Showing posts with label Rambling. Show all posts
Showing posts with label Rambling. Show all posts

Friday, January 27, 2012

The Nature of MMO Gaming

A friend of mine recently read this post by Raph Koster.  He suggested (perhaps "demanded" would be a better word) that I write a blog post about it, and give my opinion.  Well, he's sort of going to get what he asked, but not really, because instead of analyzing and/or discussing Raph's post, I'm going to describe how what Raph wrote (which I agree with, by the way) applies to MMO gaming, and why it clearly illuminates one of the fundamental problems with current MMO design.  First up though, I'm going to further discuss "feedback" as described by Raph, and how feedback affects us as gamers.  Here is what Raph has to say:
Ah, but the feedback for even a trivial action is very important. It matters that we hear the sound when we click the mouse. And should the designer choose, they can make the feedback be hugely disproportionate to the problem solved. Feedback serves the purpose of cueing the user whether or not they are being successful in figuring out the black box. So we provide feedback each time an input is made, and the feedback is intended to help guide the user as to whether they are doing the right thing.
In short, feedback is any sort of response that occurs as a result of player action.  That could be pressing a button on a mouse to get a "click", tripping a lever in the game and having a door visibly open with an audible rumble, or clicking on the "fireball" icon and killing an enemy.  Through this feedback you learn that levers open doors that might be blocking your progress, and fireballs will defeat an opponent that would otherwise kill you. The lever opening a door you can't see or hear would be an example of bad feedback -- you don't know whether your action accomplished anything at all, let alone the thing you were trying to accomplish.

Game rewards are also a type of feedback (and indeed, as Raph notes feedback is itself a reward), earning experience, gold, items, levels, etc., are all feedback that lets you know you're doing the right thing, but they also serve as rewards that trigger the chemical responses in the brain that react to accomplishments and acquisition (typically dopamine I believe).  Leveling up or acquiring that great item you wanted can provide an actual rush, a burst of pleasant chemicals in the brain, albiet one that diminishes with repetition (an issue I will discuss later).

So what's my point?  That you can essentially change Raph's problem --> black box --> feedback paradigm to problem --> black box --> reward.
Totally ripped from Raph's post.  Please don't SOPA me!
Sometimes that reward is feedback that you're on the right path, and sometimes that reward is an actual reward, it all depends on the context and scale of the problem --> black box --> reward/feedback.  A quest in an MMO consists of multiple levels of these paradigms, everything from "how to get there --> use the griffin --> flight cutscene" and "defeat enemy orc --> use abilities --> xp/loot" to "kill 10 orcs --> repeat defeat enemy orc 10x --> quest reward".  Within those are even smaller ones, such as how to use abilities, or how to walk to the griffin.  An insane person could draw out a nested diagram showing all the problem interactions and it would be enormous.  I'm not that insane, sorry.

Point, Warsyde, got one?  Ok ok, I'm getting to it.

The point is that there are diminishing returns on the enjoyment of rewards.  The more, and bigger, rewards you get, and the faster they come, the less you enjoy any particular reward.  Humans have the remarkable ability to become accustomed to almost anything if exposed to it enough.  This is part of what makes addiction so dangerous, as an addicted person gradually needs more and more of whatever they're addicted to in order to achieve the same sensations they started with.

This has two effects.  The first is in a game situation like Raph describes:
Disproportionate feedback
If the game offers huge feedback all the time, it's likely to rapidly become tiresome as the constant barrage of feedback causes each additional instance to have less impact than the one that came before.  Not right away of course, but eventually it would happen.  Because so many games are using the model above it's a good thing they're short - a 50 hour game like the one above would burn a player out, but an 8 hour game might be able to get away with it.

What I'm really interested in though, is how this applies to MMOs.  MMOs are games intended to be played for hundreds of hours.  They simply, absolutely, cannot use the model above, as the reward structure would result in burned out players wandering off after a week or two at most.  Instead, the MMO model looks more like:
Large number of small interactions, one large reward

or

Large number of small interactions, large number of small rewards
Additionally, you can have a combination of the two that gives small rewards on the way and a big reward at the end.  The first method is the Everquest method, the second method is that used by most modern MMOs. Both methods are designed with the intent of keeping you playing for as long as possible.  The Everquest model did it by giving you really big rewards (class epic, omg!) for a large number of tasks spread over a long period of time.  The more modern method does it by giving you a lot of little rewards, hoping to both keep you going with the rewards while not overstimulating your brain and diminishing your appreciation of the rewards.  Both methods only delay the inevitable, but delay it they do.  It should be noted that raiding, even modern raiding, essentially follows the EQ model, though World of Warcraft is trying to make raiding fit the second model with their raid finder tool.

These models combined with how humans react to rewards accurately describes player behaviors in MMOs over the long term, and explains why casual players tend to be the happiest and hardcore players the most likely to burn out.  Someone who only plays an MMO for a couple of hours a week is unlikely to become inured to the reward structure as they get rewarded infrequently enough to not build up much resistance.  Compare that to a hardcore player who burns through two months worth of content in a week.  Not only is he or she now bored with nothing to do, the rewards they accumulated through the course of playing came so hard and fast that additional rewards will trigger almost no response in their brains.  At this point, they're either addicted and clamoring for another, bigger fix, or burned out and leave for a new game, or a new hobby entirely.

Is there a solution to this?  For MMOs, I'm not sure that there is.  The need to make the games essentially endless means that content needs to be designed a certain way, and excessive activation of reward mechanics is effectively in the hands of the player, the one thing the developer can't control.  A game that is perfectly balanced for someone who plays 10 hours a week could quickly bore someone who plays 50 hours a week.  It does suggest though, that the greatest potential for long term retention of players could be found by catering actively to the casual player.  The biggest issue is attracting the casual player to your game in the first place, as while the hardcore/burned out player will always try something new, the truly casual player is generally happy with what they've got.  Blizzard has clearly profited from this as the more casual World of Warcraft became the larger their subscriber base grew, and the fluctuations in their subscriber base can generally be attributed to the more active players leaving for new games and coming back again.

I think in the long run there will be two types of MMOs - casual MMOs, and niche MMOs.  World of Warcraft is very casual friendly, while EVE Online fits a very specific niche.  A generic fantasy MMO that is not casual friendly, however, probably doesn't have much long term potential.  I'll be interested to see how The Old Republic does in the long term, as the dialogue and cutscenes provide large amounts of feedback for small amounts of input, which suggests players should eventually reach the point where they become bored and skip through the dialog even if they haven't heard it before, but the game is also fairly casual friendly, and those players could consume the content at a slow enough pace that they don't reach the spacebar-spacebar-spacebar stage.  Time will tell.

Wednesday, November 2, 2011

Weirdness

So I've ended up taking another new job just 3 weeks after accepting my last one.  It's way more money than I've ever made and for a company I worked for for 4 years last decade, with a bunch of people I already know (and like).  Kind of a no brainer.

What's weird though, is that the company is using Google docs and gmail for almost everything now, and if I try to log in to my blogger account it automatically redirects to the company google docs login.  Even if I'm in my blog and click "login" from my blogs URL.  My android phone has also decided that the text box for blog posts isn't an editable field and that it shouldn't bring up the soft keyboard when I select it.

So I can't edit my blog, at all, except late at night at home.

Anyone have any idea of how I can get around the redirect on my work computer?  Otherwise I'm going to have to drag in a personal laptop and tether my phone just to upload a blog post :P

Monday, October 17, 2011

Now Playing


I’ve been quiet lately (again) as I’ve started a new job that has (thankfully) kept me much busier than the old one.  I haven’t had much time to spare for writing, but I hope to rectify that over the coming weeks.

For now, just an update on what I’ve been playing lately.

Rift:  Still playing Rift casually and still enjoying it.  When I originally came back to Rift a little while ago I had intended to focus on leveling a mage, because the mage seemed fun and I was bored with my level 44 rogue.  Eventually I got a little tired of the Mage’s squishiness and relative inflexibility (most mage roles are dps) and decided to work on my cleric, my original main.  I discovered I was really enjoying my cleric, but then patch 1.5 hit and I wanted to see the new Chronicles solo story instances.  I logged in excitedly after patch day only to discover Chronicles are only for level 50s.  My cleric was level 27.  My rogue was level 44.  I want to see the content, and my rogue can get there a lot sooner, so I went back to leveling my rogue.  He’s now level 47 and I’m enjoying his bladedancer spec more than his old one.  Plus, barding for instances is relaxing yet appreciated.

City of Heroes:  Despite my protestations of never playing this again, I’m playing it again.  I brought my tank out of retirement to do Incarnate content, and have been enjoying the alternate advancement it offers to max level characters.  Getting raid groups has been easy and running the content has been amusing enough, if a little brain-dead.  I think City of Heroes is best in small groups.  Too many people and it just turns into non-stop zerging, too few and it gets tedious. Still, my tank is now level 50+2 (counts as level 52 during incarnate trials), can summon temporary combat pets, drop a nasty ranged fire aoe, and debuffs his foes with every attack.  A couple more runs should net him a clickable team buff on a timer.

Titan Quest:  My Tuesday night gaming group is currently playing Titan Quest.  We played for the first time last Tuesday and had a good enough time that I think we’ll likely do it again.  We all made it to level 8 and chose our second class.  One Spirit/Storm, one Earth/Nature, and then me, Dream/Defense.  I figured we needed at least one person to sit there and take all the hits.

Hellgate:  I gave this a try over the weekend, as it’s been re-released in the U.S. as a free-2-play online game (to those not in the know, it was originally Hellgate: London released by Flagship Studios as a hybrid single player/multiplayer game).  I had hoped that a couple of years of refinement by a new developer might have resulted in a better game.  I was sorely disappointed.  I can’t say much about this game except to not waste your time with the download.  Experience gain is about 1/5th of what it used to be, putting it squarely in the “asian grinder” category.  It also appears they took an English game, translated it into Korean for the asian release, and then translated it BACK into English for the U.S. release.  It’s utterly riddled with “engrish”, typos, and other errors.  Run away.  Fast.

Age of Empires Online:  I can’t decide whether I like this game or not.  On the one hand it’s a decent RTS game clearly evolved from the Age of Empires lineage, and is much more reminiscent of AoE 2 than 3 (and that’s a good thing).  On the other hand, it has “leveling”, quest based gameplay (no skirmish mode that I can find) and severely limits your access to technology and game modes based on your level.  Whereas in an Age of Empires 2 game you’d reach Age 3 or 4 in a single game, it will take weeks or more of playing to “unlock” those eras for play in Age of Empires Online.  Also, of course, for a game that requires you to be online, the “multiplayer” functions of it are anemic at best.  When a friend and I tried it, we ran into a host of oddities and could only tag along with one another on quests marked “co-op”.  Despite that, I still poke my head in now and then for some relaxing RTS gameplay.

World of Tanks:  I still hop on and play now and then, but nothing like I was a few months ago.  I like the game, I think it’s solidly built and a lot of fun.  However, I’m pretty happy with the tanks I’ve got, so feel no great drive to earn experience for new tanks, and I’m tired of the deathmatch only gameplay.  Once they introduce different maps with new objectives (something they’ve said they’re working on) I expect I’ll play the game a lot more.  I mean, come on, tanks!  How can I resist?!

Android Games:  I’ve tried both Battleheart and Great Little War Game on my Galaxy S II and like them both well enough, though GLWG is more fun for me despite the cheesy dialog.  I find controlling characters in Battleheart somewhat difficult as my fingers are apparently too fat to select them accurately, and if one character gets behind another I can’t select them at all until I move the other one away, which can be painful if you need to heal and can’t get at your healer.  I much prefer the clear screen and turn based nature of GLWG.  It has a decent Advance Wars feel to it, and I played those games to death.

Betas:  None.  Come on, really?  I used to get in betas all the time.  Up until a few years ago I was almost constantly beta testing something.  Now?  Nothing.  I think it’s a sign of how our hobby has grown, that the pool of potential testers has grown so large vast numbers of interested people will never even get the chance.  I don’t consider a pre-order beta to be a real beta, it’s more of an advanced demo (not that I’m in any of those right now either).


Thursday, July 21, 2011

It's hard to write when you're not playing anything

Thanks to a convergence between the twin demons Lack of Free Time and Not Feeling Well, I haven't actually played any games all week.  It does, unsurprisingly, make it difficult to find things to write about.  Sure I could go on about the ridiculousness of Star Wars: The Old Republic's $150 collector's edition (it's ridiculous, there I said it) but the fact is tons of people are buying it, and as Apple has clearly demonstrated over the years it doesn't matter how overpriced something is if people keep buying it anyway.  I won't be buying a collector's edition, I would rather have 3 games for that price than one game and a Star Wars statue my wife would be ashamed to have sitting visible anywhere in the house.

I did play a little bit of World of Tanks last weekend, and finally unlocked the VK3601(H), a tier 6 German medium tank.  It's been interesting to compare it to the M4A3E8 (a tier 6, U.S. medium tank), in that the VK3601 isn't really a medium tank, it seems to quite clearly be a heavy tank in medium tank's clothing -- which makes sense considering it's the predecessor to the Panzer VI Tiger heavy tank.  Compared to the M6, the U.S. tier 6 heavy tank, the VK3601 is slightly faster, has slightly fewer hit points, but has similar armor and firepower.  Sadly I think it's superior to the M6 until you can unlock that heavy tank's 90mm gun, at which point the M6 might take the lead, except it's still a larger, easier to hit target and thus technically has a shorter potential lifespan.  Compared to the M4A3E8, the VK3601 has better armor but less speed and agility.  I'm finding in higher tier matches that the difference between 70 armor and 100 armor is negligible, as either will be easily penetrated by a tier 8 heavy tank's massive gun, whereas speed and agility can help you avoid being hit at all.  If I have to be stuck in the miserable position of dueling a Lowe in my tier 6 medium tank, I'd rather be in the M4A3E8.  At least I might be able to get behind the thing.

I'm also reading the latest book in the Song of Ice and Fire.  It's been a good read so far, but George R.R. Martin has spread the story so thin over so many characters that the overall plot is barely creeping forward.  I don't know how he's going to tie everything up by the end of this book, but supposedly it's the last one so he better.  I don't want him to pull a Robert Jordan here.

Also, this is the worst WoW phishing attempt I've seen in ages:

Greetings,***Please read this e-mail carefully, as it is related to your account state of World of Warcraft ID.
Deathwing the Destroyer returns to Azeroth. There is a serious saturation point in the World of Warcraft ID(s) and it is very difficult for players to creat a role. That we may delete some of the same as role's ID(s) to ensure to get a better gaming experience for players. 
Sorry, because the part ID(s) which is not logged on ,for a long time. For our regular check may cause your ID(s) is cleared. We need you to submit the further questionnaire in person. In order to confirm that you are still in Azeroth. Please click *link redacted*

It goes on for a while, but I think you get the idea.  I've seen some phishing attempts I could understand people falling for, but this one?  Really?