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Crafting My Ideal MMO

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Wednesday, November 16, 2011

I’ve never cared much for MMOs. I’ve tried out several different ones, only lasting a few hours in each, among them Age of Conan, Rift, The Lord of the Rings Online, and even the most lauded – or nefarious, depending on your point-of-view – World of Warcraft. Although in fairness I only played WoW for about ten minutes while the guy who owned the account took a shower. It’s odd because I should adore the genre, as it grants me a massive, deep world that I may explore at my leisure, complete with guilds to join and giants monsters to slay. And the sheer volume of lore and well-hidden secrets should enable me to sink countless hours into it. So why am I not doing that, and instead dispensing my rambling thoughts here? The problem is two-fold, and the solutions are simple, yet extremely difficult to make a reality.

 

A few years ago, I went to school with some odd people. In addition to booze and sex – common topics for teenage males – the favored conversational topic was World of Warcraft. However, they didn’t tell much about their adventures in Azeroth, what dragons they’d slain and such. No, it was about how quickly they could get a character to level 80 and what strategies to use to achieve maximum efficiency. What did they do when they’d reached level 80? Why, they made a new character and started all over! The “hero” in this group of people was the guy who was best at leveling-up his characters. The guy who was the best at managing statistics was revered. I’m being very judgmental of them, which isn’t entirely fair – they were, mostly, alright people. I suppose if they enjoy the game in this way, I should let them. On my part, having the numbers shown directly to me diminishes any impact the world has. Instead of enjoying the exploration, it becomes something I feel I should prepare spreadsheets for to get the “most out of it”.

The first problem – and the most commonly cited from other people who dislike the genre – is grind. To get further in the world, you have to grind endlessly. You need to gather thousands of wolf pelts to get the needed XP to level up, so you can beat larger wolves, gather bigger pelts and get more XP. Rinse, repeat ad infinitum. Grind is just a necessity to get to the higher, grander altitudes of whatever world you find yourself in. At some point you’ll reach the more challenging dungeons, and achieve greater freedom as you are economically stronger.

When I stated earlier that I’d never gotten very deeply into MMOs, that’s not entirely true. I played a “game” called NationStates – a game where you sat as Supreme Overlord of a nation among a sea of nations – for a number of years in my younger days. I say “game” because it basically consisted of deciding on some political issues that determined whether your nation became a Psychotic Dictatorship or a Left-Leaning College State, or any of the other forms of government. The real game took place on the forums that practically every serious region – a larger collection of nations – had. There politics would be discussed, bills would be passed and elections held (personally, I held such glorious positions as Game Warden and Secretary of the Region!). Entire new forms of playing were conceived here, such as “invading” where players would take over a region’s founder’s account, thus taking control of a region and evicting the original inhabitants. The point is that the players of the game essentially co-created it. Without player involvement, there would only be an extremely simple political simulator that would be fun for a few minutes. I rarely see that kind of player involvement in conventional MMOs – except perhaps EVE Online, which is also well-known for players breaking the rules.

 

That’s part of the second problem: the people. I’m not suggesting that other people should not play a role in MMOs – after all, that would take away what the genre is all about. The problem lies with the sheer number of people involved. In the major cities, I suppose it makes sense that there are hundreds of adventurers running around, trying to get rid of their hard-earned, but now useless loot, In the outskirts of the world, though, why are those hundreds of adventurers now still running around confusedly, trying to found out which monsters to kill? Why must I climb some mountain the developers had no intentions of me climbing just to get a bit of solitude? Even then I can still vaguely see the other players’ tags in the distance, and my chat log is still filled with racial slur. These aspects aren’t immersive, they’re the anti-thesis of that. Even intriguing lore, well-written quests and grind-free gameplay cannot save a game if the players seem like they’ve been teleported here straight from a CoD match.

Then, how would the ideal MMO be constructed?

The first problem to address is probably the hardest to solve. How do you create a persistent world that always has new, high-quality content for its players available? That would require a gigantic team for the developer to write new quests and create new areas continuously. Mythic’s upcoming MMO Neverwinter is trying to prevent this by letting their players creating their own content for the game, a practice that could lead to some truly spectacular experiences depending on how well-implemented the feature is – personally, some of the best experiences I had with the old Neverwinter Nights was from its user-created content. However, while this could theoretically prevent grind, the core gameplay would still be the same. You’d still be using the same spreadsheets as before, albeit you were involved in some more interesting quests and areas.

Instead, the gameplay would have to change. Practically all major MMOs feature a fairly stiff combat system that relies more on just finding the right combo to beat certain creatures in combat. There’s none of the fluidity of more conventional games like in many action-RPGs such as Mass Effect or Mount & Blade. There isn’t even a hint of unpredictability in the combat, as it you can nearly determine the outcome mathematically. So, the solution would be to implement more fluid combat – Mount & Blade is actually a good example of how to create that without huge funds – and the challenge in that would be to implement it on a large scale.

The second problem has a more obvious solution: make the world bigger, and reduce the number of people on each server. One way I’m imagining this could work – bear in mind that it’s totally unrealistic – would be to open a considerable portion of the Forgotten Realms up for players to explore. Ideally the whole thing, something that’s going to be increasingly likely as technology shifts from focusing on realism to creating larger worlds. Without making some hefty compromises the level of detail this is something that lies in the fairly distant future. As for the smaller group of players, these would instead form adventuring bands – that could be formed and disbanded at leisure – whom they went adventuring with in the Realms. The smaller amount of players would hopefully also result in these adventuring bands being spread out over the world, meaning that they’d only occasionally interact.

The dullness that I’ve experienced in the MMO genre could fairly easily be mended, if not for that bastard known as “technology”. Still, a man can dream, right? Isn’t that what idealizations are for?

 
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Comments (1)
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November 16, 2011

Great article.  I was actually in the process of composing an article very similar to this topic, but in contrast I am a huge MMORPG fan (I have basically played almost all of the major ones over the years) that has over time become kind of disenchanted with the current state of MMORPGs.

My article was basically going to be about how  MMORPGs have actually been stagnating for the past 10 years or so stuck in an old-style format.  Primarily this is due to World of Warcraft. 

Dont get me wrong, this isnt about bashing WoW.  I think WoW is a great game, but it is also the 800-pound gorilla in the room and has basically smothered all creativity in the genre since it is a cash-cow. Most MMORPG developers are now forced to try to make a game like WoW but better to make money, instead of actually exploring new ideas for the genre itself.

There are a few major problems with current  MMORPGs.  One is that they are stuck in the old EQ format.  Originally MMORPGs were created to emulate pen and paper RPGs, so they are based on stats and spreadsheets, which you addressed in your article.

This may be fine for an 'RPG purist', since they can study the stats and minimize/maximize their characters, but it also creates the problem where the system isnt based around actual role-playing but rather loot acquisition and crunching numbers to game the system.

Most players dont care about actually interacting with the world or the story behind it, all they care about is getting better loot.  This problem is compounded  further because the world itself is on rails, so nothing you do actually makes any changes to the game world itself.   You basically play to get better gear than the next guy, when you've got all the best gear you wait for the next expansion to get better gear.

Granted there are a few new MMOs on the horizon that are bringing much needed 'new blood' to the genre.  Namely Star Wars:The Old Republic with is voice acting and customized class storylines (I would have more comments about this game but it is still under NDA), Guild Wars 2 which actually is trying to break the old mold and get away from the Tank/DPS/Healer dynamic, Tera which has twitch-based combat, and NeverWinter which actually promised more dynamic content.

Next problem:  most current MMOs dont actually have any actual RPG elements.  That is because like a said the game worlds are on rails and you cant really change anything in the world. By role-playing game elements I mean the world itself should be something that you can interact with like in single-player RPGs. 

When you interact with NPCs, if you do something wrong, they should remember it and act accordingly later in the story.  Your actions in the world should have consequences that dramatically effect your character.  Not only should you be able to effect the world and the NPCs in it, but they should also be able to effect your character, both willingly and unwillingly. 

Meaning instead of a static world, the world should have dynamic content. Instead of killing hundreds of orcs that wonder around a particular area of zone because you are trying to farm some high-stat item, you should be fighting the orcs because they invaded your town, burned it down and killed your family. This is a town that was built-in game by your guild or the players of your race, faction whatever.  Put meaning behind the players' actions.

MMO developers spend the bulk of their time developing beautiful game worlds, that unfortunately due to the world actually being static, most players dont even go out in them. 

One of my earliest MMORPG experiences that I remember was in EQ actually travelling from one city to the next.  There were no maps to follow, you actually had to have another player show you the way and guide you.  The world was big and this trip took time.  It was actually like playing old pen & paper D&D.

One of my ideas to remedy this is the Neverwinter method you mentioned: Instead of spending time developing elaborate scenery, use the Minecraft method.  Create a huge world template and let the players themselves actually design the content.  That way it can be dynamic and the developers can then spend their time designing grand-scale world events, basically dynamic content that actually directs the story of the game.

Using this method, you could actually create a huge world to interact with.  Instead of having multiple servers that duplicate the same world, why not make each server a different continent?  Each starting race/faction gets their own continent and have to work to actually travel and encounter the other factions/races.  Let the players themselves decide the politics. Instead of NPC vendors, let the players be the vendors.  It should be possible just to play a crafting character where you actually make quests for other characters to go and get dragonscales or whatever to craft an epic sword or breastplate.

 Half the the story besides the main plot device (implemented by the developers dynamically) would then created by the players themselves and give them that much more stake in it.

Instead of having bosses that you farm and 'leet' guilds trying to get world-firsts, make actual RPG content where every major boss or the invasion or destruction of a town is a world first.  When the dragon is finally slain, his treasure is divided and fought over by the survivors and the town has to be rebuilt by the players in game.  With this method, that epic loot means that much more since it would be unique.

Finally, I would get rid of the the statistics.  Not all together as they would still exist in the background, but gaming has come a long way since the current EQ format was developed.  Instead of having open stats on gear, I would implement a system that emulates what most of the current sandbox style games are using.  You would still gain XP and still have skill trees to level up (Like in Infamous2, Arkham City, AC:Rev or Saints Row the Third)  but  you would actually have to use gear to know what it actually does.  instead of the slow, stat-driven turned based, tank-n-spank combat that currently exists, I would direct it towards a more sandbox action oriented format.  Whats more fun?  Pulling a group of mobs, CCing one and off tanking the others, or actually having a huge action melee where you have to think and do things on the fly?

This would dramatically increase the actual role-playing elements in the game as well.  Instead of having greens, blues and purple items,  you actually use gear and figure out what it does thru use and appearance. 

A normal sword breaks but that magic sword chops a stone in half and weighs nothing. That sword you thought was normal might glow blue when orcs are near.  It might actually start talking to you after interacting with some quest in game. 

That ring you found that you thought was just a ring of invisibility might actually turn into a major dynamic plot device when evil creatures actually start invading your town looking for it.

This is the type of MMO I would like to play. Some may disagree because they like the old format.  But I would actually like to see the RPG actually put back into MMOs.

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