Choices That Matter

Reading up my morning blogs, Tobold has thrown down a decent shot at the missing “good vs evil” elements of WoW. He’s right, of course, the design of WoW can be described as “colorfully bland”, its vibrant and exciting, but strip away the artistic elements and both sides are the same. Kill those guys, collect these items. Later on, they even share all the same quests in the “neutral” settlements and can choose the same side in the Burning Crusade’s faction division.

I’ve got high hopes for Fallen Earth. For one, a sci-fi apocalyptic MMO that works would be awesome. But beyond that, having had a chance to talk to the developers at this year’s Dragon*Con, they plan to have 6 factions, arranged around in a circle each one will have an opposing faction, two semi-allies, and two semi-foes. And they are working on making the factions matter. Since they can take over and control/influence a town, it will be important to help your faction win and to assist in the defeat of other factions.

Realm vs Realm was what attracted me to Dark Age of Camelot, sadly I found the PvE game (which was the only way to level up at the time) to be boring, repetitive, and exactly like EQ, which I was already playing and I just wasn’t inspired to start over. Had I gone to DAoC later when they put in battle grounds and other things the game might have stuck. World of Warcraft’s stabs at it had left me wanting. The battlegrounds were predictable and short, and not overly fun when raiders beat up on the non-raiders with their superior gear. The open PvP in WoW was a joke, and the tower stuff they added in Burning Crusade was great for about a week or two… then it devolved into a bizarre cooperative dance, each side letting the other side win, trading back and forth. Capturing was better than holding, so its better to let go and recapture, for both sides, that it is for either side to hold it, unless they have a strong desire to withhold rewards from the other side while reducing their own reward gain.

I really want to play an MMO where things I do, things everyone does, really matter. And the first person to suggest EVE Online will get bitch slapped. Call me when they allow me to get out of my ship and walk around the space stations and planets.

Together Alone, Alone Together

Over at the nerfbat, Ryan adds another lesson, this one about Solo Content not being a bad thing.

He is right, in his way. Solo content isn’t bad, and personally I think that every game should have solo content. But to what degree?

One of the major issues you will run into here is that solo content will actually affect your entire game design and reverberate through your community. Take World of Warcraft as the 800 lb. example. Pre-Burning Crusade, soloing to level 60 was easy. Anyone could do it given enough time at the willingness to do so, with any class. But, if you only played solo content, you were viably limited to solo and small group content. Even if you did instances now and then, or even were hardcore at the five man instances, when it came to open PvP or the battlegrounds you were completely outclassed by raiders. The gear obtained from raids was head and shoulders above the rest of the gear in the game, to the point that raiders could have nearly double the hitpoints, resistances and damage output. Unless you were a perfect assassin type circle strafing PvPer, you almost could not win. Most games on the market are like this because of the weight that items carry, they are item-centric designs.

Post-Burning Crusade, it got better… the “crap drops” from “trash mobs” and easy quests were nearly equivalent to raid gear from the Pre-BC era. Of course, as people explore the raids of BC, the disparity is re-emerging because the game is designed for raiders to get better rewards than anyone else.

Of course, you could try to solve this problem by giving soloers and raiders the same gear rewards… but then your raiders would complain, or they simply wouldn’t bother with raiding since the organization and trials of doing so earn them nothing better than they could get in a group on a lazy Saturday afternoon. As a non-raider myself, I would not mind this in the least, but there are people who would.

The flaw here is in attempting to cater to many play styles AND have those play styles interact. Each style is rewarded differently, and those differences become glaringly aparent when the styles clash.

The solution? Smaller, more focused games… or move away from item-centered designs. I really think that the Xbox 360 is on to something with its achievement system. Games need kill sheets, titles and trinkets. Adornment to show that you’ve done raid X or killed monster Y or cleansed the world of Z hundred creatures or completed quest chain A or defeated W other players in combat. We need more rewards that don’t affect game balance, things that show what you’ve done without making you capably better than players who haven’t.

On The Hunt

The Burning Crusade came out to much fanfair. Lots of people have blogged about how it is either totally awesome, more of the same, or a complete waste of time. I’m enjoying it, but probably not for the same reasons that everyone else has.

Most of my friends always wanted to play the Horde. And I must admit, playing on the side that is, in PvP, the perpetual underdog appealed to me. Back when I used to play FPS games exclusively, I always joined the losing side in public games to try to even the score. You can’t be the hero if you win all the time… heroes are supposed to pull victory from the jaws of defeat, not lazily claim another victory from the pile of easy wins. But one thing always kept me from getting in to the Horde: the male-hunchback syndrome.

All the males of all the Horde races have their heads slumped down and look like they should be ringing the bells of Notre Dame. It would be one thing if the women were hunched too, but they weren’t, it was just the men. But with the introduction of the Blood Elves for the Horde in the Burning Crusade, finally there was an upright standing male to play.

So the wife and I rolled up some blood elves, and rather than our usual form of one of us playing damage and the other support, we decided to both play hunters.

It really is kind of silly. Another friend of ours plays a warlock and when we all group, its like we have a six person group, not three. The one thing we lack is reliable healing, but luckily (or is that sadly?) you can pretty well avoid the need for healing with the proper tactics. We kill… everything. Pets and traps, bows and arrows. The animals tank, we slow them and burn them, and we pincushion them. It’s almost not fun unless we push the envelope and work exclusively on Orange and Red quests, fighting stuff three, four and five levels above us.

It is definately a different game than the old priest/paladin game we are used to playing.