Mordiceius' Gaming Blog Flying Away on a Wing and a Prayer

15Mar/101

Solving the Problem of Group Quests

I like group quests. No, I love group quests. I think properly implemented group quests can give a great sense of immersion. The problem is, so few group quests are properly implemented.

I was thinking back to Lord of the Rings Online. I love the game world, but the amount of group quests was wholly depressing. It was not because there were not enough but instead too many and mostly were poorly implemented. On the other side of the coin, when Blizzard revamped some of the leveling in World of Warcraft (I think it was around patch 2.2), they removed practically all group quests from the vanilla world.

Generally, the three main problems I have seen with group quests are:

  • Flow
  • Enemy Saturation
  • Population Density

Flow
A group quest should be a culminating event. In Lord of the Rings Online there would be multiple times when the quest flow would be Solo->Solo->Group->Solo->Solo->Group. This can create massive roadblocks for the player. If you are doing the questline with some random PUG players and a tank or healer leave half way through the quest chain, it becomes a lot harder to fill that spot.

Proper flow would hopefully go something more like Solo->Solo->Solo->Solo->Group->Group or Solo->Solo->Solo->Solo->Solo->Group. All the group quests should be at the end of the quest chain so that everyone can get up to that point together. Furthermore, I think group quests should only be the final quest in the chain. Having multiple group quests in a row can be tiresome and still create player roadblocks.

Enemy Saturation
Dol Dinen (at least how it was when I used to play) in Lord of the Rings Online is a terrible way to design an area. The area is filled with literally hundreds of enemies and all of the enemies are elite. You need to have a full group to even venture into the area. If one person gets separated, they will die and you will have to clear the way to their body to resurrect them because they will not be able to run back to you due to respawns behind you.

Areas filled with elite enemies should only be in instances where you by design will be with a full group at all times. I do not believe that any area in the open world of an MMO should be filled with elites. The best solution would be to have the area filled with normal enemies and then just have the "big bad" of the area be elite to coincide with the group quest to kill them. This way, it helps the players fill powerful themselves by being able to solo the generic trash but still make the big bad seem a powerful foe.

Population Density
This might be the biggest problem with group quests. When new content or a new expansion comes out, it is usually simple to get a group together for quests as thousands of people will be doing the content. Six months later or even years later, it is much different. When leveling in the time after the initial rush of people, most players will just skip the group quests. It is just too much work to try to find a group for it. If there is a quest reward they really want or need, they will just get a high level person to run them through the quest.

There are multiple ways you can handle this. You could just not put any group quests into the game, but I think that is a poor solution and can easily be thrown out. You could, after six to twelve months turn all the group quests into solo quests. I do not like that solution since it generally ruins the "epicness" of the quest. The third option, and my personal favorite, is to give companions.

I am not a fan of full time NPC companions. I do not want everyone having a full party of companions all day every day and forever only running around in a group of companions. Instead, a few months after a new game's release players should be given something like a "companion summoning horn" or something of that nature. When used, it would summon companions to fill out your party. The caveat is that they would only last for ten minutes and the horn would be on a one hour cooldown.

With this solution, players can still get the epic feel of the group quest even when the main mass of players has moved on to the level cap. If it had been implemented in World of Warcraft, it could have initially been usable only from levels 1-60. Six months after the Burning Crusade expansion came out, they could extend the item to work from 1-70. Six months after Wrath of the Lich King's launch, the could once more extend it to work from 1-80. People in the initial rush would be forced to group with each other, but new players to the game after the rush or even alts of players would still be able to accomplish group quests without sacrificing the integrity of the quest.

Like I said in the beginning, I think group quests are a fun and immersive part of MMORPGs, I just think the implementation needs tweaking so everyone can do them.

22Jan/100

How Should You Deal With The Launch Rush?

The launch month is usually a tumultuous time for new MMOs. In the post-World of Warcraft landscape, there is one undeniable pattern in the first month of new MMOs: probably about 50-75% who play your game for the first month will not be staying past those first thirty days. Whether it is because they are going back to WoW or to whatever other game is not important. The simple fact remains that more people will leave in the first month than stay.

There are a lot of reasons for this. Some may blame the "WoW tourists" and others may blame game breaking bugs while some others may blame hype and the game not living up to the expectations set by it. However, none of that is really important to this topic.

Let us just pretend for a minute that the universal rule for new MMOs is that after the free thirty days, you will lose one-half to three-fourths of your user base. Let us pretend that there are no ways about this rule and no matter how complete and polished your game is, it will always happen. How do you plan for that? There are three methods that come to my mind that recent games have used.

Warhammer Online decided to launch with about fifty servers. With the amount of boxes they sold, the servers were decently populated for the first week or two. Once the people started leaving, servers were shut down en masse. There were multiple server merges and now the game is down to about five servers. All seem fairly decently populated, but it is about one tenth of what they started with. They saw a lot of bad press for the mass server closures, but would have also seen bad press had they only started with five servers.

Aion went the opposite route. The game opened with ten servers. Some servers saw queues of between four and eight hours. After about two weeks, NCSoft opened up a handful of new servers as well. The queues settled down after a couple weeks when the people started leaving, but for the first week or two there was quite a bit of negative press on how NCSoft should have better prepared for the launch. Now, however, all the twelve or so servers they have are sitting at a relative stable population.

Darkfall used a different method when they started their game up. Being that they are not releasing a triple A title, they used unique means of distributing their game. Purchase of the game was only done through their online store and for the first few months, they only allowed a certain amount of copies to be sold a day and only for a small time-frame each day. They received a bit of negative press for this because it seemed like they were not letting people who wanted to play to even buy the game. Also, since it was more of a niche title, the exodus numbers might have been different. In the end, they limited the amount of people able to buy the game per day so that they could better handle the server population from day one.

Are any of these methods superior to each other? Are there any better methods to handle the launch rush and exodus?

To me, it seems like NCSoft did it best with Aion, but even still I wonder how many people were turned away from the game because they heard about the terrible queues.

If you were to go play a new MMO on launch day, what method would you prefer?

31Dec/091

Holiday Break and Gaming Update

I apologize a bit for the radio silence, but expect it continue for the next two weeks. I have been doing quite a bit of gaming with Rynala. Between World of Warcraft, Darkfall, and the games I have been buying from the Steam holiday deals, I have almost had too many games to play. Tomorrow, I am flying home to be with my mother for a week and a half to care for her after she undergoes surgery. In my down time I hope to get the chance to write some, but I am not making any promises as of yet. I do have quite a bit I would like to write about.

I have been getting deep into the World of Warcraft economy and have made over 15,000 gold since patch 3.3 has come out. I finally get it and I am finding myself quite addicted.

I stopped playing Borderlands for the most part. Rynala and I got about 50% through the game and the flaws of the game are starting to hinder my enjoyment. Not to mention the developer essentially lied to PC gamers about the game.

Darkfall has taking somewhat of a back burner. I am not turning away from the game as I still really love it, but I have just had so much to play, I just have not been able to make the time for Darkfall. I plan on playing more soon.

Titan Quest is the game that I have been playing for the past week. I had picked it up from Steam during the Black Friday deals and have never played it before. Rynala loves Diablo clones so we gave it try. We are currently in the second act of the game and I really have been enjoying the game. The game is about three years old but it is still a very beautiful looking game and gameplay-wise it feels just like Diablo to me.

The holidays have truly provided quite the gaming boon to me and I hope it has been just as good to all of you.

15Dec/092

The Best of Both Worlds

I am playing two MMORPGs right now. World of Warcraft and Darkfall. It would seem like those games are polar opposites of each other and that they would not go together. Well the do not go together and that is why I like it. I could be playing World of Warcraft and LotRO or World of Warcraft and Aion or World of Warcraft and Warhammer or Darkfall and Fallen Earth but in all of those cases, the games are the similar style (themepark and themepark or sandbox and sandbox).

Now, I have a great themepark game and a great sandbox game. If I want to go socialize, leasurely group with others, kill some random things, see purples fly, or even just sit in town and idle, I can play World of Warcraft. If I want to travel a harsh land fearing for my life and expecting death around every corner, I can play Darkfall. I think it is a logical fallacy to believe someone could only ever want to experience one of these feelings. Variety is the spice of life.

I generally save my larger play sessions for Darkfall now so that I can get more accomplished in that game, but I still will often alternate between the two. The other day, I ran an instance in WoW, then went to Darkfall for a few hours, then went back to WoW to run another two instances to take a break, and finally returned to Darkfall to do more gaming.

Having both of these games satisfies almost all of my MMO urges and lets me better game to my mood. I do not want to fear for my life every time I log onto a game, but sometimes I do. I do not always want to have rewards raining from the sky with zero risk, but sometimes I do. I think that playing both games helps me develop a greater appreciation for the differences in the two.

Both games tried to do something different. World of Warcraft took the Everquest model and opened it up to the masses while Darkfall went back to the MMO sandbox roots like Ultima Online.

All of this just hammers in the point that we do not need more of the same. We need more new ideas. Do you want a good themepark game? Play WoW or LotRO. Do you want a good sandbox? Play Darkfall or Fallen Earth. Now give me something different (here is to hoping Planetside 2 is good).

13Nov/091

Company Loyalty

There a few companies from which I will buy every game that they release on day one. The main four are Bethesda, Bioware, Blizzard and Valve. When thinking about why I picked these four companies, I realized each one had one defining characteristic. None of the four excel in every characteristic but they are all given carte blanche to my wallet.

Bethesda: Bethesda, in my mind, ex cells best at giving a vast, epic, open world. I may not have liked the story in Fallout 3, but the the world was immense and very detailed. Morrowind will always be one of my favorite RPG games for the incredible world in that game.

Bioware: Bioware are masters of storytelling. Stories are often one of the easiest things to screw up in video games, but Bioware can consistently hit the nail on the head with their games. Their characters are relatable and interactions are very immersive. The story in Dragon Age is fantastic and it really makes you care about the characters.

Blizzard: Blizzard is all about polish. They may not revolutionize the gaming industry with new ideas, but they will take the best ideas from everyone else and polish them to an incredible degree. The looking for group system coming in WoW's patch 3.3 is just another example of this. It is nothing new to games, but it looks incredible in its implementation.

Valve: Customer commitment and product support. Valve loves their customers. The amount of free content their put out for their games is remarkable. They could be making millions off map packs and new content for their games but instead they choose to just release it for free. I know that every time I purchase a new game from them, I can look forward to years of support for it.

Epic worlds, storytelling, polish, and customer commitment. None of these companies excel in all four of these aspects, but I believe each one is the pinnacle of its area of expertise. I look forward to all future games from these developers with a fanboy sense of zeal and a worried wallet.

3Nov/091

Feeling Compelled

I have not felt compelled to play Aion lately. I actually have not logged into it for over a week. Last week was when the free month ended and I had planned on having the subscription auto update but in the last month I got a new debit card so the subscription auto cancelled. I have not felt compelled to go update my payment info.

Aion is a game I want so desperately to love but at this point it cannot hold my interest when I look forward and only see a mountain of grind. To be quite honest, I do not know if any MMO can really hold my interest right now. My will to grind has quickly been slipping. As of right now, the only active subscription I have is World of Warcraft but I doubt I will ever fully cancel that subscription as I often venture back there for a day or two a month.

Call me a simpleton, but I am growing tired of having to work for my gratification in gaming. When I look at my gaming choices I think "I could go grind along a breadcrumb trail for some gratification or I could go play a non-MMO and get my gratification instantly."

Torchlight completely consumed me for the last week and Dragon Age: Origins is unlocking on Steam today (it actually should be unlocked by the time this is posted). Left 4 Dead 2 is coming out in a couple weeks, Mass Effect 2 is coming out in January, and Bioshock 2 is coming out in February. Singleplayer and multiplayer non-mmo games are making it hard for me to even think of MMOs.

I do not think I am falling out with MMOs completely. For me though, I prefer a deep storyline in the games I play. I do not think storytelling and MMO gameplay have to be mutually exclusive. I know Syncaine prefers the sandbox where the players tell the story. Personally, I think sandbox games are just better for those who have time to get into the politics of the game.

I love the story woven into games like Wizard 101 and Guild Wars. I also, though many will disagree, think World of Warcraft has a very compelling story. Perhaps what I really want is massively multiplayer online single player games. I just want the depth of story in a single player game in the environment of an MMO.

Bioware may be able to deliver on this with The Old Republic (I hope anyway). My main drawback on that is that I was never a huge Star Wars fan. It is not that I do not like Star Wars, I was just never "into it" like other people seemed to be. Well, here is to hoping.

29Oct/091

Massively Multiplayer Online Dungeon Crawler

Tobold, Gevlon, Spinks have all been talking about challenge lately. Tobold brought up a New York Times article that talked about the difference between hardcore and casual marathon runners. Gevlon finally understood that most hardcore do not really care about a challenge but just want to flaunt their e-peen but he disagrees with content nerfing because he is in the minority that actually play games for the challenge. Spinks on the other hand just analyzes how the free access to information has made the hardcore consider only twitch challenges as valuable challenges as any information on strategies, secret locations or quests can be readily found online.

Playing Torchlight has got me thinking about the random nature of the game. It also makes me wonder what the feasibility would be of random dungeons within MMORPGs. I wonder what something like Diablo or Torchlight would be on a mass scale.

The overworld would remain static but if all dungeons and dungeon loot were randomized, it would go far to keep the game interesting. You could still have some static dungeons. Extreme lore dungeons could remain static, but there are a lot of dungeons that do not have extreme ties to lore and could just be randomized instead.

In WoW, for instance, places like Drak'tharon keep could remain static but places like Utgarde Pinnacle or Halls of Stone could be randomized. You could also have generic dungeons in areas that were randomized. There could be a 5man random dungeon in Grizzly Hills where you fight a furbolg tribe. Every time you went in, the dungeon map would be different.

One of the reasons I always liked Violet Hold (aside from it being just one room and located within a city) was how the first two bosses could be any of six. I just wonder what the feasibility of this would be on a wider scale.

I do not know about you all, but I know I would play a massively multiplayer online dungeon crawler.

21Oct/090

A MUDdy Beginning

After compiling the list for the previous post last night, I started thinking about my history in multiplayer online gaming before coming to MMORPGs.

Now I want to preface this by saying that as I kid I never had a chance to experience tabletop gaming like Dungeons and Dragons. It was not a matter of not being interested but more of a matter of growing up in northern Idaho and living in small towns (often with a population of less than a thousand people). I never had any exposure to people playing D&D or other table top games.

I think this might have been one of the main reasons I turned to online gaming. I have talked about before how much I thrive on player interaction and online gaming was a great outlet when living on a farm in a small town. My younger brother, on the other hand, just invented imaginary friends.

We got our first computer around 1996. I was nine years old. We did not get internet until around 1998. Around this time, one of my mother's friends got deep into computer gaming and started playing The Realm. At the time, I did not know anything about it and it seemed like it was "too adult" for me. My first online multiplayer game came in the form of Castle Infinity.

Castle Infinity was a game aimed at a younger generation. There were no stats or currency. You would simply explore, collect weapons like "missile toe" or "Gorgonzola Cheese" to defeat enemies, or hang out and chat with people. There were various instances you could do with people in order to collect new body parts for your character. Leaderboards were in the games for such things as "miles traveled" or "monsters killed". It was a very social experience and opened me up to online gaming.

I played there for a very long time and eventually one of my friends there introduced me to a game called "Aardwolf". It was my first time playing a MUD. Unfortunately, I hit MUDs while they were on the decline but I still got quite a few years of enjoyment from them. The DIKU style of the game only held my interest for so long before I searched for greener pastures (which is surprising seeing how the DIKU MMOs of today are what I mostly play).

Another friend of mine from Castle Infinity introduced me to a game called CoreMUD. The community here was a much smaller, tighter community, but the game blew my mind. Where Aardwolf was very much a stock DIKU game in most areas, Core was handcrafted from the ground up. Whereas Aardwolf often had 300+ players on at any given time, Core had 20-30 at most times. Set on a mining colony in the future, you could go labor in the mines, do unique epic storyline quests, work at the player-run stores, or just socialize and roleplay. Core was my first introduction to deep roleplaying. There would often be GM-run events with epic things such as alien invasions or simple things such as games of laser tag. This was just about the year 2000 and I was 13 at the time. No matter what games I went on to play, I would always return to Core.

Other MUDs I tried included Realms of the Dragon and Achaea: Dreams of Divine Lands. Both games had very unique features that I really enjoyed.

Achaea had almost a turn based combat system. In most games, you would simply type "kill rat" to attack the rat. In Achaea, if I recall correctly, you actually had to enter the command "hit" for each swing. While it seems cumbersome it was actually quite fun. Achaea was also a game of political intrigue. When I played there were three main factions. These factions were not hard-coded but instead something players had split up into. Each faction had a capitol city as well as a player-run government. Players would be elected to positions and engage in war/peace talks with other factions as well as set the "social rules" for the society. The "imms" (immortals or GMs) of the game were all very active and played as the role of the world's gods. The world evolved and felt alive. When the GM playing the god Gaea quit the staff, it was roleplayed that the god died and from there the forest shriveled and attacked players for a few weeks.

Realms of the Dragon was not quite as complex as Achaea but was very fun as well. The game had many different classes and very rigid social structures. You would start out as just a member of your race and venture forth to join a guild (class). You had loyalties to your class and your race. I often played a Drow Shadowthief. It was amusing because Drow were not newbie-friendly. Drow were hostile to even those within their own race and thus newbies often would become discouraged by the hard lifestyle. Shadowthieves would hide in the shadows to backstab and steal from other players. You could steal anything you wanted from another player though certain things would almost always get you caught.

There were many other MUDs/MUSHes I played through the years though I can only remember a handful of them (as many I did not play for more than a few weeks or a month). There was a Lord of the Rings MUSH where I roleplayed a Rider of Rohan, a Final Fantasy 8 MUSH where I was a restaurant owner in Deling City, and countless more.

I occasionally stop by CoreMUD to see if anyone is active and rarely find more than one or two people online and they are mostly idling admin. For the past five or six years, Core has pretty much de-evolved from a game to a chatroom to an empty chatroom. This is sad because the community there used to be fantastic.

All this MUD nostalgia makes me long for years long past. Games today are too busy. I will take a good MUD over any of today's games any day of the week. :-(

21Oct/092

MMOs I Have Played – Pass It On

Taken from Trembling Hand, I thought this would be an interesting retrospective on my gaming.

How many MMOs have you played? How long did you spend in each one? Which did you enjoy the most?

They're the questions I asked myself the other day, and it resulted in the interesting list below (remind me: why do I still play MMOs, when I haven't enjoyed any of the recent crop?). I figured I'd also throw it open to the MMO blogging community and ask what MMOs have you played?

MMO -- months played -- star rating out of five*

  • A Tale In The Desert -- 1 -- ***
  • Aion -- 3 -- *****
  • Cabal Online -- .25 -- *
  • Chronicles of Spellborn -- .5 -- *
  • City of Heroes -- 6 -- ***
  • Dungeons and Dragons Online -- 1 -- **
  • Earth and Beyond -- 5 -- ***
  • Free Realms -- .5 -- *
  • Guild Wars -- 6 -- ****
  • Kingdom of Loathing -- 4 -- ****
  • Lord of the Rings Online -- 6 -- ****
  • Maple Story -- 3 -- ****
  • Megami Tensai Online: IMAGINE -- .5 -- **
  • Planetside -- 2 -- ***
  • Pirates of the Burning Sea -- .5 -- **
  • RF Online -- .5 -- *
  • Rose Online -- 1 -- **
  • Runes of Magic -- 1 -- **
  • Tabula Rasa -- .5 -- *
  • Warhammer Online -- .5 -- **
  • Wizard101 -- 3 -- *****
  • World of Warcraft -- 60 -- *****

*Star rating is an entirely subjective measure of how much you liked it at the time, not how much you'd enjoy playing it today.

19Oct/090

Taking It Slow

I have really been taking it slow with video games lately and I have really been enjoying it. I am not playing video games less, but instead I am just taking my time to smell the roses. It is refreshing to not be moving at a breakneck speed in a game.

A lot of people were complaining that Brutal Legend was only about 6 hours long, and it is if you speed through the story on the easiest difficulty and never do any of the side missions or exploring. If you take the game at a bit of a slower pace and just explore you can easily put over 15 hours into it. I am about 70% done with the game and I have put in over 12 hours myself. What is the satisfaction people get in speeding to the end?

It is the same way in Aion. People try to race to the level cap and then complain when they burn out. I can understand it a little more in Aion since the faster you level, the more you have an advantage against those that are not leveling so fast, but maybe I am just losing my competitive edge. I just do not care how I stack against the other players. I am there to enjoy the game for myself at a slower speed and that is just what I am doing.

As for now, Rynala and I are currently level 31 in Aion. We probably will not hit level 50 for at least another two months. We have been working on crafting a lot. My cooking is at 399 and my armorsmithing is at 399. Her weaponsmithing is at 399 and her handicrafting is at 199. On another note, spam is virtually non-existent now in the game. Spam messages come few and far between. It seems like NCSoft is cleaning up the place quickly.