Bonus Stage: Deja Vu

I really don’t have anything terribly brilliant to say today.  Was a busy day at work, and I am steel reeling from finally getting that faction post hatched onto the page.  Still feel like I am not 100% over the sinus/pneumonia mess of last week.  Been dealing with it still because apparently I infected my loving wife, so she has been going through the all too familiar motions.

Down subscribers? Create new fees.

Yesterday Blizzard announced that they would be rolling out an exciting new feature for World of Warcraft.  Soon you will be able to run dungeons with all your RealID friends on other servers.  If that sounds exciting, prepare to shell out another monthly fee for this premium service similar to that of the mobile guild chat.

With the continued popularity of the Dungeon Finder, many players have been asking for a way to group up with real-life friends who play on other realms to take on instances together. Today, we wanted to give you a heads up about a new feature currently in development that will allow players to invite Real ID friends of the same faction to a party regardless of the realm they play on, and then queue up for a 5-player regular or Heroic dungeon.

As this is a fairly complex service to develop, we don’t have a release date to share quite yet. It’s important to note that as with some of the other convenience- and connectivity-oriented features we offer, certain elements of the cross-realm Real ID party system will be premium-based, though only the player sending the invitations will need to have access to the premium service. We’ll have more details to share with you as development progresses — in the meantime, you may begin to see elements of the feature appear on the World of Warcraft PTR.

This feels suspiciously like Activision putting the screws to a business unit that had to publically announce they were down 600,000 subscribers.  I have read somewhere in my travels that the number is more like 800,000, but at the time of writing this I was unable to find where I had read that.  Either way, just like any commoditized service, if usage goes down you have to raise fees somehow to maintain profit margins for the shareholders.  Since raising the monthly fee would be tantamount to suicide, seems like they are going to continue the tradition of nickel and diming its users with optional premium grade services.

PSN Down Again

This one seriously felt like Déjà vu.  Before lunch I was reading an article that the PSN network was coming back online, and that users could finally look forward to using it again.  I was happy to see that life might be returning to normal for their users.  Then about 3:00 I did a run through my google reader and saw the headlines that PSN was down yet again.

ZDnet has a decent article about what occurred today.  Seems like once again Sony was compromised.  Now it still isn’t certain if this is really an Anonymous attack as some claim, of if this is a group just trying to plant the blame squarely on the high profile group.   There are signs that it might be, considering Anonymous did issue a statement to Sony.  Either way, Sony has most definitely pissed off the wrong people.

I fear if PSN was compromised so quickly, another round of attacks at SOE will not be far behind.  At this point, I can’t really see how Sony can bounce back from this one.  A little over a week ago Tobold made the very serious pronouncement that SOE is Doomed.  If another round of compromises comes through, I seems completely set in stone that this will be the case.  With them already struggling before this debacle, I just can’t see them surviving intact.

Pen and Paper and Bytes

One of my biggest laments since venturing into the world of the responsible adult is that I really do not have time, or availability to play the pen and paper games I loved so much.  For years I have scratched this itch with various MMO titles.  While they are great in their own right, they still pale from the full on creative expression that pen and paper gaming gives you.

A friend of mine was feeling the same way, and proposed we try gaming online.  He found a cool tool called iTabletop, that allows the GM to present visuals to the players and deal with various rolls that are the trapping of any pen and paper game.  Only time will tell if this little experiment will work but I am looking forward to it.  We are planning on playing a custom Steampunk setting, using the World of Darkness rule set for simplicity sake.  The “d10” system of Whitewolf has long been a favorite of mine for ease of character creation and speed of play.

Minecraft meets Wonderboy

 

Lastly this week I have been playing with a new game that just got released on Steam, Teraria.  I have heard it most often called 2D Minecraft, but in truth it is a lot more.  What it really reminds me of is the Sega Genesis game Wonder Boy in Monsterworld.  Basically start with a side scrolling 16 bit title, and add construction elements similar to Minecraft, and you have what the game plays like.

I am not very far along, and being an alpha game like Minecraft was there are numerous bugs.  When I try and run the game full screen on my laptop it runs at something silly like 500 fps and becomes completely unplayable.  However the game itself is compelling enough that I can see this really catching on.  I look forward to trying it out on a multiplayer setting.  Some of the toys you can see in the above video really make me want to explore the depths of the randomly generated world.

Rethinking the Faction Grind

This topic has been incubating in my head for awhile now.  Basically I feel we have reached a point where we have strayed so far from how cool factions used to be, and arrived at something that feels very much like busywork to keep us all pacified.  I thought I would take a bit today to go into where we are currently with faction systems in modern MMOs, preface where we came from and propose some thoughts on where we should be moving towards.

State of the Grind

factiongrind_wow I will be the first to admit that I like earning faction.  There is something gratifying about seeing those little numbers after you have pulled your mace out of the skull of a monster telling you that you just got a little friendlier with a cool group of NPCs.  The concept of faction has been in place since the early MMOs, and has expanded to levels I would have never imagined back then.

Right now it feels like as a player there is a faction hidden behind almost everything, even when it doesn’t necessarily make sense.  There is an inherit need for some of us, to max out all those little bars and unlock everything we can get by doing so.  Where we currently are in the way this system works has become extremely formulaic.

The Company Store

quartermaster-arok Basically as a player you complete quests and or kill baddies for a specific NPC faction in the world.  As you do more, you gain more of their currency known as “faction”.  The faction system is traditionally divided into multiple tiers that have fuzzy little names, denoting how much these characters adore you.  The reward at the end of the tunnel is access to the company store of sorts.

Usually in an NPC faction area there will be a special NPC called generally a Quartermaster.  They have a treasure trove of items that can be purchased for currency, but each requires a certain level of standing with the NPCs.  As you go up in faction the rewards get more and more tasty until usually at the very end there are some spiffy pre-raid epics glistening there for you to take.

The problem is, currently this is about all faction is worth.  We complete these grinds, in order to get some baubles that we will ultimately outgrow far more quickly than we would hope.  As a result, once you have finally achieved the pinnacle of this crawl the rewards often seem rather lackluster.  The number of these faction grinds has increased exponentially in games, but instead of giving us more interesting things to do, they seem to all be stalled out in this formulaic model.

The Curious Case of Kael Drakkel

kael-arch Thing is, the faction system used to mean a good deal more to the players.  Over time we have regressed from a very vibrant and world changing model to the very simplistic formula of the quartermaster system that exists today.  Ironically the game that had this very imaginative system was the grandfather of the current MMO genre, Everquest.  I can give you numerous examples of imaginative and compelling uses of faction in this game, but without a doubt the one that stands out most in my mind is that of Kael.

Kael Drakkel was a mythic city on the continent of Velious, the second expansion.  The entire city was populated by frost and storm giants, and as a result was scaled massively to fit their proportions.  It was located smack dab in the middle of the land, situated between the Wakening Lands and Eastern Wastes sitting as the gateway to the higher level content. 

To most players, this was a great raid zone, and killing giants here gave you faction with frost dwarves  of Thurgadin.  Killing the various giants also gave you the ability to get rare quest drops, that could be turned in with other items to produce a full set of raid worthy armor.  As a result we spent many an hour hunting here, but every now and then I would see other player characters walking around freely inside the city.  The fact that players could walk freely among these same giants that wanted to grind me to bits was a great puzzle.

I found out later that if a player so chose, they could abandon the normal faction path and choose to hunt the Dwarves of Thurgadin and several factions of Dragons, instead raising their faction with Kael Drakkel itself  As a reward for this epic task, they gained access to similar armor quests, but even more important a friendly foothold in the middle of this dangerous continent.  This gave them quick access to all the highest end content in the expansion while providing a safe haven to bank and shop.

There were many such examples of this, while I never ventured down the Kael path, I did complete a similar faction grind.  Through killing the Kobolds of the Warrens I managed to raise my faction with the evil Shadowknights and Necromancers of Paineel, giving me access to venture in and out of the city like a full fledged citizen.  My friend completed a similar path, that allowed his evil Iksar Monk to trade freely with the halflings of Rivervale.  In both cases our hard work gave us access to content our races never would have allowed.

Remembering the Past

drakes While I love the influx of quartermasters, and the goodies they offer, faction grinding should have far reaching effects than just unlocking trinkets.  In the Everquest system, the players gained game changing effects allowing them access to new cities, new quests, and new game experiences.  The current faction grind system just seems so lifeless and meaningless in comparison.

One of my biggest frustrations has been that when you gain faction, it has no real effect on your gameplay.  I can remember being supremely frustrated in WoW upon encountering Alexstraza in Twilight Highlands, that she seemed to have no recollection of all the work your character performed helping her and the red dragonflight in Dragonblight.  Instead of getting a nice bit of lore and flavor recounting all the help you had provided, I was “rewarded” with another lifeless set of quests.

Another big issue is that factions get created for no real reason.  I can remember being frustrated when Burning Crusade was released, and all the work we had done for the Cenarion Circle meant nothing, because instead of using the same faction and rewarding players for past work we were handed yet another meaningless grind by calling the Outland faction the Cenarion Expedition.  The same goes for the frustration of having both the Argent Dawn and Argent Crusade, but no real reason for them.

A Better Future

betrayfreeportrocks I think we have lost too much of the nuance that we mmo players used to have in the switch to the quartermaster model.  What I want to see is in the future, our decisions as players have actual compelling results.  Earning a purple bauble that you will replace all too soon is a boring use of faction, giving players access to entirely new areas of the game is an extremely exciting one. 

One of the most interesting things I have seen in years was with the release of Everquest II.  Players chose a race, which often times forced them into a factional path.  Iksar and Dark Elves for example, will never be seen as “good races”.  However if a player so wished, they could go through an interesting series of quests and very epically “betray” their home faction, essentially switching sides in the battle.

While fun, and offering more flexibility than many games gave the players I still feel it was tied down to a very artificial black and white factional wall.  I realize the us versus them system, is in place for the most part to facilitate clean player versus player lines.  However I believe faction systems would be far more enjoyable for the players if the lines were allowed to grey a bit. 

As a traditional “light side” race, you might have in your travels managed to broker a trade route with the trolls for needed supplies.  If you were a particularly noble dark elf, you might abandon the path of hatred and take up the path of justice as such befriending the “good” races.  The players that play these games are made up of complex goals and ideals, so why shouldn’t the faction boundaries and alliances be equally complex.

I feel that by switching to this formula model we have arrived at over the years, and that each new game adopts a copy of, we have abandoned a rich tradition.  My hope is that even the current game set can start to adopt a little more flavor and spread out a bit further from the cookie cutter us or them model.  I am not expecting to get freeform factions for awhile, but it would be nice to have my actions unlock new game play options rather than just more grind.  Only time will tell, but I feel that the current model needs to change.

Nothing to see here… literally

I really don’t have a great post for today, but rather go without a post I am cobbling something together.  Last few days I haven’t really followed much of the goings on in either the blogosphere or gaming press.  Basically all of this is due to the fact that I have continued to get sicker.  Finally get into a doctor and sequence of events goes a little something like this. 

My allergies were mean, and took over my zone thanks to the cottonwood invasion.  Then they managed to accidentally open a sinus infection rift.  Over time according to the doctor this started a zone wide pneumonia invasion.  Rather than letting it overtake my zone, she summoned a guild known as Levaquin to help fight it back.  So end result is…  I am still feeling horrible but hopefully on the mend.

Rift Commercials

As I sit at home, not really feeling like playing, not really feeling like doing much I have been watching a lot of the Syfy channel.  As a result I have seen a good number of the new rift commercials.  Honestly it is a damned clever idea.

Commercial #1

Commercial #2

Time to End Quests?

Wolfshead Online posted an interesting piece entitled “Why It’s Time to Get Rid of Quests in MMORPGs”.  While I don’t 100% agree with the premise that quests need to be removed, since I have played a game before that might as well have not had quests… Everquest.  However it is a well thought out and rather lengthy case for their removal.

I think in the grand scheme of things, I am longing for a game that is a little more sandbox and a little less golden path.  I like having quests, for when I want to quest… but ultimately I think there needs to be a type of gameplay supported that favors free exploration.  I think a game that had a questing system similar to that of Oblivion would be the perfect blend.

In that game you are never beaten over the head with the need to run quests, but they are there and extremely compelling if you choose to seek them out.  I think there has to be a way to bridge the gap between Everquest, where the quests themselves were near impossible to find and confusing to complete, and the world we live in now where no game dare launch without a shimmering path of breadcrumbs for the players to follow.

Rethinking Recruit-a-friend

Earlier in this week I posted about the new Rift Ascend a Friend program.  While I still think this program is by far the best I have seen implemented by a game company, the more I thought about it the more frustrated I got.  It feels like all of these recruitment programs are fundamentally flawed.

Why Recruitment Programs Suck

rewards-steed

The fundamental flaw in all of these programs is simple.  When a game starts to drop in population after its initial release boost, the first tool in the bag of mmo publishers to to break out a recruitment program.  Where better to draw in new people than from their loyal player base.  If you have friends playing a game, you are more likely to adapt to it yourself.  I find no flaw with this logic at all.

Where the breakdown happens is the fact that most “alpha geeks” have already drawn deeply from their friends at the release of the game.  I know personally I have been responsible for the sale of at least a dozen copies of rift.  At this point, everyone that would make a solid player is either in game, has tried the game and left, or is a wow-loyalist and bordering on ignoring me for my constant pro-rift banter.  While recruiting three more people doesn’t seem like much, for someone like me who had already drawn deeply onto the friend pile, it definitely is.

In theory, by creating a recruit a friend program, you are slapping your most loyal players in the face.  Those are the folks who have already brought everyone they could into a new game.  For example, I sold probably 30 copies of WoW over the years, but it took me 5 years to finally earn one of the recruit a friend mounts.  In this scenario however, the mount is the least important part.

It is extremely frustrating that all of these friends who I have brought into the game, can never be linked to my account like any new people I recruit will be.  Since some of my closest friends are already playing, I wish there was a way to somehow retroactively tag them as folks I brought in.  How handy would it be to be able to join your friends in doing whatever they are doing by teleporting to them?

How to Fix Them

The thing publishers need to understand is that from the day the game launches, their most loyal players are going to be actively recruiting.  So even if there are no rewards for it from the beginning, you need to give your players a way of flagging which players they have recruited into the game.  This is not something that can really be rolled out a couple of months after the game launches, this is something that needs to be in place prior to release.

Bioware seems to be getting this, at least in a small way.  With The Old Republic they have given us the ability to form guilds, recruit players, and create the social structure for the game well before launch.  However I think all publishers really need to look at this as the new norm.  The key difference between an MMO gamer and your standard console or pc gamer is that they crave the social interaction that these games gives them.  As a result it is impossible to divorce the community from the gameplay.

More than likely I will eventually get my pony.  However as a beta rift player, that managed to bring a good share of his friends into this game, it is frustrating that I will need to go into hardcore recruiter mode to earn it.  While this is not a massive deal, but recruitment programs have been a constant of MMOs for years.  Knowing this, I think it is something that publishers have to think of from day one.  Capturing this user loyalty from the start, only serves to give your player base the message that they really do matter after all.