As I have been diving in to Facebook games, I discovered that in order to succeed in the games I had to add strangers to my friends list. Unfortunately, this has a side effect that is quite bad. As Facebook has become more popular and the use of Facebook Connect and other APIs has grown, my Facebook friend list travels with me lots of place. I don’t mind my real friends following me around, but game strangers who I only added because I needed more people to advance in a game since no more of my real friends would play I don’t want them around.
Last year I bought a Palm Pre. Best phone I’ve ever owned or used, absolutely love it. One of its best features is Synergy, which is what they call the blending of profiles without syncing them. So, I added my Gmail account, my Facebook, my AIM, my work Exchange account, and so on, and when I look at my contacts it shows them all, in one view, duplicates are combined into a single entry but not sync’d. For example, I have my older brother as a friend on Facebook, a contact on AIM and an entry in Gmail. In the Pre, I see his picture with a small subscript 3 telling me that this entry is a blending of three accounts. If he updates his Facebook profile, that will automatically update in my phone, but items in his Gmail contact entry only change when I update them.
Combining my Pre with my recent use of Facebook games and suddenly I had dozens of people in my phone, with phone numbers, whom I don’t know. This is the side effect, and this is why I removed all those people as friends on Facebook. Going forward, playing games on Facebook is going to be harder, slower.
The failure of most Facebook games is this: you have to choose, sacrifice social for games or sacrifice games for social. That’s a horrid dilemma for a social gaming platform. Facebook needs a way for people to be game-friends that links them for the game but for nothing else, and gives people the option of allowing that relationship to grow and step outside the game. Until that happens, I choose Facebook as a social platform, not a gaming one.
Additional Note: I have noticed that in some games you can get what I am calling “former friend benefits”. Taking Hero World as an example, once I add a person to my Super Team, I can remove them from my friend list but my team size doesn’t decrease. While this prevents me from using them actively in the game (training, gifts, etc), I can still use them passively (my super team is currently 37 people, even though I only have 8 or so that are on my friend list) for content that requires team sizes of a certain level.
I was about to start this by saying “Despite the fact that I hate FarmVille…” but that wouldn’t be correct. I didn’t hate it, I just found it boring. So, instead, let’s begin… Despite being bored by FarmVille, one thing I do think that game got right is in rewarding you not just for doing, but for helping others. You could argue that all MMORPGs do that in their end game, because you can’t solo end game group and raid content, so you have to help other people. But most of the game isn’t like that, especially World of Warcraft.
Let’s take, for example, the ubiquitous “kill ten rats” quest. You find an NPC and he says, “I hate rats. Kill ten of them and I will reward you.” But what if the NPC said, “I hate rats. Help someone else kill ten of them and I will reward you.” It’s a subtle difference, but it means you can’t run off a kill ten rats by yourself and finish, you have to find someone else, group with them, and kill rats together. Obviously this quest works best if you find someone who has the same quest (or you share it with them) so that you both are helping someone else kill ten rats. Or better yet, you get five people together and you go whack ten rats as a large group and everyone finishes the quest.
What if the game was filled with a majority of quests requiring the presence of at least one other player (so, you could still two-box or play as a duo with your significant other) in order to do them?
Take it a step further, and while most current games are filled with solo content and the occasional group required one, what if the game was mostly grouped quests with the occasional “do this one alone” quest that popped you off into an instance by yourself?
Would such a game interest you? I know it would interest me…
Yeah, yeah, I know “forced grouping sucks!” But so does solo kill stealing antisocialness.
… and I’ll tell you no lies.
But what I really want is for you to ask me questions so that I can lie to you. I’ve created a profile over at formspring.me where you can ask questions and I will do my best to come up with an answer.
Below is a form to ask me questions, and when I get some good questions and answers, I’ll come back and post them here.
Spawned from this article from Kotaku and Gamespy, this post by David Jaffe got me thinking… I’ve played through a few single player games that end up taking twenty or more hours to play, some longer. Which since I tend to only play for an hour or two maybe once or twice a week means that these games take ten to fifteen weeks to finish, some longer. Now, while I’m willing to accept that part of that is my fault, another part of it is that one of the reasons I only play for an hour or two once or twice a week is because there are parts of many games that feel like repetition or filler. Many twenty hour games could easily be pared down to ten hours, if not five or less, by streamlining.
If you make a game that consists of three or four hours of genuine “fresh” game play and then seventeen or more hours of “repeating” game play, I think you might be doing it wrong. Multi-player games can more easily get away with repeating content because it is the other players than change. A good example of this is Left 4 Dead. I can play the same campaign with the same three other people and still have a different experience because the weapons are in different locations, the hordes happen at different time, and the other players don’t play the same every single time. But in many single player games, once you learn how to fight monster X with weapon A, repeating that a thousand times gets boring, and this is usually the point I save the game, turn it off and go do something else. I’ll come back later and play some more.
Like David, I think I’d rather see game companies trim down their product, give me a concise, powerful, exciting four or five hour story for about $10. Then sell me downloadable story additions, four to five hours in length for $10 each. If your game works as multi-player, give me a multi-player mode and then sell me new map packs or game modes for $5 or something. But as it is, despite their being a good number of awesome looking games on the shelves, looking is all I’m doing because $60 and all that time is just too much.
Lately, I’ve been diving into Facebook games so that I can see what they are all about. Overall, I’m fairly disappointed in a good number of them. Not in the game themselves, but in how they are implemented on Facebook.
I’m not new to online gaming. I’ve got an Xbox 360 and there are people on my friend list there that I met playing Left 4 Dead or Burnout Paradise or some other game. I’ve played MMOs and I know people from EverQuest and World of Warcraft and other games I’ve dabbled in. I understand, and actually desire, the need for other people. However, the way games integrate into Facebook, it requires me to be extra vigilant in how I handle my gaming friends.
In order to progress in most of these games, you need friends. I suppose you could spam messages out to all the people who are your real friends and beg them to play, but not everyone wants to play Facebook games, so it is not uncommon to need more game friends than your real friend list gets you. Most games, on their pages, have discussion boards where people can ask to be added as friends. Now, I can’t just add you as a FarmVille friend, I have to add you as a Facebook friend. Facebook does allow me to add people to lists, of which I have one called “Not” for people who are not my friends, and manage what they have access to and then I can hide them from my news feed so that I never see their stuff, but it just seems like hoops I am jumping through.
A perfect example of this is a game called Hero World. It is fun, if tedious at time, but the main element is that the number of people in your super team directly influences how powerful you are. So, people with more friends are more powerful. Scouring my list of real friends, I came up with 9 who wanted to play Hero World. With the max team size somewhere around 250, clearly my team was weak, and therefore I was weak. Moreover, I found that in order to buy bases and continue growing my own character I needed more friends. I utilized my “Not” group and made some new “friends”. Yay! I’m more powerful! And now I’m getting spam from people I don’t know!
Perhaps I’m just missing the point, perhaps I just don’t get it, perhaps I am becoming the old man screaming at the kids to get off his lawn, but to me a “friend” is someone I know. What passes for “friends” on Facebook just don’t seem to fit the definition. Facebook already makes a distinction between a friend and a fan, so why not allow someone to be application level friends where we can play a game together without the instant intimacy of being a “friend”?
Anyway… having been banging at some Facebook games for a while now, I’m going to start putting up reviews of them in the near future…
Back in November, I started a thread over on the Epic Slant forums entitled “Does everything need to be an MMO?” The spark for that post came from the various announcements of features for the upcoming Star Wars: The Old Republic. Things like full voice, instancing, henchmen, focus on story, etc. all lead me to believe this game is going to play like a single player game where you might sometimes group up with other people. I mean, how advanced is the story telling a full voice going to be? If I get a mission to hunt down an escaped criminal, and we end up having to kill him, only as the healer of the group I stood in the back while my buddy killed him, will the quest text change to reflect that? Will my buddy’s name be a part of the quest or will it be like every other game and proceed either a) thanking me for something I didn’t do, or b) generically offering thanks without naming anyone in specific. Obviously, there is a lot of “wait and see” when it comes to these things, but as I said in the thread, as more is announced I’m getting further and further from purchasing at launch. As it is right now, I’m probably going to wait at least three months because I want to make sure the advancement and progression of the game doesn’t fall apart.
Over at The Banstick is a post about Away Team Tactics in the recently launched Star Trek Online. It looks very cool. But I have to wonder why I’m subscribing to an MMO to play a game with an NPC team. Tying back into the forum post linked above, from my time in the STO beta I can say I absolutely would have jumped into this game if it were a Single Player RPG with a subscription option to participate in the MMO elements and perhaps some downloaded expansion packs later on.
Global Agenda, despite being more FPS than RPG, has an interesting model. You buy the game, and that buys you the typical FPS. There is a good overview at That’s a Terrible Idea. If you decide you like the game, you can subscribe which gets you access to more game play modes and other MMO type elements (in game email, auction houses, player run bases, and more).
STO could do this by making solo play planet and space exploration free, as well as perhaps a few “arena” style PvP areas, even some multi-player PvE stuff, then having a subscription to actually participate in Federation vs Klingon vs other empires and have an impact on the balance of power.
I really hope that more games that want to be MMOs consider Global Agenda’s model, as I think it is a superior one. It allows players to scale up and down their participation and their cost without the all-or-nothing simple subscription model. As it stands, from the beta I won’t be picking up STO as it, to me, felt a lot like Pirates of the Burning Sea which I also sort of liked but felt it was too much to pay for what I was getting. But I’ll probably pick up Global Agenda, and if I enjoy it I may drop in to the full MMO from time to time when I feel its worth it.
To get back to the original question posed by the title, “MMO” is the latest craze in gaming buzzwords. WoW has delivered so many money bags to the offices of Blizzard that every title wants to cash in, to be an MMO, whether they would be good at it or not. I think more companies should take the time to consider if their game is actually going to be worth playing, and paying for, as an MMO and then design accordingly. Either make an MMO or a Single Player game with some MMO elements, but don’t make a Single Player game and then charge a monthly fee for it.
Text MUDs really didn’t have much of a perspective because they didn’t have a camera. You entered a room and were given a description of the room. Anyone in the same room was “within reach” and to get out of reach you left the room. Once games went graphical, the camera became a part of the game. On one side you have Ultima Online which followed the Ultima top-down isometric, decidedly 3rd person. On the other side you had EverQuest which owed its perspective to Doom and Quake and other 1st person shooters. Later on, EQ would free up the camera so that people could play in 3rd person, but the game was designed such that you didn’t really gain much from it (unless you were pulling, in which case you could use the 3rd person camera to look around corners and behind other obstacles). As MMOs have moved on, pretty much all of them have opted for the more tactical 3rd person view. Pulled back, staring at the back of your character, giving you an almost omniscient view of the world. It is very popular, in large part I suspect because it makes the game easier. When you can see around yourself in 360 degrees so that nothing can surprise you, life is more… predictable.
While playing the Star Trek Online open beta, I found myself really enjoying the space combat. The ground game was pretty much your typical bland MMO, like WoW or City of Heroes. In fact, it is almost identical to Pirates of the Burning Sea. But the space combat (much like the sea combat of PotBS) felt more much… alive. Even though it was pretty awesome, it still felt like something was missing, and it wasn’t until a friendly discussion and an offhand comment that I put my finger on it. A friend said, “I wish you could fight from the bridge.” And I light went on in my brain.
What is missing from Star Trek Online, and was missing from PotBS, was a more 1st person view of the game. STO’s space combat would be incredible if you played from the bridge, had to set the view screen, keep an eye on tactical items like scanners.
In my discussions with other folks about 1st vs 3rd person view, many of them cited PvP as being a reason for 3rd person. You need to be able to see if someone is stalking up behind your guy. And that discussion caused another light to go on. In EQ, when I played primarily in 1st person, I was my character. I was Ishiro Takagi, monk of Qeynos. When I played WoW, where 3rd person is the default, I was controlling my character. I was Jason, sitting at a computer controlling the actions of Ishiro, Alliance priest. Possibly owing to its roots in RTS games, WoW plays like a giant RTS where you only get one unit. The immersion is gone.
Stepping outside MMOs, in recent years I’ve been playing more console games. Back in the day, before I discovered MMOs, I played a ton of 1st person shooters. Before I started spending hours camping spawns in EverQuest, I was spending hours racing for flags and battling for control points in Team Fortress for Quake. In the last couple of years, games like Gears of War, which everyone else seems to go nuts for, just leave me feeling empty, largely because the viewpoint of the game is watching over the shoulder of a guy, not being the guy. I loved Dead Space, but there was a distance from the character, even though the integration of the UI into the game helped I still wasn’t in the head of the hero. On the other hand, Left 4 Dead and Left 4 Dead 2 are just so awesome. No longer am I looking at the back of the hero, controlling him, I am the hero fighting my way through the hordes of the dead.
This is what is missing. This is what makes it so easy to casually cancel my MMO subscriptions and never come back. I never feel like I am in the game, just that I’m playing it. Sure, I could play many of the games out there in 1st person, but they aren’t designed for 1st person, they are designed for 3rd and playing in 1st puts me at a disadvantage to every other player. I hope more games consider locking in and designing for 1st person in the future.
What do you think?
You can search all over the Internet and find out about the specifications and tons of opinions on it. Here are mine.
First, I think the name is silly. The people guessing that Apple was making a tablet came up with dozens of better names. Does no one at Apple have access to Google? It would have taken less than five seconds to search “iPad” and find the years old MadTV skit.
Next, I am not impressed. They showed nothing in their presentation that made me want to have one of these over a netbook. However, I see potential. To me, the ultimate success of this device will depend on two things:
- What applications get designed to fully use this device. The best idea I’ve seen floated so far is a “cash register” type application since one of these plus a couple of peripherals is cheaper than most computer registers.
- The next revision of the hardware. Apple is notorious for withholding features. They like to put just enough in a product to make people want it, but hold back enough features to be able to also make revision two, three, and four worth buying too. Expect the next version to have the front facing camera most people feel is missing, and more memory.
Lastly, I think they priced it almost perfectly. The only way it gets better is if AT&T subsidizes the price of the 3G version in exchange for a 2 year contract. Personally, I wouldn’t want the 3G, so it is priced right as it is.
To me, at the moment, the deal breaker is the keyboard. The virtual keyboard looks like it would only be comfortable using if I can manage to have the device at a 45 degree angle allowing me to type and see the screen. This means that I’d either have to be hunched over the device, or to be lounging on the couch with my feet propped up allowing my lap to hold it up at a usable angle. But that’s because the biggest feature of a portable computer for me is writing, and the iPad seems to be aimed more at people who are more interested in reading and watching. This could be saved if someone makes some sort of clip on keyboard and screen protector (i.e. – the keyboard folds up over the screen, kinda like the clam shell design of a laptop). But it would also have to more than double the weight of the device because you can’t have the screen be heavier than the keyboard in that sort of design.
Another missing element for me that I don’t think will ever make it into the Apple design is the ability to use a stylus. I like to do digital art (doodling more than anything) but I don’t like doing it with my finger. Perhaps, if the iPad sells well, Wacom will decide to make the Cintiq into a full blown art tablet.
Overall, as I said before, I see potential, I even see this as being a device that plenty of people could put to good use, but just not me. And that’s okay.
I saw this first from Raph, then Lum, and lastly Tesh, and I couldn’t ignore it anymore. A $20 donation through DriveThruRPG gets you $1,481.31 worth of gaming stuff. I have a healthy interest in games and game design, and just like most writers will tell aspiring writers that the best thing to do is read, most game designers will tell you that the best thing to do is play games. If you don’t have $20 to give, they’ll take and match any $5 and $10 donations. But hey, why not just go for $20 and get the free stuff?
Over two years ago on this blog I decided I was going to investigate the idea of building a game where the player was only allowed to create one character. From thinking about it on my own and from discussions on message boards, I came to realize that most MMOs simply couldn’t do it. Mainly because their design has actually come to not only expect but actually count on players playing more than one character. With shared bank space to easily swap items and continuing to limit characters in the number of trade skills and other aspect, as well as encouraging people to play alts and race through the old game again and again removing as many barriers to speedy leveling as possible, you simply couldn’t release a clone of any current DIKU-style MMO that only allowed one character. You’d need to rebuild the game from the ground up. And most MMO players simply weren’t interested.
Enter the Facebook game.
By default, the design of almost every Facebook game is that you only have one character. As well, there is only one world and everyone shares it. It is this element, and this element alone that has me taking a second look at the Facebook games that I originally dismissed.
The game play of most Facebook games still irritates me. Some of them are what I refer to as “intensely casual”. They are casual in that they require very little effort, but they are intense because their design is that there are actions to take and buttons to click all the time. These games often provide so much micromanagement that a player can get lost in there quite easily.
I’d love to see some games that can dial back that intensity, like D&D Tiny Adventures (though they go a little too far and it barely feels like I’m playing a game at all), and I’ll keep looking for them. Sadly, though, Facebook games are almost less diverse than traditional MMOs, so it won’t take long at all to go through them.
But maybe this is what it takes. I said that to do one character in one world that MMOs would need to be rebuilt from the ground up, and maybe Facebook games are where that rebuilding can happen.
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