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Hades Essay on Online Gaming (2007)

MMORPG's Today

Articles on CNN, Bluesnews, Cnet, etc have indicated that the average PC gamer is 30 years of age.  In LotD the middle of our bell curve is about 25 years of age, but a third of our guild is 30 or older.  Console kiddies are significantly younger, are taking up more of the gaming market, and in the future there's likely to be more PC / Console crossover games. Either way the current MMORPG market is a 3 billion dollar a year industry, and there are many more games in development. The question we have is whether or not development studios are developing their games with any knowlege of who their true audience is, or do they think they're going to sell millions of copies to 15-21 year olds who have nearly unlimited playtime?

The Audience

Why does any of that matter? Because you need to target your game to a potential audience that's going to be loyal, buy future expansions from your company, and you've got to keep an eye on competitor products (PC or Console) that can introduce cross sector products.  Those products could rob you of customers, and that's not a good thing. An audience that is 25+ years old is going to have different expectations of their gaming experience than an audience that's 15 years old and has no responsibility. More MMORPG's are hitting the market today after spending years in development, and simply failing within the first year. Others are a success, but two years down the road can't sell an expansion pack to keep their subscriptions from falling each month.

It could be that MMORPG development studios are simply leaving their audience behind because they still think they are competing for the 18-24 year old market. Here was a good statement by a guy who was responding to a post about why a working adult could care less about buying an expansion to a game that provided some new content, but mostly just lots of new "filler time".

What many of you don't understand about casual players is their schedule limits. This ISN'T some teenager who bargains with his mom to get 30 hrs / week of play time between homework and dinner and weekends. This is the husband who happens to wake up 90 minutes before his wife and wants to kill time playing a game, and isn't going to even consider browsing the boards waiting for the next scheduled dungeon raid because chances are it's happening the same time he has to do honey-do's. This is the software engineer who hit "compile" on his work machine and has 30 minutes before the result, who's not going to spend 29 of those waiting for groups to form. This is the college student who has 45 minutes between classes and work that's usually busy but today, and today only, can spend those 45 minutes logged into DAoC. This casual gamer can log in and get to 50 on multiple characters, even make LGM crafters and get moderate RR, but next to impossible to synchronize their schedule to rarely ongoing raids or even well-balanced groups.

Now this happens to be for the upcoming DAOC expansion, but quite frankly I've seen this type of argument going on for the last 6+ years. Mainly due to every game after UO trying to use the EQ model of time sinks to try to retain customers. EQ created the rise of Class based systems over UO's old skill based systems.  Skill based systems give players near absolute freedom in how they want to develop their characters, while class based systems lock players into a predefined role such as "Healer, Tank, Buffer, Caster". 

Now they are copying the WoW model, which is basically the perfected EQ model.

Grouping in a Class Based System - The Horror

My problem with class based games is that it creates tons of downtime that simply isn't called for. Most of the downtime, inside or outside a guild, comes from organizing your group.  You can litterally sit there for hours trying to organize your groups, especially if you are relying on pick up people, just to do a task that takes 30-60 minutes.  When it comes to dealing with groups in PVE or PVP, I stand by my statement from 2003.

Class Based Systems:

Imagine the United States Infantry having to fight like this: "An infantry platoon is about 28-30 soldiers broken down into 4 squads. Instead of each soldier carrying his own weapon and ammunition so they are well rounded warriors, they have been modified to fight using today's class based environment.  In each 8 man squad you now have 1 soldier carrying the weapon, 1 soldier carrying the bullets, 1 soldier carrying 30 round magazine to put the bullets in, 1 soldier carrying the gas mask and chemical attack kit, 1 soldier who does the scouting, 1 soldier who has to apply the first aid kit in the event of a wound, 1 soldier who will aim the rifle, and finally 1 soldier who will actually do the firing. 1 warrior, and 7 support soldiers who have limited capabilities. If the soldier firing gets killed, no one else can fire the weapon. If the soldier carrying the bullets gets killed, the weapon has no ammo. If the soldier with the first aid kit dies, there's no one to heal. Etc.


Back then I was applying that statement to PVP, but it equally applies to PVE because there's plenty of instances in PVE where you wipe on a raid when Bubba the Tank goes down and he was the only damage dealer.  Whether its PVE or PVP more downtime is created because other guilds or groups have to sit there and evalute someone's class, potential damage output, support based utility to the group, and their gear. Its almost like you're doing a virtual job interview just to get a stinking group. Now add all this downtime to the fact that MMORPG high level raid encounters can take several hours ON TOP of the time it took to form your group.

Where does the average online PC gamer fit into this picture? How often to people 25+ with a job, kids, etc have to blow 6-8 hours straight on a game? I know from our experience that its about once or twice a week for a large PVP or PVE event. But before you can get to that level, you've got to develop your character..............

Character Development - The Agony

In the old days you spent your time killing a few rats, moved up to ogres, and in a couple of days you might not be a master of the universe but you had enough skill where the outcome of the fight wasn't a given if you ran into someone who had put in more game time than you. You didn't need to worry about groups, if your friends were higher level than you, or if you weren't the right class. The bottom line was that the games of yesteryear wanted to get you out of character development mode, and into the game as soon as possible. 

These days its the reverse, but with a twist. Since most games are class based now you need to form some type of a group to develop your character faster than a snail's pace. Caster, Healer, or Buffer? Well you won't be killing any mobs because you either have no offense worth a flip, or if a mob so much as stares in your direction your casting is interrupted. No, you have to search for a tank to keep the mob aggro. Without that tank, you're dead meat and going nowhere.  Tank? Well you can kill the mobs, but without the healers, buffers, and casters running with you then you're going to be doing a lot of sitting or expensive potion drinking while you rest between nearly every fight.

When a game is new this isn't so bad, but as the game ages the newbie game experience gets worse and worse as the new player population diminishes.  Eventually a true new player gets no help at all because the new areas are either barren, guild reroll groups don't invite PUG's, or people are just botting themselves and don't have time for strangers. To me, this is where the class based games litterally doom themselves. Who cares how many expansions you can crap out if the new players you are trying to lure can't make it past level 5 without a group.

The end result is that existing customers don't like to relive the leveling experience, and new customers rarely make it though to the end game content. Some games have tried to create middle content, but it just doesn't feel right when the rest of your friends are going on a dragon raid or some massive PVP castle siege and you are sitting there in an empty mid level zone.

Gear and Quests

UO had it right with its player economy. UO relied on players using an efficient travel network to get around the world to acquire resources, and then having player crafters turn those items into the best equipment in the game. Things wore out and broke with enough frequency that it kept the player economy going. Players who didn't want to be dragonslayers could be respected as master crafters, and there were tons of things that players could make.  There was a whole economy based on people who obtained the materials to sell to the crafters, and then the crafters selling the finished products to the players. Good stuff, and it hasn't been replicated since.

Nowdays player crafting is about running around to merchants in a town to grocery shop, or obtaining materials as a byproduct of some boring quest or instanced area.  Then the player has to macro nothing but crafting for weeks on end while burning up a lot of money, and getting no return on their investment until they reach that master level.  Boring, few games have virtual markets for players to sell their goods unless they show up on a  list with 10,000 other guys, and in many games player crafted gear is inferior.

Now to get the best gear for templates that guilds or groups will accept you've got to go on long quests or raids. Players have developed DKP systems that award points so that the rewards can be passed out, and it creates a loot driven drama society in player guilds.  Not only that, but there is an insane need to have a certain number and types of players or the quest/raid can't be completed. How would you like to spend 4 hours on a quest that requires 40 people, get wiped at 3 hours 45 minutes because a healer went down, and get no reward? Well, welcome to a lot of today's MMORPG's.  The time investment is massive, and eventually alienates customers who have a real life outside the game.

A good player economy design with trade skills can give people something to do other than PVE all the time, but there has to be a need for their goods and an outlet to sell them that doesn't involve sorting through 50,000 pages.

PVP - Saving Grace or Developer Curse

Depending on the dev studio PVP is a blessing, a curse, or both. After seeing what happend in UO with a 90% game landmass that had unrestricted PVP future games either didn't offer PVP, offered it in special areas of the game, or created special servers with special rulesets to support their PVP populations.  PVP stagnated in many games because the PVP zones had no incentive for people to be there, or the special ruleset servers would get fubar'd due to patch changes intended for PVE servers but ended up having horrible consquences on PVP servers.  Shadowbane offered a ray of hope for a while but last minute changes to the game that made defeat too crushing and an inadquate game engine ultimately confirmed a lot of the dev studios that PVP shouldn't be the driving force of a game.

WoW sort of changed all that though with their 6+ million customers, and PVP servers filled to the brim with players. WoW has more PVP servers than several of the largest MMORPG's combined, and the 2 million copies that Guild Wars sold a few months later further showed that there was a larger PVP market than many people thought. Suddenly D&D Online, EQ2, etc were jumping all over themselves to do something to support PVP and dev studios releasing upcoming games penciled PVP back into their plans.

This is all great, but go back up there and read my statement about grouping again. Too many of these modern games are class based, and create the same problems that I outlined in my 2003 statement. The core problems with class based PVP are:

  1. Class balance is more important to group success than actual skill. No you say? See how many fights you win without a healer and no healing potions. Or try to kill another group with no damage dealers in your group. What are you going to do...heal them to death?
  2. Gear, specifically quest gear/end game gear, that is superior to player crafted gear often has a significant impact on the outcome. Over on guildvsguild.com they had a good video a few months back where one guy with the uber quest sword of doom ran about owning 20 people. Perfect example.
  3. Level is too important in many class based games, and the level modifiers for hit bonuses, defense, and damage play too big a factor. In many games even a one level difference can decide victory or defeat, and that's before you get gear involved.

PVP needs to be about skill not gear, hard coded class systems, and levels. Skill is knowing your class, knowing your opponents, having superior tactics and organization, and using game resources (crafted stuff, gear, potions, etc) to keep you alive until your enemy makes that critical mistake.

The other core problem with PVP these days is that in many games you are simply dead before you can react. PVP damage is too high, and what fun is it to travel 15 minutes to a fight and be knocked out in under 5 seconds? None, and eventually the casual gamers that PVP depends on will leave. 15+ minutes of traveling, waiting, or other downtime (waiting on a que>) for 5 seconds of PVP isn't an acceptable paradigm. Being trapped in a class based system or a combat system where potions take 3 seconds to drink to gain 10% health back don't help.

Content, Content, Content

Dev studios think they have to keep pumping out the content. To a certain extent its nice to have some scripted quests or things to do. But long term the more content you add the more pressure you create on existing and future customers to obtain that content in order to remain competitive in PVE or PVP. The people who are sitting at the end game might not care, but the new player is going to feel like they need to invest a year just to catch up and so they won't buy your game in the first place. The casual gamer who's not yet at the end game is going to feel like another 80 pound bag is placed on his back, and is likely to give up rather than feeling like he's stuck on the treadmill forever.

PVE
So what's the answer? Honestly I don't think hard coded content is the way to go. I think the Role Playing element needs to be put back in the games, and that means interactive human driven story arcs with live Gamemasters running events. If you've got a real player economy and lots of tradeskills, then that creates a self sustaining PVE element to your game. Story arc driven events and rewards ensure that quest type events are happening, but that actual quest items and unique items stay rare. At the same time you aren't mass introducing items into the general population that will significantly effect PVP or PVE balance in your game.

PVP


PVP guilds are all about rankings, stats, and kill to death ratios. Give them those tools in your game. Create areas in the game that they can fight over and have the rankings listed, let them declare war on one another, let them earn good experience from PVP kills, and radomly generate item drops off of their corpses when they die in PVP just like you would for a mob kill. Full looting was proven unpopular in UO, but a random loot generation alternative would certainly be good. They could level and earn a living simply by fighting other players, and never look at a mob if they didn't want to.

Conclusion

So we've covered a lot of material.  We know that more of the playing audience is getting strapped for time, we know that class based systems create downtime related to grouping, we know that PVP and PVE content that relies on near perfect grouping configurations creates unattractive downtime, we know that new players are choked off if they have too much of a hurdle to get to the end game and no group to get there with, why player economies are important, and many other things.

Time sinks simply aren't the answer, and modern game offerings need to offer fun things to do without all the unattractive downtime. Afterall game's can't count on having 3.5 million chinese farmers to purchase game accounts to prop up a game, and not everyone has a widly popular franchise game they can convert to an MMORPG.


Copyright (c) 2008 Lords of the Dead. All rights reserved.