Do You Play Facebook Games?

I have to admit that the casual games on Facebook fascinate me.  However, their “abuse” of social networking keeps me away from many of them.  Every time a friend of mine updates me with some event in a game, or invites me to play, I hide all statuses from that game.  In a similar fashion, anyone on my Twitter follow list who enables the twitter features in most games that offer them will be unfollowed.

To date, my foray into Facebook games has been two fold.  On one hand you have games like Scrabble and other board games where you challenge people and play, or go looking for open games and play.  On the other hand you have things like Farmville and Mafia Wars (the Zynga games) where in order to succeed you have to spam and invite your friends and join groups of people you don’t care about just to be able to progress.  It is that latter group of games that turns me off.

So, what about you?  Do you play Facebook games?  If so, which ones?  If so, what draws you to them?

The Failure of the Free Weekend

If you have ever played an MMO, you know what I’m talking about when I say “Free Weekend”.  If not, here’s the run down.  You subscribe to an MMO, you play a while, then you cancel.  Every now and then (about once a quarter) the company will blast an email out to all the inactive accounts and tell them about a “Free Weekend” – a Friday afternoon to Monday morning period – where their account will be reactivated for free!  You can just log in and play like you used to!  This email will also probably include a list of the latest features/changes of the game, and often will coincide with some sort of event for the non-canceled players, like double experience or the beginning of a week/month long holiday event.

One of the things I said in a post last week was about Free Weekends being on your schedule not mine.  This is true, and is the biggest flaw, in my opinion, to the Free Weekend promotion.

There are, in my experience, three kinds of people who cancel a game subscription for an MMO:

  1. Switched to another game. This player may have been playing your game and enjoying it, but something new came along and off they went.
  2. Bored with your game. Not the same as the person above, this individual isn’t going anywhere in particular, they just ran out of things to do in your game and are taking a break.  They usually only cancel after not logging in a couple of months, but eventually they do.
  3. Not enough time to play. This is me.  I’ve got other activities and things like console games and I just don’t have enough time to make paying for the game worth it, or my time is so erratic and there are enough gaps where I’m “wasting money” that I give up the occasional romp in order to keep the money.

The first two types are often best lured back in by patches and expansions that either add more content or fix issues that lead them to quit.  In fact, the guys at WoW can probably give you hard numbers on how many reactivations they get before/after patches and expansions.  Even so, the Free Weekend can work on them as well.  These players still have the time to play, so the weekend offer is there to convince them to give the game they left behind another try, and maybe sign back up for that subscription.

For me, however, I left because my playtime is erratic and scattered.  Nine times out of ten, I get a Free Weekend offer for a game I used to play and then find I don’t have time to take advantage of it.  Monday comes and I say, “Oh man, I missed another Free Weekend!”  For the third player type, rather than just unlocking their account for a set weekend, companies should consider giving out a Free Weekend Key that the player can redeem any time.  Of course, the key needs to be locked in to the specific account to prevent creating a secondary market for selling keys, but this way I could unlock my account for the free couple of days when it works best for me.  No more smacking my head about another missed Free Weekend.  Instead, when I find myself with nothing to do on a random Saturday, I can open the email and select a Free Weekend Key and go play because I have the time to play.

This doesn’t entirely solve the problem, since I would still be unlikely to resubscribe unless my schedule changes, but it would allow me to occasionally dip my toe back in the game and keep it fresh in my mind for when my schedule does change or my budget frees up some extra cash.  But as it stands now, once I cancel and because I miss every Free Weekend, I’m more likely to buy a new game when the time comes than return to an old one I haven’t touched in ages.

Removing Grouping – Part I

Before anyone freaks out, no, I’m not advocating solo play, nor am I actually suggesting that the grouping mechanic be removed from games.  This is simply a thought exercise.  This and the posts that follow in this series will take a look at aspects of what grouping bringstechnologically and if we can retain it while removing the mechanic of forming a formal group unit.

Note: Please keep in mind that all discussion that follows is from my own experience, so if I mention that some game did something first, don’t yell at me because some game I never played actually did it first.  Who did what first is actually irrelevant to the discussion.

The first element that comes to mind for me is communications.  Joining a group in most games provides you with a group only chat channel.  At one time this was necessary because it grew out of the design.  Some games originally only had two forms of communication: local and whisper.  Local would be just saying things and the people in range (in the room or on the screen) would see it.  Whisper was something you said directly to another player and only that person could see it.  Occasionally, games would have yelling or shouting, allowing people in adjacent rooms to see; and global, usually used by GMs to inform the entire game/server of something.  But onceEverQuest came out, and local became distance limited and shout covered only the single zone, and the game had a formal group object, they needed a way for group members to talk to each other across zones without using masses of whispers and relaying information.  Since then, most games now have the ability for players to create their own chat channels for any reason at all.  With that, rigid group chat isn’t strictly needed anymore.  Sure, its nice to have a channel you automatically join when you join a group, but since part of this is to eliminate group joining, we’ve established that the communications, if needed/desired, can be handled without the formal group.

In fact, to some degree, players don’t seem to care about group chat anymore.  When it comes to raiding or even guild chat, many people (though certainly not the casual majority) have moved over to 3rd party voice chat like Ventrilo.  This contributes to games becoming more “silent”, in my opinion, as members of your group may be happily chatting with their friends while they button push their group role with you.  I’d say this, on some level, is borne out by the recent LFG tool implement in World of Warcraft.  In that tool you can easily, almost instantly, get a group and go run a dungeon.  However, those players may be from different servers, so social interaction becomes less important beyond the dungeon and the combat happening “right now” since you are not likely to play with them again.  That is, unless they love playing with you so much, or you with them, that one of you decides to pay to move their character to a new server.  Given this, WoWcould remove group chat today and replace it with a Wizard 101 style of menu selectable phrases (“Thanks!”, “Help!”, “Kill this [insert target monster]!”, etc) and most people wouldn’t be adversely affected by the change.  They might even welcome it since the silence of a group could simply mean that everyone knows what to do and how to play, and not that people are being anti-social.

After The Climax

bort.rose.150I recently finished reading a book that had a good thirty or more pages after the climactic fight scene.  It shook out the ramifications of the fight over a few encounters on a couple different days and let you know the status of all the people involved who had survived and even gave a hint at the direction future books might take without actually dangling a cliffhanger on the reader.  Movies are often like this too.  The climax hits and then you get anywhere from five to twenty minutes of tying up the story and letting you know what the climax means to the world this story has inhabited.

Games aren’t often like that.  Many games practically end with the climax.  Boss monster dies, “You win!!” flashes on the screen and the credits roll.  Other times, games slide in a movie ending, a pre-rendered cut scene that ties up the story and maybe lets you know what the climax means to the world the game took place in.  But that is sort of a cop-out.  That isn’t really a game ending, its a movie ending tacked on to a game.

This months Round Table tasks us…

How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plot’s climax that form your lasting opinion of the story. A well constructed denouement acts almost as a payoff, where protagonists and antagonists alike realize and adjust to the consequences of their actions. Serial media often ignored the denouement in favor of the cliffhanger, in order to entice viewers to return. Television has further diluted the denouement by turning it into a quick resolution that tidily fits into the time after the final commercial break.

But the denouement is most neglected in video games where it is often relegated to a short congratulatory cut scene, or at most–a slide show of consequences. This month’s topic challenges you to explore how the denouement can be expressed as gameplay.

So, how can the denouement be expressed through game play?

The simplest answer is just to continue the game mechanics into an interactive version of the cut scene.  If the game included NPCs throughout that you would talk to or exchange items with, continue that.  After the fight, put the player back in the game and make them take the sword they took off the demon lord back to the town and see it destroyed (try, of course, to avoid cramming in another boss battle or cliffhanger by making a town elder or someone grab the sword and fight you or run off with it).

A slight twist on that is to leave the actual end of the game up to the player.  Maybe during the game several people expressed interest in the sword, either for destroying or using, and let the player take it to whom he thinks deserves it most, let them pick the ending they want to see.  After the final boss battle, let the player go finish up some quests or other elements that give them story pieces concerning their actions and the other characters in the game world.

Marvel: Ultimate Alliance did this in a way.  The game could be completed without actually winning every level and side quest, and one level in particular required you to choose between two characters which one to save.  While the end of the game was nothing more than a series of cut scenes, it was a series that was built on the actions you did or did not take throughout the game.  The denouement of the game changed depending on the player’s performance.  The only failure here is that during the playing of the game, the player has no idea that this denouement will happen, they just play through so the choices they make don’t have the weight they might because the player isn’t really aware those choices are going to matter.

In the future, I’d love to see more games go at least as far as Marvel: Ultimate Alliance, but would really love it to see them go further and let me explore and control the end of the game a bit more.  The worst thing I think that could happen is to have a single player game climax and then roll into an MMO where you’ll meet up with other players who experienced the same single player game, where each of you was the hero and fought alone against the same bad guy boss.  That, in my opinion, would just render the entire single player game story irrelevant.  I suppose that’s why I tend to dislike most MMO tutorials.

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Chat Boundaries

EverQuest was, as I’ve described before, really just a bunch of chat rooms with this mini-game of fighting monsters strapped to it.  In each room, or zone, there were several chat channels.  Local or say was distance limited, get too far from someone, twenty or thirty virtual feet, and you wouldn’t see their chat messages.  Then you had shout which was zone wide, and ooc (out of character) which was also zone wide, and auction which again was zone wide.  You might wonder why they had three channels that were essentially functionally the same.  The answer is in the second channel, out of character.  Shout was intended to be for things you wanted to say to the whole zone which was in character, or role playing.  OOC was for talking about min/maxing and last night’s baseball game.  Auction was for trade chat, selling items or offering to buy items.

The best thing about EQ was that the players did a fairly good job (on my server anyway) of policing that.  People talking about baseball in shout were asked to move to ooc, and they usually did.  This let players have control over how they interacted with the game.  If you wanted to role play, you simply turned off ooc and all the other players could chat about baseball and you’d never see it.

In recent years, as the MMO genre has grown, with millions of people playing games like WoW, and games dropping the in character/out of character conventions, the boundaries of chat are gone.  Every channel in most games is full of every kind of chat (except role play, which is getting pretty well crushed under the boot of “fun” which an ever growing segment of game populations appear to equate entirely with playing whack-a-mole and collecting loot).  Take Fallen Earth for example.  I love playing the game, but only after I filtered out both the New Player and Region chats to tabs I could hide because it was non-stop streams of spoilers and data and whining.

Of course, I’m not just lamenting lack of channel etiquette, but the loss of the RP in the MMORPG.  Many people these days appear to approach MMORPGs like they are just another way to spend some time.  They log in, they fight some monsters, they complete some quests, they level, and they log out.  Somewhere in there, perhaps, they chat with some other people.  Though with the increasing emphasis on solo game play in modern MMOs, playing or chatting with other people isn’t something most people are doing.  For me, at least, I’d love to see the return of the “out of character” channel, if only as an acknowledgment by the developers that there is a dividing line between in and out of character.

People and Absolutes

One of the things that makes blogging about game ideas difficult at times is the level to which other people will misconstrue what you mean.  Take, for example, my Monday post about procedurally generated content (PGC).  Almost every conversation that I had throughout the day with people on that subject jumped to the level of Love, which is a game that is using primarily PGC for its entire game.  For me, however, my intent was only for the rapid generation of content that would require a minimum of tweaking to sit alongside hand crafted content.  Have the PGC engine whip up a huge city of a hundred blocks, and then zip back in and touch up the buildings, even replacing some with entirely hand built ones.

One of the arguments was actually someone insisting that PGC will NEVER be used, and that games needed to be 100% hand crafted, all the time, forever and ever.

Whenever I see things like that, I’m reminded of a friend of mine, let’s call him Bill.  Bill loved EverQuest.  He played it five or six hours a day, minimum.  He spent most weekends, from Friday afternoon until 3 a.m. Monday morning playing.  When we dragged him out of the house, he talked about playing it.  He encouraged other people to try it.  And then one day, he decided he didn’t want to play anymore.  Not only that, but no one should play.  The game was destroying our lives and ruining our futures and every minute we put into the game was a minute wasted.  I’m pretty sure he broke and burned his original CDs.  Instead of EQ, Bill started up Kung-Fu, which was awesome.  He practiced every day, and all weekend.  When not Kung-Fu-ing he was talking about Kung-Fu and how everyone should be doing it.  Well, until he decided he didn’t like Kung-Fu anymore…

Another great example of people going to extremes: try entering into a discussion of MMO features and suggest that you’d like to see more benefit to grouping.  People will proceed immediately to claiming that “forced grouping” (an MMO Myth, by the way) is terrible and that eliminating solo play is bad, regardless of the fact that you might even be saying that solo is a perfectly viable way to play the game but you’d just like to see grouping have some advantage beyond “not playing alone”.

As with most things in life, moderation is usually best.  There is a time for everything, an appropriate amount of everything.  Game design is no different.  Every idea is worth considering, and not as an absolute, not as “the way”, but as a tool, a flavor, one thing among other things that can help you.  PGC has a place in gaming, and different companies will use it in different ways.  I’m just waiting for some game to come out, blow people away with their awesome design, and then for the devs to come out and explain how PGC had a large hand in it.

Of course, if that happens, the gentleman above who was insisting PGC had no place in gaming will probably start insisting that PGC needs to be used for every game, always, forever and ever.

A World as big as the World

One of the things I’ve always dreamed of in an MMO was playing in a truly enormous world.  For example, if I were to play (or make) an MMO for a zombie apocalypse setting, I would want the world to be so large that even if I had millions of players, it could be as sparsely populated as you might expect a horror themed zombie game to be.  Of course, players could choose to cluster, for safety and companionship, but the possibility to walk for miles and miles and find no one else needs to exist.

The problem is that taking the time to build that world would be too much.  And that is why this has me very excited.

The CityEngine by the people over at Procedural just floors me.  Lots of people will tell you that hand crafted games will always be better than a procedurally generated one, and in one aspect they are right.  If your goal as a game maker is to tell a story, a narrative, like a Halo game, or Dead Rising, or any other traditional PC or console game, then yes, hand crafted content is the way to go.  Your story demands it.  But in an MMO or other Virtual World type game, where the players and their interactions are the real story, and your setting and lore are just a sandbox for them to play in, procedurally generated content done well is, in my opinion, the far better choice.

Thanks to Critical Distance for the link.

A Difference In Gaming

Occasionally, the group of us who played on the E’ci server in EverQuest will get to waxing rhapsodic about the “good old days” and how EQ was somehow “better” than more current games.  Usually discussions like these can be dismissed as a “first love” problem, where the game that got you in to MMOs it always remembered better than it was and nothing later can give you that same rush.  But, we’ve had these discussions often enough that most of the first love elements have begun to drift away and we’ve gotten more into specifics of design and approaches to game elements that were “better” back in EQ than the direction that later games went with it.

I’ve often tried to put my finger on exactly what the difference is between EverQuest and World of Warcraft, but I always seem to fall short.  This most recent time around though, I think I have hit upon a comparison that really does encapsulate the differences between the two games and makes clear which game a person might prefer based on their tastes.  So here goes…

EverQuest was like going camping or going on a road trip, while World of Warcraft was like a theme park.

In EQ, you were dropped in the world, there wasn’t much lore or story before that and you wandered around chatting with NPCs and fighting monsters.  There were quests, but often they required some reading and figuring out, and they’d take days, weeks or even months to complete.  You sort of did whatever you wanted.  At first, there was nothing in the way of tiers, that came later, and in the very beginning there wasn’t even any level gating.  When the Plane of Fear first opened there was no level 46 restriction.  I saw my first dragon raid when I was level 30, though I died quick and wasn’t itching to get back until I had more levels under my belt.  And there were people… like when camping there are other sites or on a road trip when you stop at diners and other places… and if you kept going back to the same places, you’d run into the same people, and if you all wanted to do the same stuff at the same time, you had to share.

WoW, on the other hand popped you into the world staring at an NPC with a giant punctuation mark floating over its head.  From that first moment you are following the designated paths, doing the designated tasks, and if you leave the path, you’d often find there is nothing there.  (Not always, sometimes you find some little treasure trove of mini quests or a random NPC in a hut put there on a lark by some developer.)  You have to be this high to ride this ride, and everyone gets a turn.

For me, every time I have ever gone camping or gone on a road trip, they made memories that stuck.  If this were that sort of post, I’d regale you with the story of going camping with the Cub Scouts and a few of us wandered off and found houses, and there was this girl undressing in the upstairs window… There is a lot more to that story than just some boys almost seeing their first real live boob, and maybe I’ll tell it some day, but the point is that I remember it.  And I remember EQ, because all the choices were mine and I went anywhere I wanted, and even when the game did point me in a particular direction it still felt like it was my choice.  When I go to Six Flags or some other theme park, I might remember the people I went with, or a general feeling of how I felt on certain rides, but lots of the details are gone.  WoW feels like this.  I remember the first time I entered the Plane of Knowledge in EQ (and that is years after the game launched) and what I did and who I was with as we explored, but the details of the day I entered the Burning Crusade or started my Blood Elf?  Gone.  Mostly from WoW I remember going from punctuation to punctuation, walking into towns and seeing a sea of punctuation which meant I would be busy, but very few of those punctuations stick out.  But from EQ, I recall details of days sitting in the Plane of Storms or The Overthere, pulling and grinding mobs, and chatting with people, and leading a group into Kaesora or the City of Mist or Kedge Keep, running from Qeynos to Freeport.  I know I led groups into the Scarlet Monastery, but for the life of me I can’t pluck out any details of what we did there beyond “we completed some quests”.  I went to the Deadmines and plenty of other places, but I don’t recall much of what we did.

Of course, not everyone is like me.  There are those who love and remember theme parks the way that I remember camping and road trips.  People for whom EQ was a neverending grindfest of wall sitting that blurs together, while WoW was a carnival of instances with their favorite group of friends and they can tell you stories about every one.  But it boils down, I think, to the difference between camping and theme parks.  When you go camping you have to make your own fun, but when you go to a theme park someone has designed the fun for you.  EQ more easily let you do what you wanted (even if it was boring and sucked), while WoW had its fun laid out for you, and its up to each player to know what sort of experience they are looking for.

I wish more games were like camping.

30 Days of Game: Evony

It has been a long while (October 2008) since I did one of these, and as luck would have it I just happened to have played another PBBG for 30 days, so a review follows.

The gang over at the Ofasoft boards found this game, Evony, and we decided to go play it.  Honestly, as evidenced by my Travian review, it is best to approach these RTS-like browser games with a crowd of friends because ultimately a guild or alliance is going to be the only way to survive the PvP.  People without a group behind them will be farmed for points and resources.  As with many browser based games, its got an RMT element, and while Evony’s items for purchase can give you a serious advantage, I have found that not enough people are buying them to make it really matter.

So, to start, you create an account, name your lord and name your first city (don’t pick something you love, you’ll be changing it in a minute).  Like any RTS type games, you build building for resources and to facilitate your army, and there are optimum build orders to get to certain elements of the game.  But, for the first 7 days you will be safe from PvP (you can’t be attacked, nor can you attack other players), so you have time to learn the game.  Learning the game is where Evony, in my opinion, shines.  Other games I have played forced you to go digging around wikis or forums or elsewhere to learn about the game, but Evony has implemented a Quest system giving you tons of little objectives, all with rewards.  The best way to learn the game is to do the quests.  If you do, your town won’t be a war machine, but it will be perfectly functional.  Just heed the game’s warnings and don’t take your town hall to level 5 or you’ll end your seven day protection.

As I raced through the quests, I built myself a second town and was well on my way to solid before my 7 days were up.  I worried as I hit the end of that week, but as I was in an alliance with around 40 people in it, actively playing and constantly out of resources (because I was constantly building), it seems there were enough reasons not to attack that no one did.  Also, you’ll learn that attacking valleys and NPCs is more profitable at lower levels.

The key to the game is range attacks, which is pretty much true for all games and for real life too.  And while archers are a ranged attack, ballistas are better, but they do take a while to get to.  One thing the Evony forums are good for is posts about theorycrafting.  That’s when people observe game behavior and try to work backwards to get the formula the programming is using for things.  Battles work like something out of European wars with lines of attackers approaching each other on the field.  The fastest runners get out front and are the first to get mowed down.  The game works on a closest range/greatest threat method, where if you have archers and cavalry fighting swordsmen, the swordsmen will fight your cavalry while your archers kill them at range.  If you didn’t have the cavalry, your archers would get “free” attacks on the swordsmen until they “met”, and then the swordsmen would fight the archers at close range.  Fights also use a “1 group attacks 1 target” method, so in the previous example, the swordsmen would fight the cavalry until there were no more cavalry.  If they had swordsman and warriors, both of them would attack the cavalry, ganging up on them, while your cavalry would only attack which ever group they encountered first (the swordsmen).  Ultimately it causes weird battles where you can take 1,000 ballista, 1 cavalry, 1 swordsman, and 1 warrior, and defeat a much larger army of a single non-ranged unit type because there will be at least three rounds of combat before the enemy can attack your ballista since they need to engage each army “type” on the field and defeat them.  So if 1 ballista can kill 10 warriors a round, this attack configuration could defeat 30,000 warriors while only losing 1 cavalry, 1 swordsman and 1 warrior.  These kinds of mathematical and logical decisions result in very odd attack configurations, and approaching the game like a real war will only cost you troops.

The way battles work is why fighting NPCs is more profitable than PCs.  A hero with the appropriate number of ballista can defeat all the defences of an NPC city while taking no losses.  Send transports with them and you can gain much more resources than you can build in the same time.  NPCs basically become resource ATMs.

Once you get out of your 7 day period, and assuming you are part of an alliance, you then enter into the world of negotiations.  Eventually, fighting NPCs grows old and you want to take on some other players.  Attacking the wrong player in the wrong alliance can result in a war that could turn out badly for your entire alliance.  At the beginning of week 4, another alliance declared war on my alliance and attacked one of our member’s cities.  No warning, no discussion, just attack.  We sent off a note to find out why, but they didn’t reply.  So, we checked with our friendly alliances and then unleashed hell on the offending alliance.  We didn’t just return fire on the offending player, but his whole alliance.  We ended up taking a half dozen cities from their players and putting a serious hurt on their entire alliance.  Of course, this was followed by lots of whining and more negotiations as it turned out the leader of the alliance that declared war on us was a secondary account for the leader of another alliance, who was an ally of an ally, and so on… the fallout was funny as alliances turned on him and supported us, but the real lesson is that it could easily go the other way if we didn’t vet our targets properly.

The best feature of all, however, is that no one can take your “last” city.  If you have 5 towns and fall under heavy PvP siege, they can take 4 and they can farm your last, but they can’t take it, and you never lose your technology research.  And if you’ve saved up some city teleporters, you can always flee.  You can also hit the “Restart” button and start from scratch, keeping the same lord name and nothing else.

All in all, Evony is fairly well built and balanced, more so than other free RTS-like games I’ve tried online.  Its fun, and with planning of your buildings, you can actually schedule days away from the game where you are researching new technologies and building high level buildings and won’t need to check in.

I’ve played Evony for 30 days, and I’m going to keep playing.  With 100 player limits on alliance sizes, it doesn’t appear to suffer from the alliance domination problems that other games do, and will keep it interesting for far longer.

The Tipping Point

Have you ever been right at the edge of doing something potentially life changing?  Where the risk is success or complete financial ruin?

Over on the right you’ll see a new progress meter called “Business Application”.  I have an idea, and surprisingly when I searched the Internet to see if it already existed, for the first time ever I wasn’t flooded with dozens and hundreds of people already doing it.  So I have decided to pursue the idea.  As the progress meter fills, that is me approaching the last gasp.  When it hits 100% is when I’ll have to make the final decision to put real financial investment, real risk, behind the idea.  Until then its just research and design and testing, all of which is either free or can be done with tools and services I already own.  100% is when the game changes.

I look at it, at the pages of design doc I’ve already written, at the tasks ahead, and I get butterflies… I get excited.