Oh Captain, My Captain

I am the Captain
One ugly mutha fu--

I have long said that I think EVE Online is one of the best MMO game designs out there. Being able to train skills while offline and the entire game being of the “you are what you wear” style where you can take a character with all the skills in the world but if you put him in the shittiest new player frigate, he’s not much better than a new player in the shittiest new player frigate – aside from game knowledge and actual skill at playing. The one thing that always irked me about EVE though is that, essentially, you play a ship.

Yeah, you get to make a picture for yourself, and with the newer expansions you can now walk around in your captain’s quarters. Did they add space station ambulation yet? But for most of the game, you are a ship. A ship with no crew but you.

Two years ago, Cryptic launched Star Trek Online. I had played in the beta, but it hadn’t impressed me enough to be worth $15 a month. But now it’s gone “Free to Play” and I’ve gone back in. They’ve made some updates and I like what I’m seeing.

I am the Captain

The major element that makes STO good, for me, is that I am just the guy in charge. I’m not the ship. Yes, when I do ship combat the difference between Star Trek and EVE are fairly trivial, but to me they are important. The graphics lend themselves to the idea that I’m not actually in a 3rd person view of the ship, but that I’m at the helm looking at a simulation of what all my sensors are telling me. There are pictures of my crew at the bottom of the screen, on whom I can call to use their special abilities to assist in the battle.

Every bit of this game makes me feel like I am leading a team, as opposed to that I’m controlling a single unit. And it feels good.

When we get to ground combat, I have my Away Team, which other games would call henchmen. Except I get to train them and equipment. I get to build, to raise a team to get the job done. I know their names, and when I get new gear or they earn experience, I get excited to help them be better crew members.

Aside from the senior officers, there are also duty officers. Not originally part of the game, they are probably one of my favorite bits of it now. I find tasks that need doing, either on board the ship or away, and I assign my crew to do them. Picking the right crew is important as it affects the outcomes, and when they succeed they bring in experience, credits, items and more. Critical successes can result in double rewards or even buffs for me and our ship. Most importantly, it is another thing that makes me feel like a captain. (I also earned a couple of levels on my character just by logging in a few minutes a day and using my Duty Officers during a week or so when I couldn’t play for real.)

Until the Next Episode

Recently, the MMO world has been abuzz with Star Wars: The Old Republic, and mostly for their focus on story. By this, people really mean that you get to choose answers to dialog trees that lead you toward either the dark or the light. For me, that is completely uninteresting because I would probably 99% of the time pick the light side answer. In general, I just don’t play games to be the bad guy. I like being the hero, and face it, the Sith side aren’t the heroes.

For me, good story simply means it’s told well enough that I become engaged to the story. And one thing Star Trek Online does well is tell engaging stories – if you read them, that is. Although, some missions do have voice overs. But another thing they do that I like is that their “accept” answers are simple, matter of fact “Accept this mission” and “Beam down to planet” and not more involved, essentially putting words in my mouth. I like it when my MMO lets me be me, instead of trying to tell me who I am (I’m looking directly at you, Cataclysm Goblin Starter Area).

Even more, while the game does have its share of random and daily quests (we’ll come back to those in a second), there are chunks of content that are doled out in episodic form. I sit down, start the next episode, and in a half hour to an hour, I’ve played out a whole plot. Very much like an episode of a Star Trek TV show. I love it!

The Non-Repetitive Dailies

Some games have implemented a form of Daily Quest, things you can do once a day, every day. In a few games it is literally the same quest over and over. In other games, it’s a selection of quests that rotate through on a schedule – it looks random at first, but every one is getting the same random quest, so what’s really happening is that the server is cycling through a list of quests.

STOs Daily Quests are more along the lines of what you would expect from a foundation of a continuing mission to seek out new life and new civilizations. You are asked to go to a cluster or sector of space, seek out random spawning anomalies and systems, and complete three adventures. Sometimes you are just scanning unusual formations. Sometimes you deliver supplied to people in need. Other times you defend outposts under attack. Just the other day, I had to beam down to the surface of a planet that was only in the Stone Age level of technology and retrieve a fallen probe before they discovered it, without being detected myself.

Sure, I get repeats now and then, but there appear to be enough of them, a few dozen at least, that it doesn’t happen often. Oh, and there is a daily to do three player created missions.

That’s right. Players have the ability to create content in The Foundry.

Free to Play Pay

I still find the “Free to Play” moniker to be a bit troublesome. Yes, you can play for free, but there are, as always, limitations. Though these may be some of the most lenient limits I’ve seen. Some of them are even lifted by simply buying something, once from the store. I already bought one thing, and I can see myself buying access to certain ships or other things in the future.

I’m enjoying it. Here are a few screen shots of my current ship.

Murder of the First

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?

Embrace Your Niche

If you have been keeping up with MMO news in the last couple months, I’m sure you’ve heard some part or some version of the saga of Perpetual. First they had Gods & Heroes: Rome Rising (you might still be able to find pre-order boxes on sale at Best Buy), then they got Star Trek Online, then they cancelled Gods & Heroes (if you find the pre-order boxes on sale at Best Buy, don’t buy them), then they lost the Star Trek license. I’m sure rumors will be plentiful about who is going to land that albatross in the coming weeks, until something gets announced for sure.

In the mean time, over at Elder Game, Eric, who worked on STO for Perpetual, gives out advice for whoever gets the license.

I couldn’t agree less. I mean, Eric is a game designer who has worked in the industry and I’m just some schlepp gamer (who also does happen to be a programmer, but only for data warehouses and time management software thus far), so obviously you should believe me, right?

Every point he makes is valid under the assumption that, as he says himself, your intent is to:

Make a game for WoW players who kinda liked Star Trek. That should be your target audience. Trust me, it’ll be fine.

And that’s where I diverge, and the reason I say I disagree with his points. If you follow me around the Internet reading the posts I make on message boards and comments I put on other people’s blogs, you’ll see that I have a gentle disdain for WoW. That feeling comes from the fact that I find the game to be highly polished but bland. I played WoW for 2 years and in that time I can honestly say I didn’t hate it, but I can also honestly say that I didn’t love it either. The game just sort of happened, and its that level of mild pleasure without displeasure that has helped WoW hit the numbers it has hit. And while it is wildly successful and Blizzard executives laugh as they frequently drive truckloads of cash to the bank, it isn’t the only way to do things.

Games like WoW are not inherently bad. In fact, to a degree they are good because they expand the market place, but not every title should or even can expand that market place. As much as people tout the polish of WoW as the key to its success, the reality is that it was and is a perfect storm of game and license. WoW has “9 million subscribers”, which isn’t entirely accurate because some of the asian countries don’t do traditional subscription models, and I’d wager less than half of those are in the US, maybe even the US and Europe. Asia has been big on Warcraft for a long time. But how big is Star Trek in Asia? Do they play Star Trek RTS games like they play Starcraft and Warcraft?

For me, I’d rather see whoever gets the Star Trek Online license embrace their niche and not make a WoW clone set in the Star Trek universe. And while I do agree with Eric that they’ll have trouble making a game that is true to the previous work and pleases all the fans, they shouldn’t just ignore them and make WoW. Can you imagine a game with player created and controlled capital ships, with a captain and officer crews, away teams and engineering staff? Star Trek Online shouldn’t aim for WoW… they should, in my humble opinion, aim for a mix of Puzzle Pirates and The Sims with some Dark Age of Camelot style RvR thrown in, and the only non playable race in the game should be the Borg because players, even chinese gold farmers, have too much personality to be Borg.

Update: Since I wrote this, Eric has gone on to elaborate his opinions. And it doesn’t change my opinions at all.