for corrupting your kids, though. It’s not as if putting any kind of rating or preventative measure on a product has ever stopped any minor or otherwise from consuming as much of that product as they wanted. AO is a slightly different ballgame from an M rating, though. I don’t have enough information about how the ESRB came to their judgement, and whether it was a marginal case or not. However, the ESRB seems to have a disproportionate amount of power relative to the amount of good they’re actually doing.

I have a feeling that most of this hype is just a big marketing scheme for Rockstar, those silly guys. My feeling is based on nothing but my gut, which is why I believe it to be true with unflinching certainty. Hopefully Rockstar bucks up and tries to reverse this rating. Otherwise, I hope they make it way worse and send me a copy at my home address. At least it will be more interesting than trying to sit through another Saw movie.

Subscription Price Breakdown

With the recent explosion of new MMO’s that has occured in the last few years, the trends in the genre have certainly gone through changes. One of these fluctuations, although maybe not quite as obviously, has been the way in which these titles handle subscription fees; whether it be a controversially hefty one, or a complete lack thereof.

Take for instance data as posted on MMOGdata, a site dedicated to gathering up to date information regarding subscribers and accounts of most current MMO’s. One table lists exactly 122 games, and what their subscription plans are like: either free to play, pay to play (As in a recurring subscription), or box to play (corresponding to games that only require you purchase the box to play). When these three categories are compared, though close in numbers, the number of games that are free to play actually exceed those that require a subscription. Out of the 122, a total of 60, nearly half, are free to play, while 58 require a fee, and only 4 just a box price. So what makes companies decide to charge the players more for the game than others?

With the massive increase of MMO’s available to play, this gives the players an incredible chance to look through many different games to find the one that appeals to them the most. While a subscription cost may deter away a few customers, it may in fact grab many more. This is due to the fact that a company whose game requires a monthly fee undoubtedly exudes a certain kind of confidence that someone looking for a quality game can’t ignore. Obviously, this company must have more to offer me, the searching player might say. But is this really the case? In fact, in many ways it is. One can argue that by requiring a subscription, the company is entering a sort of ‘pact’ with the player; you keep paying, and we’ll keep producing. While this may make the game appear stronger, the company is also required to do just as it says (which, in some cases, the company seems to forget it has entered in to this agreement).

With the introduction of a large number of games, a door has been opened for a new type of gamer. One who is not solely dedicated to their game, but instead leap frogs across the genre, dipping in casually to a number of games that span all sorts of themes. A subscription, however, makes this rather difficult. Many players probably find it difficult to justify paying 15$ a month for a game that they login to maybe 5 times a month. Does this make subscription games out of reach for the leap frog gamer? Not necessarily. Lately, many companies have been making the jump to not only next-gen games, but to next-gen subscription methods.

What exactly does this mean? Where the common approach of providing a free month upon purchase has gone straight past regular toward almost required, many companies are finding new unique ways to handle the situation. Take for instance the upcoming Age of Conan, a game many are describing as having next-generation features. According to an interview from mmorpg.com, game director Gaute Godager states

It is important to tell players that the first 20 levels, the single player experience, will not feature a subscription fee. If you buy the game, you can play this portion for as long as you want, without subscription. It is only in the next 60 levels, the more “normal” MMO portion (though this game is no true MMO, but rather an Online Action RPG) there will be a subscription.

This ‘hybrid’ style game is certainly not alone though. Many games, such as Dofus, have mixed it up by doing a similar in-between method: the game is free to play, but if you want to experience all the content, you must subscribe. There are many aspects to this ‘optional’ subscription choice that players must find appealing.

And while there are many players who instantly turn away from a free game, and many who simply refuse to be charged monthly for playing a game, almost all will be relieved to see new trends emerging in the way companies charge their players. So rejoice MMO players; new options are becoming available, in the form of new subscription plans.
1

Nintendo tops Sony’s market value

According to this article at Bloomberg, Nintendo’s market share rose to 6.57 Trillion Yen today, topping Sony’s struggling , pathetic market value of 6.48 Trillion Yen.

From the article:

Sony, which overtook Nintendo as the world’s biggest console maker after PlayStation 2’s introduction in 2000, suffered production delays and slow sales at its latest player. Wii’s lower price and a wand-like controller that players swing like a sword or tennis racquet helped Nintendo widen its sales lead over the PlayStation 3 in Japan last month.

Reasons cited as the cause of the fluctuation? The increasing popularity domestically (and internationally) of Nintendo’s DS Lite, which is taking PSP by the balls.

Its two-year-old handheld DS player, Nintendo’s best-selling game machine ever, uses a stylus instead of button controls, making it easier for users to play Frisbee with their virtual pets, practice calligraphy and draw pictures. Nintendo is also looking to capture an older audience with a “brain-training” game and tutorials for cooking and languages.

While this doesn’t really actually mean anything, maybe it’s a testament to the fact that sometimes more fun is better than more pixels. Then again, nothing really matters unless it’s in dollars anyway, so we’re right back to square one.

Money and banking: the saga continues

This is a follow-up post to the Money and banking in online games article from yesterday:

After heavy traffic and mixed feelings from Digg, I’d just like to summarize what the main benefits and detriments of having a banking system in a game are, as well as emphasize certain points that were lost on many people.

First: These ideas have little to do with World of Warcraft

These ideas (or rather, these suggestions) were not meant to be retrofitted into any of the games that are out there right now. They’re meant to be addressed by game designers for future games, and it looks like some game designers have already considered something like this to a degree.

Personally, while writing the article I had imagined what the effects on the economy of my EverQuest II server would be, as that is the community with which I’m most familiar. I’ve come to the conclusion that putting a system such as this into a game which has been thriving for any amount of time is completely unfair and pointless. These ideas are for new games only.

For anyone who would like to see what something like this banking system looks like in action, please consider the following games which have been suggested to me:

Entropia Universe, which looks interesting, although the emphasis seems to be on transferring money between the real- and online worlds.
Carnageblender 2: I can’t vouch for personally as I’ve never played it. It was suggested that many of the implements discussed in the article are currently in place in this game.
Second Life
EVE: Online, a very general sci-fi rpg in which a large-scale banking system run by players was attempted and eventually robbed.
The Universal: This game reportedly has a system of banks whose interest rates depend on the owner of the planet. I’ve never played it, though.

I’ve personally only played EVE: Online, and found myself joining the game too late into its life cycle to really accomplish anything new or daring.

Second: The banking and financial systems ought to be designer-controlled, not player-controlled.

Those who read through the article in its entirety will notice that there is a large section near the end where I talk about how a system like this, while still flawed, could be implemented.

A basic principle in macroeconomics is that output equals input, so though monsters drop coins that players pick up, players spend those coins on repairs, mounts, and in-game items which effectively destroys that portion of the currency. Picking up where this leaves off, the game designers have full creative license to implement a system of banks and finances which use the information regarding coin drops and destructive sales (repairs, etc, mentioned above) to tweak not only coin drop rates in the wild, but interest and other factors in the banks themselves. Furthermore, what’s to say that a future game with these features doesn’t have a far more interactive social environment in which there are things to invest in?

Third: Much like the currency of the world’s nations, online currency is not backed by any commodity

This was the most common, as well as the most frustrating, complaint that the article received. Most people apparently do not know a thing about the currency in their own country:

Fiat Currency means “fake money”. Read about it. Your United States have been relying on this system since the 1970s.

Fourth: There is absolutely no mention of crossing over between real US dollars and online currencies.

The article was not about gold farming, not about moving assets from the real world to the online world, not about selling your soul to chinese farmers. There’s nothing anywhere in the article to even suggest that. However, that is another topic for another day, and is equally as important. Maybe if there were growth measures in place, investing in an online currency money market would be more lucrative than investing in a real currency money market.

The effect of this kind of investment would not only serve to make the online currency more stable, but also legitimize the fact that anything people are willing to trade with is considered currency, as long as both parties believe that others will accept it as such. Again, fiat currency.

I’m interested to see how the Entropia Universe unfolds, and I’m equally curious to find out how the Carnageblender economy is doing as a whole.

I’ve read the article about the valiantly attempted EVE: Online bank and its failure. However, this article is dealing with a bank controlled not by the players but by the game designers. Everyone has stories of guild banks being robbed by those trusted most with the money.

Subscription Price Breakdown

With the recent explosion of new MMO’s that has occured in the last few years, the trends in the genre have certainly gone through changes. One of these fluctuations, although maybe not quite as obviously, has been the way in which these titles handle subscription fees; whether it be a controversially hefty one, or a complete lack thereof.

Take for instance data as posted on MMOGdata, a site dedicated to gathering up to date information regarding subscribers and accounts of most current MMO’s. One table lists exactly 122 games, and what their subscription plans are like: either free to play, pay to play (As in a recurring subscription), or box to play (corresponding to games that only require you purchase the box to play). When these three categories are compared, though close in numbers, the number of games that are free to play actually exceed those that require a subscription. Out of the 122, a total of 60, nearly half, are free to play, while 58 require a fee, and only 4 just a box price. So what makes companies decide to charge the players more for the game than others?

With the massive increase of MMO’s available to play, this gives the players an incredible chance to look through many different games to find the one that appeals to them the most. While a subscription cost may deter away a few customers, it may in fact grab many more. This is due to the fact that a company whose game requires a monthly fee undoubtedly exudes a certain kind of confidence that someone looking for a quality game can’t ignore. Obviously, this company must have more to offer me, the searching player might say. But is this really the case? In fact, in many ways it is. One can argue that by requiring a subscription, the company is entering a sort of ‘pact’ with the player; you keep paying, and we’ll keep producing. While this may make the game appear stronger, the company is also required to do just as it says (which, in some cases, the company seems to forget it has entered in to this agreement).

With the introduction of a large number of games, a door has been opened for a new type of gamer. One who is not solely dedicated to their game, but instead leap frogs across the genre, dipping in casually to a number of games that span all sorts of themes. A subscription, however, makes this rather difficult. Many players probably find it difficult to justify paying 15$ a month for a game that they login to maybe 5 times a month. Does this make subscription games out of reach for the leap frog gamer? Not necessarily. Lately, many companies have been making the jump to not only next-gen games, but to next-gen subscription methods.

What exactly does this mean? Where the common approach of providing a free month upon purchase has gone straight past regular toward almost required, many companies are finding new unique ways to handle the situation. Take for instance the upcoming Age of Conan, a game many are describing as having next-generation features. According to an interview from mmorpg.com, game director Gaute Godager states

It is important to tell players that the first 20 levels, the single player experience, will not feature a subscription fee. If you buy the game, you can play this portion for as long as you want, without subscription. It is only in the next 60 levels, the more “normal” MMO portion (though this game is no true MMO, but rather an Online Action RPG) there will be a subscription.

This ‘hybrid’ style game is certainly not alone though. Many games, such as Dofus, have mixed it up by doing a similar in-between method: the game is free to play, but if you want to experience all the content, you must subscribe. There are many aspects to this ‘optional’ subscription choice that players must find appealing.

And while there are many players who instantly turn away from a free game, and many who simply refuse to be charged monthly for playing a game, almost all will be relieved to see new trends emerging in the way companies charge their players. So rejoice MMO players; new options are becoming available, in the form of new subscription plans.