The Clothes (Should) Make The Man

(Or: Nice suit, everyone.)

Stylistically speaking, clothes in WoW are completely unimportant. Now sure, they have to fit in with the rest of the game (though, that’s a pretty low bar) and you’ll always have people talking about how kickass Set A looks on Race 2, or how Set B’s helmet looks better than Set A’s does… But given the choice, nearly all players choose the same gear; that with higher stats. Players make logical choices based on what they’ll need and simple numbers dictate the outcome. If a MMO’s world is ever going to be important, then player involvement in world status matters, and a large part of that is the visual style. I think one way to encourage players to get a sense of style, and self, is to handle gear closer to how Oblivion does it, than WoW.

In Oblivion the amount of damage a weapon does or defense armor provides is given a rating, from one to ~twenty. That’s it. I think encouraging players to go after gear that goes closer to their personal taste makes the players care about their avatars because of their representation of self rather than the amount of time put into creation (though that could certainly still apply.) Oblivion has enchantments and weapons can be made stronger with them, but that’s largely negligible (or should be toned down in a shared world.)

Essentially, I’d like to shift the onus on gear-fixation from statistical to personal preference. Why? Why not? If you’re a player, you get to exhibit personal taste and stay competitive. If you’re a developer, you get to see what your users prefer.

Bonus points: Allow players to create their own gear and submit it for anonymous peer review before passing it on to developers for the final thumbs up.

Next up? Why this isn’t such a bad idea.

FYI, this is part of a series of posts. You’ll be able to read more lame opinions on MMOs here.

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Massacring MMOs

(Or: Born in the M.M.O.)

I think my major problem with any MMO comes from the size of the population, and how that serves to reduce the flexibility of online worlds. With thousands playing on a server, one can’t reasonably expect unique quests or items, available only to one person. The other thousands of players would feel cheated because the odds are horribly against _them_ getting the item or triggering a rare event. Maybe Neverwinter Rights modders have it right, and it’s not reasonable to run small-server MMOs and make a profit. Maybe that will forever remain the realm of hobbyists… But damn it, there’s only one Excalibur, and that should be the rule on every server. And getting that sword should be something special for the player, and the server. A player getting an item like that isn’t a problem if I know him, or one of his friends (I’m jealous, but happy for him.) It becomes a problem when I, the player, begins to believe I’ll never be able to achieve something on a world-scale. In most MMOs there are just too many people for anyone to have an influence, so, we need a massive multiplayer massacre. I’m no psychoanalyst, but I’m going to toss the number “less than three hundred” out there as the number of players I want on a server. I had a few additional paragraphs explaining why (crazy talk, including the Monkey Sphere and Kevin Bacon,) and how it would cost more (hence the Visa joke at the top,) but it’s best summed up as “because this is my blog and I say so.”

But I want fewer players, because I want a more flexible world. A world can’t be all things to all people, so I want it to be ‘more’ to ‘fewer’. When playing WoW I can’t get the feeling that I’m special because I’m always just one of dozens of heroes running around trying to kill the same dungeon boss. And I have no interest in the rat race of getting the latest and greatest gear; but I want gear that “I” have, and not everyone else. I need to be able to do something that only “I” did. If I kill an ogre, then he should be dead. But if you have thousands of players, then the ogre dies and most people never even _hear_ about it. So what’s needed is a larger variety of weapon appearances, that have the same effect, and fewer players to have repeat weapons/armor.

Obviously even with smaller populations you’ll have some players that become ‘dungeon runners’/’treasure hunters’ that grab all the same stuff and try to bleed the resources dry, so you’ll need a way to account for those guys. That’s fine, we can fit in some mechanic to cripple grinding like other MMOs have. Make higher players have a smaller chance of getting amazing gear if they plunder every day. If they wait a few days, then their chances rise. Besides, most caves have nothing but nests of bad guys that slowly repopulate in reasonable numbers only if left undisturbed… None of that instant repop stuff. The point is to encourage the player to focus on other things. In fact, here’s a good time to point out MMOs need other things. Not to diminish the importance of raiding, but to refocus the onus so that it’s not squarely on all raiding all the time. Build other games systems with worthy rewards. Aside from encouraging PVP and revenge (a later post,) there’s player pit fighting, player races, gambling, gambling on fighting/races/other-games, resource gathering, running businesses, fishing, smithing, farming/planting, building, and even the arts, that can all be built into pivotal roles of a fantasy MMO easily (contextually speaking.) Hell, smithing, fishing, farming and the likes can all be done into simple mini-games that can determine the outcome. Players don’t need skill levels when the game requires an actual skill. (I tried to find a post Jeff Freeman made about sex in MMOs, but couldn’t find it. You out there, Not-Me Freeman?)

What’s needed is a world that can fuction interestingly without players at all. (When playing Oblivion, despite the conversation trees not being deep, I easily saw NPCs as ‘the world’ and myself as ‘something outside of it, affecting it’.) In WoW, there is no affecting the world. No matter how big you are, players are the only worthwhile fish (no matter how big/little) in an ocean. Sure, a lot of that was poor writing, but there’s also the fact that even NPCs don’t function in the gameworld. They only exist to cater to players. I need a world where, after killing an NPC (enemy or comrade,) they die (players too, but that’s also another post.) Point being that dead people should stay dead (unless a player is able to revive them.)

Through player action (the killing (or not,) of major NPCs/players, item capture/retrieval/use, and other such single-player RPG mainstays,) the MMO-world’s character-driven narrative should progress to an eventual end of the given story arc within a matter of months, no longer than a year. The idea of regularly running through instances to kill an enemy every week bores me to no end. Playing WoW, if you charge the enemy and kill their king, he should die. The next in line should ascend. Players who are bad guys wipe out a town of NPCs? Tough. There should be no instant-repopulation an hour later. Maybe have a boat of immigrants arriving on the continent once a week and have those people replace the dead NPCs (or every time a new player signs up, they get off the boat and bring NPCs with them.) If a player kills a giant and drags its helmet into the town square and tosses it on a statue, it should stay there until someone destroys it or knocks it down. I want enterprising players to be able to buy printing presses, and make in-game newspapers, using them to slander other guilds and competing businesses. I want them to buy stores, existing homes, and on rare occassion, build where they want. Hell, have public offices where the player-elected mayor decides if players can legally draw weapons in city-limits. If a player wants to open a bakery, and occasionally toss a poison pie in amongst the rest, detectable to only the well-trained nose, because they think everyone should have such skills? Rock on, you kooky CSI addict. And if a group of players wants to help bring an end to the world, doing the bidding of the bad guy in the game… It’s up to everyone else to stop them.

That’s all I want. A smaller world, a smaller population, with narrative events that are affected by players. Is that too much to ask? Eh, probably.

FYI, this is part of a series of posts. You’ll be able to read more lame opinions on MMOs here.

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Massively Effective Storytelling

So, I beat Mass Effect yesterday. I think it’s important to note that I’m someone who has to check every nook and cranny, making sure that I have every weapon and item around. This game almost fucking killed me in that respect with its shitty item menus and rules. BioWare, rap the knuckles of your GUI designer (and/or the guy who did the item design,) hard, so they’ll understand the pain of my fingers after having to delete hundreds of items. But the meat is, of course, the story and player interaction with it.

I’m NOT saying it’s a bad game! In fact, I thoroughly enjoyed it! I thought the story they told was very well done, if reminiscent of the Fifth Element. I think many of the sidequests had wonderfully memorable characters in their motivations, mannerisms, script, and voice acting. I can only imagine the poor bastard that pulled his hair out making sure all the actors got their lines right. (He should buy some Propecia from Morlan’s famous shop! (I found his nervous confusion one of the most insanely genius bits of voice acting in the game for some reason. Probably particularly because of his race’s traits.)) But now that I’ve sucked up for a paragraph, what I AM saying is that the five points of conversation didn’t feel like they were utilized to their full extent.

Actually, there were two complaints. First is a very minor complaint, that there were some choices that I felt didn’t reflect the spirit of what the actual dialogue ended up being. It’s no big deal as, in retrospect I understood where they were going with the choice, but I wasn’t always sure what was going to be said. I would’ve liked to have seen everything I would’ve said in each reply choice.

Secondly, and most importantly, the ‘extra good’ choices (and I assume the ‘extra bad’, as I just restarted to play that tree,) only served to get free stuff or cement your opinions over others, meaning I use it every time it pops up, otherwise I choose ‘normal good’. This pretty much only makes two of the choices relevant. I chose a ‘negative’ choice, literally, less than half a dozen times (because they were too funny to pass up,) and the middle choice even less!

I’d like to see them tackle their next game differently, rather than good/bad plotlines. I’d much prefer to see them offer different character traits to coat your positive or negative responses with. I’m still imagining a system similar to what they have, but pared down to mostly either positive/negative responses with the player choosing his attitude in the delivery. Give the player the ability to say things stoically, comically, menacingly, politely, or earnestly (between the prior two.) It’d even be mappable to the same wheel they used, just have each area represent the demeanor, and two different buttons (A/B, or left/right bumper) stand for the positive or negative response. You can still get the good/evil bit, but you get more control of the character’s… Character, I guess, as well.

Sure I just raised their work only by… Well, five orders of magnitude… But this is my blog and I can make up crazy shit if I want. Hell, I’d be happy with threat, polite, and earnest, raising it by only one order of magnitude.

Other small things about ME:

The ability to actually alter the narrative of the game is exactly where I want to see games evolve in their future. One day we’ll reach a point where commercial games take all actions into effect, not just those it prompts the player with. Like Facade, only with a big budget… And probably guns.

Skipping through conversations I’ve already read is a horrible pain, as I’d inevitably click a conversation choice I didn’t want when trying to skip exposition.

While I wouldn’t have minded it if there was no voice acting, it was done phenomenally well. Also done well? Their focus on good filter use over polygons. I can ever forgive the pop-up because most of it looked so good. I was even able to watch my brother play often, as it was a pleasure to watch.

Williams’ incessant racism was crazy. Unfortunately, her being so damn good with a gun made me keep her around anyway. *sigh* Women. There’s always something.

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