Showing posts with label MMOG. Show all posts
Showing posts with label MMOG. Show all posts

Wednesday, July 06, 2011

Player Housing in MMOGs

I originally wrote this post back in February, and am not really sure why I didn't publish it back then. The recent announcement of the cancellation of Star Wars Galaxies reminded me of it, so I decided to go ahead and publish it.

This post is in direct response to Greg Dean's "The Player Housing Manifesto" that he made in his comments to his webcomic. If you don't want to go read the whole thing, then here's his three main points:

1. A house must not be instanced
2. A house must be customizable
3. A house must be a privilege

He then discusses the various arguments against implementing these points, most of which have to do with the first point, and largely have to do with server load and virtual real estate within the game world. He points out that the former has never really been an issue and that the latter has been successfully dealt with in MMOGs that have met his three points by using decay, where if a player doesn't maintain the house it disappears.

He then wonders why no one has implemented this since Star Wars Galaxies and Istaria back in 2003.

Here's why I think that hasn't happened: since 2003 companies that run successful MMOGs have figured out that one of the most important revenue generators isn't attracting new players, but re-attracting former players. There is no bigger dis-incentive to returning to a game than knowing that the work you put into your characters the first time around has been undone.

Star Wars Galaxies was probably my favorite MMOG ever, but after I quit I never went back. The biggest reason for that is the disappearance of my house and everything in it. Some of my fondest memories of the game were working to get and outfit my in-game house, so knowing it's gone greatly lessens any incentive I'd ever have to return to the game.

It's true that maintenance requirements can often keep people playing longer than they otherwise would have, staying in just to make sure that their houses and other items don't decay, but that doesn't make up for the probability that once they do leave they're probably gone for good.

This is why I think that it's unlikely we'll ever again see a game implement completely non-instanced player housing. It could be done if you had some ability for returning players to replace their house, but even then they'd have to find a new location, and location was often a big part of the equation when establishing a house in one of these games. Having a prime piece of virtual real estate was often a big deal.

Instead of non-instanced housing, I think that games that have housing at all will continue to use the instanced neighborhoods model of Lord of the Rings Online and others, which allows them to use a less strict model of decay (or none at all), thus encouraging more players to return to the game after taking a break.

Wednesday, December 08, 2010

WoW Cataclysm: Initial Impressions

I'm Impressed. The leveling experience, at least what I've seen of it so far, offers a much more interactive storyline in the sense that what you do actually impacts the world around you. For example, when you defeat the "big bad" the "big bad" isn't still hanging around in the same spot the next time you pass by, the "big bad" is gone! The storyline is still on rails, even more so than before, but the actions you take have a visible impact on the world around you.

I'm not sure yet how exactly Blizzard does this. It would appear in some cases that I'm seeing things in the zone differently from what other people are seeing, while in other cases I may be in a completely different version of the zone. Whatever technique they are using it creates the illusion that my actions are actually impacting on the world, and the transitions are seamless. There are no loading screens after a major change.

So far I've been running with the new goblin race, but my brief experiment with a dwarf shows that the same changes have been applied, at least in part, to the older races as well. This kind of storytelling in a MMOG has been tried before, something similar was done in the Conan MMOG, but it seems to be better integrated here. Once again, Blizzard has taken ideas from other companies, polished them, refined them, and then integrated them into WoW to better the overall experience.

I should point out that only your actions make a difference, not your choices. You have no choice whether or not to kill the "big bad", as if you don't you'll be stuck. It's for that reason that i say that the storyline is even more on rails than before, and I can see where this could be a problem should you choose to level up another character of the same race as there will be even less variation in the paths you can choose. A common tactic in the past would be to switch to a different starting area entirely, and I'm not sure that is an option any more.

Another potential problem is that a bugged quest is more critical. If you can't get past a storyline quest you're stuck. I nearly ran into this once with my goblin where I had to defeat a "big bad" that was acting as if it were stuck whenever I attacked from range and that my pet wouldn't attack in melee. Since I'm playing a hunter, my inherent melee attack wasn't enough to defeat the "big bad" and I was stuck until the "big bad" partially reset and my pet at least decided to join in (although I still couldn't attack from range).

We'll just have to wait and see what, if any, effects these problems present down the road. In the meantime I'm having a blast with the game.

Will this cause me to return to WoW with the same level of commitment I showed to the original launch where I played for months and was one of the first to hit the original level cap of 60? Probably not. At this point MMOGs are really just another game for me. I run through all or a portion of the leveling content and then end my subscription since I've never had any interest in the endgame content of any MMOG with the possible exception of the old Star Wars Galaxy MMOG. I no longer buy anything but month to month subscriptions because I know that I'm unlikely to still be playing three months after release, and so far I haven't seen anything about Cataclysm that would change that pattern.

Monday, December 29, 2008

MMOGing

Despite all the plans I had for things to do while my wife is off visiting her family, I've found myself mostly sitting in front of the computer playing video games. I currently am subscribed to three MMOGs (yes I'm sick, but I also plan on canceling two of them soon, I'm just not sure which two). I thought I'd go ahead and give my impressions based on my dabbling.

World of Warcraft: Wrath of the Liche King: It's WoW with more levels. Nothing really new here. That's not to say that the expansion is bad. It's actually quite good, just nothing much to talk about in terms of gameplay if you are already familiar with WoW. One of the reasons I upgraded my computer was that I was running into problems trying to run my Priest in the new areas, so I haven't had a lot of experience with the post-70 game yet. I have spent some time playing a Death Knight and they are fun, if only for the fact that they're a bit overpowered, at least in PvE. I've been blowing through quests that my Priest struggled with at the same level.

Warhammer Online: Age of Reckoning: WAR is the main reason I upgraded my computer. I actually bought the game before I could run it. I love the setting, and it's great fun to see a lot of the Warhammer world come to "life" in the game.

The funny thing is that I don't generally like PvP, and WAR is all about PvP (or RvR as Mythic likes to call it), yet I still really like WAR. I even created a new character specifically to PvP as much as possible. Jumping into the instanced PvP battles is easy to do, although the waits are sometimes long, and while they're mostly just wild melees they are still good fun. Unlike in WoW where if I go into a pick-up group for PvP I can expect to lose 99.9% of the time, in WAR my win/loss ratio has been around 2/3.

The couple times I've tried open RvR it's been fun too, but these areas are where the guilds are dominating. If you aren't part of a team you get slaughtered. The trick though is just finding a team, even if it's just a one time deal. The couple of pick-up teams I've joined have held their own. People seem to have a pretty good idea of what their role is. I'm not sure if this is because of the game, the players, or me just being lucky, but so far I've been impressed.

Age of Conan: Hyborian Adventures: This game wasn't even on my radar. A license I'm only a moderate fan of, a release that was very buggy, and system requirements that are so high that even with my new system I have most settings turned down pretty low. I only picked it up because it was in the bargain bin for $10. Natually, it's the game I've been playing the most.

I've gotten to Level 32 and so far it's been an excellent single player game. Seriously, I've grouped twice and both times were merely to be polite to people who invited me. I've turned down multiple grouping requests at other times because grouping seems to just slow things down. Based on in-game global chatter this must change as you reach the higher levels, but for now I'm just enjoying following the story as I play through my single player game that other people keep wandering in to.

There is actually a story here too. You start the game having lost your memories and gained a strange mark on your body. You then spend the game searching for your lost memories, learning the meaning of the mark, and attempting to stop a great plot that is behind it all. You don't spend all your time following this specific story, in fact you only have about one quest per 10 levels that specifically follows it, but it's always there in the background.

You spend most of your time following other side quests. There are a lot of side quests, and most of them are parts of chains that make up mini stories. Unlike most of the chained quests in WoW, many of these chains are completeable within the level you start them at, so you can run through the complete story in one session instead of having to stop and find some other way to gain XP because the next step in the chain is too hard for you to attempt.

There are so many quests available that you can do some picking and choosing, either based on the offered rewards, or on your roleplaying preferences. For example, I see my character as someone with a few morals, so I pass on the more morally dubious quests. I still have more quests than I can accomplish before outlevelling them.

The only bad thing is that everyone has the same basic story, so I can see where levelling up a second character could be a lot less entertaining than the first time through, even with all of the available quests to choose from.

Despite spending all this time with it now, I'm almost certainly going to cancel AoC in January when my free month is up. As fun as it is now, there simply doesn't seem to be an end game that I'd have much interest in. The team based PvP of WAR and WoW interest me more as an end game.