Category Archives: Philosophy
This amusing comparison was posted on Reddit the other day under “Morrowind vs Skyrim vs Dark Souls”:
The implication here is (presumably) that games these days are being dumbed down, or at least are not being made as challenging as their predecessors (Dark Souls aside). This sort of “hand holding” is pretty much the de facto standard in MMOs as well, in the form of highlighting of the questing areas and the like. ¹
To which I say: “Good.”
If there is one particular scenario I despise more than anything else in videogames, it is when I sit down to play one and then can’t. I do not mean that I try and fail and am unable to progress – that part is good! It’s gameplay, it’s doing things, it’s actively engaging my faculties. Rather, I mean when the game is not even allowing me to try anything because I am missing something and don’t even know it. Or maybe I am not missing anything and the game is at fault. Indeed, whenever I get stuck in a game, these are the usual possibilities:
- I cannot solve the puzzle.
- I missed an invisible quest trigger.
- I cannot locate the quest objective.
- I do not know where to go next.
In all those scenarios aside from #1, we can entertain the possibility that it is the game designer’s fault. And that’s the problem! Sure, occasionally it is my own damn fault for not reading the quest text correctly or I didn’t pan the camera 110° to the right or whatever. But after 20+ years of playing videogames, I can assure you that my default assumption is not that these designers do everything on purpose. Games are art, but if you set out to evoke a particular emotion with a piece and it generates the exact opposite, we can say that that piece of art failed in its goal. Sometimes mistakes can make a game better (like… Gandhi in Civilization), but an equal or greater amount of time they are simply mistakes.
Things can go too far the other way, of course. In the opening scenes of The Witcher 2, as you approach the ominously empty bridge, you get a prompt telling you which buttons to press to avoid dragon fire. “What dragon? Oh.” Quests in Skyrim which ask you to find the artifact that has been hidden for centuries… and there’s a very visible quest marker that appears directly over it. I can concede that something like this other Reddit picture is too much:
At the end of the day, though? I am playing videogames to do things. I do not consider walking around a room pressing the Interact button every few steps as doing something. There is a place for games in which the “doing” is figuring out where to go or what to do next. And that place is “Pile of Games I’m (Literally) Not Playing.”
¹ I still remember the river of tears that resulted from WoW adding quest givers to the minimap back in Patch 2.3. Yes, seriously, tears.
On Thursday, I popped The Last of Us (TLoU) into the PS3 just to see if I needed to do some sort of lengthy install, but ended up playing for 5 hours straight. The game, simply put, is quite amazing thus far. However, I am experiencing some game design tropes that are grating on me to a higher degree than normal, perhaps precisely because everything else is so good.
Early on, you are basically told that while you can treat the game like a cover-based shooter to some extent, sneaking around is likely the best method given the chronic lack of supplies. That’s fine, sure. What is less fine is when you silently take down an entire warehouse full of guys very clearly armed with guns, and only happen to scrounge up 3 bullets of ammo from nearly a dozen corpses. Were the guns just for show? The last two guys were fine with shooting the conveniently-placed, waist-high obstruction I was hiding behind for almost a full minute, but in a moment of extreme bad luck, must have been killed right after they fired their last bullet.
I understand that this is One of Those Things in gaming in which we are supposed to suspend disbelief. I remember running a D&D campaign a few years ago in which I decided early on that I was going to rebel against gaming tropes and having the party’s human opponents drop everything they were carrying. In retrospect, it ended up being a perfectly foretold disaster: the party became understandably obsessed with looting each body clean and making frequent trips to Ye Olde Item Shoppe to peddle their warez. If I were able to loot full clips of ammo from each enemy I downed in TLoU, it would likely ruin the resource-tight mood by the end of the first hour of gameplay.
I am finding myself less sympathetic towards two other semi-related aspects that are not exactly TLoU’s fault but nevertheless somewhat jarring. First, the game is not and has never appeared to be an open-world sandbox or anything of the sort, which is fine. However, I feel subtly punished for exploring when the designers take the time to add in secret caches of goods in off-the-path locations. See, the issue is that I do not ever know if this “secret” door I’m opening isn’t actually the trigger for a cutscene or the path to the next area. I want to explore every nook and cranny of the game world! And yet I feel like I can’t, because I’m paranoid about inadvertently moving the story forward and being unable to backtrack. I’m seriously starting to miss the “Chrono Footsteps” feature from Singularity which highlighted the exact path you should take, so you know for certain which areas you could explore safely.
Compounding this issue is when I’m in the opposite scenario in which the game is clearly telling me where those story triggers are. “Oh, you want me to hurry up and walk over to that door? Good, now I know I can explore this whole half of the city instead.” The game is not Fallout, has never pretended to be Fallout, but I simply can’t help myself from treating every open building as an opportunity to scavenge for supplies. It’s the post-apocalypse! Let me spend hours combing the area for scrap metal and duct tape! I do this shit for fun.
Finally, Naughty Dog, really? I have a hunting rifle, shotgun, bow, two pistols, three Med Kits, a metal pipe with scissors taped to the end, three Molotov cocktails, a few proximity mine-like explosives, and a goddamn brick in my backpack… but I can’t carry more than 7 rifle rounds? Or more than four pairs of scissors? Inventory management is one thing, but limiting ammo to this degree is so overtly gamey that it sucks me right out of the narrative and back into optimization mode. “Hmm, if I use the shotgun to clear this next room instead of sneaking through, I can double-back and pick up those shells I left behind.”
Although I am complaining quite a bit, I need you to understand that it is only because these (ultimately minor) issues stand out in brilliant contrast to an otherwise amazing game. This isn’t so much a fly in the ointment as it is a hangnail the day after a big promotion. You know, minor, almost trivial annoyances that you nevertheless can’t quite stop thinking about.
Tobold is by no means the first person to point out that Warlords of Draenor’s free level 90 character is a “doubling-down” on vertical progression. I mean, I don’t see why anyone would claim that even vanilla WoW was anything other than vertical progression given how you couldn’t grind your way to max level via the Westfall boars, South Park-style, but whatever. The thing that profoundly bothers me in these sort of debates though, is this sort of nonsense:
So we are being told that when the expansion comes out, World of Warcraft will be all about levels 90 to 100. You will play nearly exclusively on the new continent, maybe sometimes visit the capital cities for some features, but will have no reason whatsoever to enter over 90% of the zones of World of Warcraft. If by some server glitch the old zones ceased to exist, most players wouldn’t even notice. I find that rather sad, so much wasted space and potential.
I literally cannot understand this line of reasoning. I understand what is attempting to be said here, but it seems so far removed from reality as to be unintelligible.
First of all, the post-Cataclysm world still exists. Even if we are going to assume that there will be a lot of brand new WoW players coming into the expansion – which we have no reason to believe there will be, at least in comparison to returning players – the fact remains that the world and all of its quests will still be there for that new player’s alts, at a minimum. Assuming, of course, that this hypothetical new person even enjoys questing in the first place. And if they do, there is nothing stopping them from questing from level 1 to 100 while saving the instant 90 for some other purpose. Meanwhile, the returning veterans who quit in the middle of an expansion they presumably didn’t like are being asked to… what? Spend a few dozen hours slogging through 2+ year old content to get to the stuff they were actually excited enough to resubscribe to see?
Secondly, how can the old content ever be considered “wasted?” All of those zones and quests have been utilized, extensively, by millions of players for years. How much more utilized does it need to be? And how? And why? Even in horizontal progression MMOs, where do you find people? Where the new things are. The odds of you finding someone running around the mid-level zones in Guild Wars 2 is approximately zero, unless there happens to be some kind of 2-week patch dragon dropping off a treasure chest every three hours. You’re not going to find an EVE veteran mining Veldspar even if Veldspar remains a critical component of crafting spaceships.
Content obsoletes itself. That is not a problem, that’s linear time working as intended. Novelty only ever decreases, at least in terms of crafted content. Hell, how long can you experience interest in even procedurally-generated content like in Minecraft? At a certain point, even the weirdest terrain formation is reduced to its constituent parts at a glance – it sure as hell isn’t as impressive as the first time you laid eyes on your future mountain fortress location.
Time marches on. Just because you don’t hang out at the playground or swing from monkey bars anymore does not mean they are now wasted content, even if no one else ever uses them again. They existed in a time and a place and served their purpose well. Is that not enough? Were you not entertained?
It always seems the greatest irony in MMOs are those players who wish for living, breathing virtual worlds that never change.
I came across a thread on Reddit which was a pining for the “old days” of MMOs when you either grouped up or didn’t get to actually play the game. Which, now that I think about it, is a scenario not all that different from empty FPS servers. Anyway, the top-rated comment concluded with this:
The truth of the matter is, those of us that grew up on the hardcore MMOs, we’ve already done it. Most of us just don’t want to do it again. I don’t want to play a MMO that takes over a year to hit the level cap. I don’t want to play a MMO where I have to stand around for hours before I get to play. I don’t want to play a MMO where I can permanently lose everything I’ve done in the last few hours. I’ve already done that; I don’t want to do it again. The novelty of the MMO is gone. There are better ways to enjoy my time.
There is a nuance to this argument that I don’t see all that often, and I’d be interested in what other veteran MMO players have to say about it. It’s one thing to say that once some auto-grouping functions are released, like LFD or LFR, that there is no removing them. But put those aside for a moment and ask yourself: how many times do I feel like I could start over in a “pure” MMO (whatever you define that as)?
Maybe the question is nonsensical, considering we technically “start over” each time we play a new game. On the other hand, I’m not entirely convinced another MMO could bribe me enough to get back into raiding as a full-time job again. Even if your game of choice was EVE, how willing would you be to starting over in a completely new game with similar time-investment requirements? Still willing to spend 1-2 years of real-time building up a skill set? Or do these sort of investment mechanics have diminishing returns regardless of “dumbing down” or other streamlining that might go on?
Tobold made a post the other day that got me thinking about the more philosophical angle of the differences between themepark and sandbox games. In the post, Tobold relates the common DM nightmare of players striking off on their own, plundering the crypt/castle/ruins before technically getting the quest to do so. While one solution is the Warhammer-esque “Bears bears bears” method (retroactive credit), Tobold went with “All roads lead to Rome” where he simply moved the quest-giver to where the players were going. As I mentioned in the comments to his post, the latter is not particularly innovative; WoW has had the occasional mid-quest updates since Cataclysm, and GW2′s Hearts are all location-based and automatic rather than relying on quest-givers.
The thought that struck me though, was this: at what point does a sandbox become a themepark?
Take, for instance, Darkfall. I don’t think anyone would claim that Darkfall is anything other than a sandbox. But it also has what amounts to “quests” in any other game: Feats. I suppose these are more similar to achievements than quests per se, but they are basically “Do X, Receive Y” activities that drive player behavior. Would having Feats tied to NPCs in a town or camp change Darkfall into a themepark? I don’t see why they would.
It seems clear to me that the difference between sandboxes and themeparks are the difference between player-motivated actions and developer-motivated actions. Do what you want in Darkfall, do Siege of Orgrimmar/Timeless Isle/LDR/etc in WoW. But I am starting to think that that line is a bit fuzzier than it is typically portrayed. “Do what you want in Darkfall, but farming X over in Y is more rewarding than Z.” How different is that really than themeparks? And isn’t it possible for someone to treat a traditional themepark MMO as a sandbox?
So, now I’m thinking that the line between these two paradigms really comes down to developer attitude regarding content. If the developers feel that they have to create the content themselves, it’s a themepark; if the developers let players amuse themselves, it’s a sandbox. Am I missing something critical? I mean, player housing and non-instanced dungeons are prototypical sandbox qualities, but a Darkfall without either is still a sandbox, right? And clearly the line is not drawn at the mere existence of quests or directed player activity either.
Are these themepark/sandbox distinctions more arbitrary than we have been led to believe?
The difference between a character with 1 hit point and a character with no hit points remaining is immense. Obviously, right? But as I was musing on the extreme nature of the binary state, I started wondering if there was not some better way to handle the situation.
After some reflection, I am not sure that there is.
First, is there a problem at all with the conventional binary system? I’d suggest there is, at least enough of one to go through the thought exercise. One issue is that there isn’t much of difference between 1 HP and 100,000 HP – you are just as powerful and dangerous at one as the other. Some games might have “Execute” abilities that cause you to care about how many HP you have left, but all that is really doing is making the 1 HP “range” larger or simply making it more ambiguous as to your actual HP state.
The more salient problem with the 1 HP to 0 HP divide is what I’d term the Fail Cascade. Card Hunter (out of beta!) provides an especially stark example of this phenomenon. If one of your characters is reduced to 1 HP, they can still drawn 3 new cards each turn, can still attack at full strength, and can otherwise contribute meaningfully on the battlefield (limiting enemy mobility, being the target of spells, etc). Conversely, a dead character contributes nothing: all their cards are discarded, their body is removed from the battlefield, and you are left with potentially 10 cards to kill the remaining enemies instead of 15 cards. A character’s death is especially brutal in Card Hunter because the abilities you have access to are randomly determined from the cards in your deck. Instead of six chances of drawing an attack card to win the game, you are left with four.
Of course, sometimes the sacrifice of a character can turn out to be a winning strategy. In a 3v3 Arena game in WoW, it might be worth losing a DPS to take out the enemy’s healer in pursuit of an stalling game. In Card Hunter, taking out a Goblin Brute or other dangerous foe is worth it if the enemies remaining aren’t as immediately deadly in comparison. But under most circumstances in just about any other game (including the two mentioned), losing one character is an immediately 33% reduction in fighting capacity, and possibly more painful from a synergy point of view.
Is the alternative really that much better though? We could imagine a game where your health as a percentage is tied to your damage as a percentage; if you are are at 10% HP, your attacks only deal 10% of their normal damage. Personally, I recoiled at the very thought of such a system. Whereas the current design is a hard binary, it at least leaves open the possibility of a come-from-behind victory. If taking damage reduced your ability to deal damage in return, the outcome of most battles would be forgone conclusions within the first minutes of any engagement. Indeed, it is arguable whether we would be trading the binary at 1-to-0 HP for the same binary at the other end of the spectrum (whoever dealt damage first).
Now, I would be remiss if I did not mention the Downed State solution in games like Guild Wars 2 and Borderlands 2. Having played both for a while, I definitely appreciated the extra little window it offered between 1 HP and dead. It is certainly better than the alternatives we have currently.
At the same time though… how different is it really? I can still perform at peak capacity at 1 HP, so my HP totals are 1, 0, and -1 instead of just 1 and 0. The other issue is that I felt as though the Downed state started being an excuse for adding in more “sorta instant death” attacks. If a raid boss in WoW has a mechanic that kills you instantly, it has to give you reasonable warning given how powerful it is. Conversely, an attack that instantly sends you to a Downed State is common in both Borderlands 2 ¹ and GW2. It is a “safe” mechanic to use because it can (usually) be recovered from while still retaining a sense of awe/fear from the player.
Perhaps this isn’t even an issue at all, from a design perspective, as the devs rely on the player to gauge his/her own sense of danger. Personally, I don’t really glance at my HP bar until I start dipping below 80%; once at 50% or so, I start actively playing defensive and looking for ways to replenish HP; at 20% or below, I generally stop caring unless victory is in sight, as I see my demise as inevitable. Thus, my reaction is tailor-made for my play-style, rather than dictated by the devs who might want me to care at X% HP when I don’t, and vice versa.
I dunno. Realism rarely makes for more engaging gameplay, but I sometimes think HP is too abstract.
¹ Technically, there is “health gating” in BL2 which prevents any one attack from killing you instantly as long as you have 50% HP + 1. So, I suppose BL2 has both the tri-HP state plus an execute range.
I am probably nearing the end of my focused Hearthstone play. Why? Two words: beta wipes. All progress, cards, gold, etc, will be wiped at least once in the upcoming weeks, and possibly more than once. If you happened to purchase something for real money, you will get the equivalent amount of gold once Hearthstone goes Live.
All of this is known information, so why am I bringing it up? That’s actually an interesting question, as I examined my roiling emotions after a string of recent Arena losses. Scrubbing out at 1-3 or – god help you – 0-3 sucks. Hard. Each Arena buy-in requires $1.99 or 150g, with the latter amount requiring roughly three days of dailies plus 30 wins in Ranked/Unranked play (i.e. against other people) to collect. Or just complete four dailies. Going that route actually works out pretty good as long as you keep Hearthstone as your sort of “side game” that you play for 30-45 minutes each day before playing your main game; as long as you keep yourself from getting too into things, you can legitimately play (Arena) for free pretty easily.
Alternatively, if you win at least 7 Arena matches in the buy-in, you get enough gold to play again.
As you can see, I received 310g for having gone 9-2 with the Rogue (nine wins is the maximum). An earlier 8-3 record resulted in 215g. Needless to say, I was feeling pretty pleased with myself, especially given the Arena portion of the game is significantly more interesting to me – playing against Constructed decks feels pretty rote in comparison. Plus, where else would I get to screw around with Legendaries in what feels like a guaranteed draw for each Arena match? You aren’t likely to see those and other high-powered cards from packs you open, but seeing epics and such is pretty common across 30 random draws.
But then the RNG floor fell out. I felt I was getting a good handle on which Heroes were best in Arena – things are much different than in Constructed where you can build around combos – but I suddenly realized how exceptional my winning decks truly were. My 8-3 Druid deck had eight removal cards, including AoE removal. The 9-2 Rogue deck had two Saps, a bunch of Silence creatures with multiple ways of returning them to my hand, a fistful of removal, and two Defias Ringleaders that make going second a complete joke when you drop a 2/3 and 2/1 on your first turn.
Here was the deck:
You don’t need to know anything about the Hearthstone other than that this deck was unfair. Three Fan of Knives, two Blade Flurry, two Sap, two Patient Assassins, Betrayal… Jesus, it was sublime. Hearthstone Arena is entirely about tempo, and let’s just say most games involved me playing dubstep to their John Cage 4’33″.
Needless to say, I have spent the past three days falling back down the Bell Curve face-first. A string of awful Hero choices plus awful card choices plus opponents who all but win by round four (having demolished my early game). It is entirely possible this all has been by design, via hidden MMR rankings. One of the biggest Hearthstone innovations amongst the pile of others has been the fact that Arena games are unmoored from any particular tournament. If you play a Booster Draft in Magic Online, you’re playing either for 15 minutes or two hours depending on your record, against whomever happened to stroll into your tournament with you. In Hearthstone, you can play one Arena game and then come back a week later if you want. This is fantastic… provided you don’t rely on being a big fish in a small pond for your wins.
All this losing made me realize that I don’t like it. Losing, that is. A fair ranking system is based around ensuring you lose 50% of the time, but it seems to me that losing feels much worse than the positive winning emotions, especially when losing results in opportunity costs and/or costs you real money. Presumably the delta between winning and losing is compensated by the fun you have actually playing the game. But I am coming to the realization that it isn’t enough. I need a tangible sense of progression too. Knowing that the pity packs are full of cards going away in X number of months means losses are simply time consigned to the abyss.
The obvious counter-points are A) new gear tiers in MMOs result in obsolescence of progression, B) time spent gaming is technically “wasted” by default, and C) how in god’s name did you play Counter-Strike for four years then?
The answer to the first is pretty simple: properly-formatted achieved goals can’t be taken away. My goal in WoW was never “have BiS gear in every slot” – that is just a recipe for disappointment. Instead, my goals were more general, like “be better off than I was yesterday.” Grinding Valor, getting raid drops, capping Conquest… all of these things resulted in a feeling of sustained progression that persisted even when new tiers came out. In fact, my “investment” in gearing up paid off in getting the new gear quicker or more easily.
Obviously I quit playing WoW, but I still don’t see that time as wasted; leisure activities being a waste of time presupposes an (nonexistent) objective purpose in life, which answers point B.
As for C), well… that’s the pickle. I feel games like Counter-Strike allow you to experience meaningful fun even as you ultimately lose a round/match, probably because winning/losing doesn’t matter in the first place. As long as I pulled off some kind of crazy kill before dying, I could walk away satisfied even if our team was otherwise destroyed. Which is leading me to believe that the existence of progression in a game sets up its own failure, given that losing progression (either directly or via opportunity cost) makes me feel worse than gaining progression. At the same time, I tend to gravitate towards games with “investment” opportunities over games where I am “just” killing time. All games kill time, but killing time + progression makes it feel more meaningful on top of whatever arbitrary goal-achievement neurochemistry is going on.
All of which is an extremely roundabout way of saying that I lost a bunch of Hearthstone Arena matches this weekend and am sad as a result. Going from being more than self-sustaining to practically in-the-hole playing is bad, and there not being any sense of long-term progression (in the beta) makes it worse. Also, trying to unlock Shaman cards in Constructed play feels terrible; seriously, Blizz, why did you put all the juicy Shaman cards in the packs? Chain Lightning is practically required to get anywhere.
Wait a minute, why am I in-game again? Might as well knock out this daily…
Looks like we have the next Jesus game:
EverQuest Next Could Fix Everything Wrong With MMORPGs
I’ve played every major massively multiplayer role-playing game released since 1998, yet it feels like I’ve spent the past 15 years playing the same game over and over again. That’s a problem. EverQuest Next is the solution.
I probably should have stopped reading that Kotaku article right there, but I’m a masochist at heart.
Don’t get me wrong, some of the things I’m reading about EverQuest Next sound interesting. Voxel-based things, somehow without looking like Cube World. And… err… yeah. Classless/multi-class systems like The Secret World/FF11. Stylized graphics like WoW, Firefall, Wildstar. Red zones on the ground that you shouldn’t stand in, like most every game these days. Jumping and “parkour” (which means what, exactly, in this context?) like in Guild Wars 2. Reducing abilities down to eight, like Guild Wars 2 again. Dynamic events and “calls to arms” like Guild Wars 2 and Firefall and Warhammer. Hell, considering they brought over Jeremy Soule to do their soundtrack, they probably should have just called the game EverGuildQuestWars2Next.
Then there are the hype red flags. A StoryBricks-based AI that wanders around and sets up camp organically? Neat. But then I started reading this interview:
So, to better understand the Rallying Calls, I wasn’t clear on some things with David Georgeson’s example: say you’ve built a big city, and built these stone walls around it, and now an army has come for a siege. Is that something that happens over a couple hours, or a week?
McPherson: That army siege lasts until the players on the server have completed that stage.
With the “emergent AI,” though, how can you maintain something indefinitely? If the army comes to attack, and is defeated outright in an hour or the players just ignore it, what then? Do you keep spawning enemies?
Butler: Until the things that spawn them are destroyed.
So, if orcs are released into the world and wander around looking for areas they like, they’re not coming from some point and spreading outward, they’re spawning from camps they set up?
McPherson: Right, perfect example. So in phase four of this Rallying Call, four large orc warband camps spawn in the hills. Those camps are literally swarming with orcs.
Butler: And they’re unassailable.
McPherson: Until you meet the requirements to move on to that next area and eliminate those. Then you and your army push past them and assault them in their homeland.
Butler: You try to fireball the palisade walls in the orc camps, but the fireball doesn’t take down the walls because you need catapults, because that’s what unlocks the next phase and gives you the ability to assault the camps directly.
What happens if players don’t do any of this?
Butler: It’s simple, it doesn’t advance. So just like a chapter of a book, right? You’ve got your personal storyline, you’re playing through the game. Your personal contribution and the story that goes with it goes on at whatever pace you choose to pursue. The server has a storyline as well, expressed with these Rallying Calls. If players choose not to pursue them, the clock just doesn’t advance.
Oh. So… these things are completely indistinguishable from anything we’ve seen a thousand times before, all the way back to simple phased quests in WoW? Will there be a little “Catapults put into position: 0/2″ blurb in the middle-right side of the screen too? How dynamic and revolutionary.
Getting back to the Kotaku article, the author presents his final conclusion like this:
Addressing the Real Problem
Boredom is the enemy of the MMORPG, plain and simple. Now matter how gorgeous the world, or how animated the player base or how compelling the game itself, eventually all of that content the developers spent years creating is going to grow stale.
That’s the real problem here. MMORPGs have traditionally been developed much like single-player games. There’s a beginning, a middle and an end. They can be padded with downloadable content, but they’re still single-player games with other people crammed in there to keep us from realizing that we’re playing the same thing over and over again.
Maintaining a strong community helps, but its not enough. To really solve the core problem, you’ve got to create what so many games before have promised — a living, breathing, ever-changing world.
EverQuest Next sounds like the solution to me.
Now, he says he has been playing MMOs for the last 15 years, but I get the distinct impression that he hasn’t. All long-term compelling MMO content is player-based. An ever-changing world is irrelevant in comparison to a completely static world populated with other people you like hanging around with. People are still playing the original EverQuest for god’s sake! This is besides the fact that there isn’t a “living, breathing, ever-changing world” in EQN or anywhere.
Even if EQN or some future game actually managed to pull it off, would you even want to play it? As I pointed out back in 2011, player impact on the game world is considerably less interesting than many people make it out to be. Imagine if xxArthasDKlolxx killed an NPC and now you can never interact with said NPC again. Is that what you want? Feature sets that include “destructible environments” always have to be followed up by explanations about how it isn’t permanent, lest new players be introduced to a cratered wasteland made by bored griefers.
EVE has been in the news lately with its dynamic player impact, but all of that has been confined to player social structures, and not the game-world itself; star systems have changed ownership, but it’s not as though there are less NPCs or ice rocks in the universe.
That’s how you do dynamic content: with people. Whether orcs spawn in the valley or on the hill is extremely trivial, considering you still have to remove them in pretty much the same manner as you did 15 resets ago. GW2 has committed itself to two-week content obsoletion cycles, which I guess is one way to avoid the tedium of redoing the same thing over and over. Then again, even if the set pieces change, you are still interacting with the world the same way, more or less, as you did at level 1. “Kill this, click that, jump here, fill up your meter, claim rewards.”
I’m not saying that dynamic/changing content can’t be fun, I’m saying that dynamic content is not some silver bullet for boredom. Things might change randomly or dynamically, but your understanding of their mechanics only increases over time. Nils has talked about this years ago, as I have, but I think Klepsacovic summed it up more poetically here:
That last part is the key: anything I could think of. Early on I did not imagine what else I could want to do in this world. I’d done only a tiny fraction of what I could. This had two effects. One was that I had not run into a limit yet. The other was that I could not imagine a limit. I did not imagine that the sky ended, that the quests ended, that the raids could all be done. These were all true, but since I did not know them and did not even imagine them, they were irrelevant. I was running the infinite distance of a circular path.
Since then I’ve learned and my behavior has changed. I do not run in circular paths. I run out, find the edge, map it out, and then fill it in. This means that very early on my mind has already filled the size of the world, so that all that can happen after are details, with nothing big to be revealed. In my mind it looks like two strategies for filling in a circle. Both start at the center. One draws a line out to the edge and now the radius is known. It then spirals inward, knowing exactly where it is headed. The other starts the spiral at the center. It will cover the same area, but it will do so not knowing where the edge is, what the limits are, until it reaches them.
Cynicism is easy, but it’s also an appropriate response to any claim that non-player dynamism is going to solve anything. You can still get bored playing a procedurally-generated game; if that fact is not the simplest indictment of the intellectual bankruptcy of Mike Fahey’s Kotaku argument, I don’t know what is. People are the only thing that will continue making a game interesting once you have mapped out the circle. The player-built structures and other such things might bridge the gap, but it won’t be enough if you aren’t making friends and setting down roots. Given how EQN is F2P though… well, I’m not holding out hope for a particularly stable, long-term community.
All that said, EQN is now on my radar. If it’s fun, I’ll play it. Hell, I’m kinda interested in the incredibly devious EQN Landmark “game” where you’ll likely pay SOE for the privilege of building content for them (Landmark is F2P, but that just means the costs are hidden). Imagine building your own house – as in, your IRL house – and placing that in game… or selling it to other people. I have never used Portal 2′s puzzle-making feature, but I am always a fan of developers giving players tools to build in-game stuff. Crowd-sourcing is great, but even better is the ability to sorta build your own game design portfolio.
Would I get bored with EQN eventually? No doubt. But I don’t see that inevitability as a negative – it is simply the natural consequence of learning and experiencing things. An MMO doesn’t have to last forever to be worth playing. People and relationships don’t last forever either, but I don’t see anyone saying those are a waste of time.
A few days ago Tobold made what seemed to be a reasonable argument that F2P games are just like cell phone plans – some plans work better than others depending on how much you use the phone. That seems fine, until you realize that phone carriers typically give you a choice between subscriptions and buying minutes, even for the same phone model. But more than that, what I want to talk about is how/why I feel that F2P is always bad for me as a player.
I’m one of those people that derive pleasure from “optimizing the fun out of games.” Of course, I don’t actually see it as fun reduction at all; if anything, I get the most entertainment possible when I can lever the whole of my mind in opposition to the game designer. It is not that I want to discover the ultimate ability/gear combo to make the game trivial (most games have cheat codes, Save file hacks, etc), it is that I want the game to be difficult or deep enough to drive me to discover it using the tools the designer gave me. The optimization part is simply the nominal destination of a thoroughly engaging and fun journey getting there.
This brings me (back) to the topic of F2P. One of the common defenses of F2P is that it evens the playing field between the time-rich and the people with limited time. Frankly, I feel that is bullshit right off the bat. One of the hallmarks of a fair game is everyone playing by consistent rules – if I have to kill 1000 boars, everyone has to kill 1000 boars. If killing that many boars takes 15 hours, then yes, someone who can spent 15 hours a day playing the game will have an “advantage” over someone who can only play two hours.¹ Then again, a particularly skillful player might be able to figure out how to kill the required number of boars in only 10 hours, perhaps by optimizing his/her equipment, farming strategy, and/or ability rotation. The “time-rich” player might still have the “advantage,” but their brute-force approach is inefficient.
The typical F2P experience is thus the worst of all possible worlds for players like myself. I am both time and money “rich” (i.e. I have disposable income), which already presents uncomfortable gaming decisions on a daily basis. If you have no money or no time, the solution to any F2P problem is pretty obvious: grind it out or pay to skip the grind. Conversely, those of us who can do both are stuck rationalizing every possible decision all the time. “Do I grind for another 2 hours, or do I just spend the $5?” Maybe the default should be pay-to-skip in that scenario, but what about all the other games you could be purchasing with that same $5? Is “saving” two hours in one game worth purchasing a different game that could last you 20 hours by itself?
The real kicker though is the fact that F2P more or less invalidates any real sense of optimization. All of us already know that the most efficient move in a F2P game is to load up on XP potions, convert cash into in-game currency to clean out the AH, and open lockboxes all day until we have everything of any value. There is no possible way to beat that. “Just figure out the most efficient path without spending money.” Playing with an artificial handicap is simply not as engaging to me. You can technically increase the difficulty of a FPS by decreasing your mouse sensitivity, but that will never feel as satisfying as having more intelligent opponents.
Where I agree with Tobold is that F2P is here to stay. Outside of the CoDs and Battlefields and Counter-Strikes of the world, I’m not sure many multiplayer games could exist on their own in sustainable numbers. Astute readers will also know that I have been playing PlanetSide 2 for 230+ hours now and that’s a F2P game. Then again, I also spent over $100 in Ps2 thus far, including being “subscribed” for the last six consecutive months (efficiency, yo). Not to mention how I bought helmets and camo for my characters almost entirely because of the extremely slight advantage that they bring (arguably P2W).
I am not against F2P games on principal, it’s just that they quite literally cannot be as fun to me as they could be. I play these games to submerge myself in their fiction. Being constantly reminded that for the low, low price of $4.99 I could have X, Y, and Z not only breaks the immersion and puts a price tag on my hitherto priceless time, it also serves as a reminder that the solution to every problem is just a credit card away.
¹ Advantage is in scare-quotes because I don’t recognize an advantage as being “playing the same game more.”