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Archive for the ‘Game design’ Category

The other day I stumbled upon this article from the Penny-Arcade Report where the author explained to us what might be looming ahead of us in regards to companies tailoring cash shops to extort ever more money from us. It’s food for thoughts and I highly recommend you go read the article in question. To sum up, it seems some companies are thinking about displaying different prices to the user based on our buying habits.

Easy example, people in North America (more fortunate) pay more for DLC than people in more impoverished countries. By the way that is a real example. Many companies price their games differently based on where you love. Starcraft 2 for example costed around 60$ in the US, was going for less than 20$ in Asia and was even free in Korea. This is nothing new in itself…

What’s new is that there might be changes in price depending not on where you live but also your buying habits. Example, if you buy a lot of Cartel Packs, then the price of the Packs could be raised since EA knows you’ll be buying them anyway.

Some people will say that such a move would drive people away cause we would figure out what was going on and it would create customer backlash…. but companies can be creative when they need to. Let’s say an MMO drop boxes that you can loot but to open them you have to buy keys. Same prices for the keys for everyone so it’s fair right? But what if the rate at which the drop boxes dropped changed based on much keys you have bought in the past?

Instead of changing the price of item what if they made it so the more you spend the more opportunities to spend the game puts in front of you? Way more sneaky but it would have the same effect as rising the prices….

I’m not panicking yet… but it’s definitively something I’ll keep an eye on… food for thoughts…

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Pandaria has been confusing to me. Not because of its layout or quests or storyline (although they can be confusing in a fun way) but because I was supposed to hate it and get bored with it quickly but instead I’m finding myself enjoying it. I wrote last year about how this expansion was WoW jumping the shark, how it would be the final nail in the coffin for WoW, how it was proof that WoW had lost its way.

Today I am eating my own words.

And apparently I am not the only one finding Pandaria to be surprisingly fun. Quite a few friends who had quitted WoW for a long time are making returns. People who skipped Cataclysm altogether and people who had sworn off WoW. In all cases it seems positive word of mouth got them back. Going around blogs I get the same feeling. It’s not all perfect but the general vibe is positive.

I’ve been puzzling over this for the past few days because quite frankly I had trouble trying to pinpoint what exactly happened. On the surface it’s all pretty much the same game we had in Cataclysm. Same type of quests, same reputation grinds, dungeons, raids, pvp, etc… So it should be as fun as Cata… meaning not a lot… but we’re having fun… so why?

So usually this is where I get all detective like and start a long-winded post but I’ll keep it short.

It’s all about choice

Nearly two years ago I wrote a post about what I felt was Cataclysm biggest problem and I ended up with the conclusion that it was lack of choice. When I began to write this post I was going to do another detective like post but everyone was telling me different reasons for loving Pandaria and then I remembered that old Cata post and it all clicked together.

Pandaria gave us back choice.

Well not complete and total freedom but they added so much different activities to the game that you get that feeling of choice again. Choice as to what you want to do a particular evening (battle pets, crafting, raids, dungeons, challenges,pvp…) and choice in how you get there. You actually have so control over how to progress through Pandaria this time around.

WoW is not an entirely new game and in the end, you still grind gear to raid but all those little extra pile up and I end up with choice again in my game.

I absolutely love it.

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Ever since I started this blog I’ve wanted to try to tackle the challenge of endgame raid design, not design an actual raid but rather the concept of raids. Even if I don’t foresee a future where I’d actually do that, as a purely intellectual exercise I still think it’s worth a try because as raids stand right now I believe they still need to be improved upon.

So why raids in particular and not other endgame features? Because raids are the one feature that has the most impact on the endgame of an MMO and because they are, I feel, the most distinguishing feature of MMOs. A lot of the activities proposed in an MMO can be done in other types of games but raids are the one thing you cannot easily find elsewhere and they still are the main reason many people are playing MMOs in the first place.

A note about my method

Some of you will ask where and how I got my information. First of all when I set out to do this I was interested mainly in finding three things, what people expect out of a raid, what features they liked and what features they didn’t like.  I worked hard on getting information from players of multiple games so I could see broad patterns and not only get what WoW or Lotro players love. I’ll say right now that I was really surprised to find out that the reasons and expectations given were pretty much always the same no matter what game is being played.

As to where I got the information I got it a bit from all over the place so I hope you’ll forgive me  for not listing it. A lot of it is forums and I don’t want broken links all over the place and it was hard to keep track of all that I read. I searched games and guild forums, fan websites, blogs, I asked people directly, I asked them on this blog… I just grabbed whatever I could.

The big expectation we have toward a raid

Raids as we know them in MMOs are the online versions of single players rpg endgame dungeons. Those dungeons were often the fortresses of the main villain, full of deadly enemies and traps, it’s where we would learn the details of the game plot, face and defeat the villain after an epic boss battle and save the world at the very last-minute.

And to this day this is what we want out of an MMO raid. We put a lot of time an effort preparing ourselves to storm the castle walls, we study the strats, we shine our armor, we fine tune our abilities, our skills and out teamwork so we can take down the guy that has been messing with us during the whole game if not multiple games and expansions.

So this is our big expectation toward a raid and its most single important feature. A raid needs to be a proper ending to a particular storyline we have been working on for so long. It needs to feel special, it needs to deliver epic battles and when we come out at the end we need to feel like we’ve accomplished something special. When we raid we bring our A game to the raid and we expect in return the raid to be the pinnacle of what a game can deliver.

Ulduar

According to many, this is the best raid ever.

The three elements a raid need

When I asked on my blog which were your favorites raids and why you all have answered pretty much what I was reading everywhere else about why players find a particular raid fun. To my surprise, it turns out to be rather simpler than I thought it would be when I began. Everyone has been citing mostly the same three reasons for why they loved a particular raid and usually all three together.

1. The raid needs to tell a story

Tying into what we expect from a raid, we want our raids to matter and to tie into the greater story. Glorified instances or obvious fillers between the meaningful content have all been thought of as bad.

2. The fights have to be about skill

Memorable boss fights is another of the reason mentioned all the time as to why a raid was great. If we’re a bit more specific, players really remembers fights that had fun mechanics to them. For example, Shade of Aran is remembered fondly by many for its famous “Don’t move phase”. What struck is that every single time the fights and mechanics that were given as example all relied on learning a particular dance or relied on player skill, not gear, not perfect play.

Simply, we want to be able to beat a boss because we mastered its strategy and tactics, not because we can push our buttons really hard.

Good news everyone! We love this fight!

3. Exclusivity

This is the element that turns out to be a complete surprise and it’s not exactly the easiest to express so please forgive me if I have a bit of trouble explaining it.

In our minds, raids are special places and we expect and even want that little extra work that make the place special. It doesn’t have to be complicated, it can be a simple attunement quest or a special boss you only see if you do the raid under X time but there’s need to be a little something extra. There needs to be a little something extra that says “This is a raid and not just another instance”.

What a raids needs to avoid

This post is already running long so I’ll cut to the chase here and say simply that raids needs to avoid the opposites of the elements above. Storywise, a raid cannot be a big instance or a filler between two patches, it needs to be relevant. Likewise, avoid gear checks or encounters tuned to tight that any little mistake will result in a wipe. We want to be rewarded for learning the fights, not punished because someone missed one keystroke in a 10 minutes fight. As for exclusivity I think it’s simply not forgetting to include it. Like I said it doesn’t need to be complicated or long, it just needs to be there.

So what should we change to the current endgame?

When I set out to write this I had envisioned complicated changes, technical stuff that would take multiple posts to explain and finely tuned details but after having done all this research I find myself reaching a very simple solution. A simple solution but one that would probably change the face of endgame if it was to be done.

Let’s remove gear out of the equation.

I can already feel the initial silence, then the low rumble as people forms ideas and finally the outburst at the heresy I’m proposing but let’s take a moment here.

Of all the reasons mentioned as to why people loved a particular raid, whether on Elitist Jerks or on a casual family site, gear has never ever been mentioned as one of the reasons why a raid was great. While some people fondly remember a drop for a number of reason, it’s never what makes a particular raid the best ever.

Likewise, fights that are used solely as gear checks are almost all reviled. They’re seen as boring facerolls at best and frustrating progression walls at worst. People don’t feel rewarded because they had the ability to equip gear, they feel rewarded for playing their characters.

So I’m not saying to remove gear from MMOs, I’m saying it needs to be a lot less relevant in the design of raids. Gear should not be used as a gating mechanism and it should not be the primary component in your ability to beat a boss.

I know that there’s a lot of reasons, mostly about content pacing and rewarding players and they’re probably not entirely wrong but if, like me, you believe that endgame needs to be improved and that we need to get out of the old model that we’ve had for the past ten years then I think this is probably the best way to do so.

There’s going to be a part 2 to this post where I want to go more into details about what would our current MMOs look like without gear being an issue at endgame but I’d like to see your comments first and what you all think about this.

Think about what I wrote above, that we expect raids to be the pinnacle of what a game can offer, that in the end it’s about story, interesting boss fights and that feeling of being somewhere special that’s not easily accessible. Gear doesn’t play into that equation and in fact can be detrimental to it.

So, what about we get rid of gear as an endgame mechanic?

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I’ve been working on an ambitious project these past few days and I need your help. I want to figure out what makes a great raid and what to avoid doing and I’ve been doing quite a bit of research trying to find elements common to the raids people find are the best. So far I’ve found quite a bit of info on what to avoid but figuring out exactly the best raids have been a surprisingly harder task than I thought it would be. To put it simply, people are keen to say that they loved some raids but not why.

Today I’m asking for the help of anyone reading this. Please write down in the comments which raids you think are the best and why. It can be any game and for any reason you want to but I’ll just ask that for a bit of objectivity if possible. I know there’s quite a few people reading this and I’d like a ton of comments so I can get a good overall view.

So, which raids do you think were/are the best ever and why?

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I have to give it to the Secret World, it’s a great game to inspire blog content. So tomorrow, TSW is releasing Issue one which is really a small patch with a few quests that deepens a bit some zones and threads in the game. It’s not a lot, but players are really excited to go back and explore the back story of some characters more as well as reveal more lore.

Then I started reading American vampire last weekend and I just love it. Besides being a great vampire story, they also brought Stephen King himself on board to write the story and the mix of a great writer and great comic book artist created one of the best comic book I’ve seen in a very long time.

So this got me thinking, small patches of content are something some players obviously like and guest writers trying new mediums can really produces great stories. So… why not try it in a MMO? I’d really love to see a writer like Stephen King do a quest chain or two for TSW and see what happens.

Anyone else think like me?

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