Evergreen Content

After some technical difficulties caused by the fact that my upstairs computer appeared to have come back in a half alive state after what I can only assume was a power blink caused by last nights storms…  aren’t run-on sentences awesome?  I am finally sitting down at the computer to write this mornings post.  Additionally I am drinking the sweetest cup of coffee ever… because in my half awake state… I dumped the Splenda designated for my wife’s cup into mine.  The end result is a cup of coffee with like six packets of sugar in it.

Evergreen Content

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One of the things that has always frustrated me with MMO design is the fact that the higher up in level you are, essentially the fewer options you have for where to spend your in game time.  What I mean is that usually games spend a good amount of time to provide alternate starter zone experiences, and then those usually funnel into shared zones for your faction before dumping you out into a ladder of zone progression towards the “end game”.  Once you arrive at the end content you experience the same thing… everyone is pushed towards the same few content items.

When an expansion is released the same thing happens again but even more limiting.  You are pushed out of the “old world” content and into a much smaller new world with the same very vertical progression path.  Everything about the old content becomes completely disposable as it is immediately replaced by the shiny new things from the expansion areas.  Not only is the new content separated by distance usually, but it gives players absolutely no incentive to ever return and revisit the older content.  As a result each time an expansion is released the players are ultimately throwing more and more content in the dustbin.

A Better Way

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Granted some games do a much better job at addressing this problem than others.  In Rift when mentoring down you receive xp and rewards as though you were doing content at your level.  The same is more or less true with Guild Wars 2 and its always mentored system of scaling the player down to the content level at all times.  But in neither system do you really address the problem of lost dungeon and raid content.  Ultimately you can get rewards similar to what you could earn at level, but you will never actually be able to progress your characters in the same way unless you are always doing the latest and greatest content.

With the advent of systems like StoryBricks that allow for smarter AI encounters, I keep wondering if this is now the time to have a much better system.  Ideally this would work better in a system without hard level ranges, and more a “tiers of gear” approach like The Secret World has in place.  What if a mob could perceive you as a greater threat based on your “tier” and ultimately fight “smarter”.  This would make the old content scale to whatever level you happen to be at the time.  The old encounters would be evergreen in that beating them at Tier 1 would be significantly easier than beating them at Tier 4.

Horizontal Progression

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As a result you could continue to “pay out” the best tiers of gear, because all content would essentially scale up to meet the level of the players taking it on.  In a mixed level group it would get far more tricky.  You would have to do some sort of an average level for the encounter, but ultimately the base idea is that as you level your character you continue opening new doors to experience, rather than constantly closing permanently the doors behind you.  I feel in part that this is so enticing as no amount of hard worked content provided by the designers would ever be considered “throw away” or “leveling” content again.

This of course is a massive pipe dream, and I am sure there are all measure of technically limitations to what I propose, but I have always wanted a world that scaled to me that I never outgrew.  We can have this concept in single player games like Oblivion, I just think its time that we see a proper implementation in the MMO world.  One added benefit is that being able to progress regardless of the content you are doing… incentivizes players to do the right thing socially… and assign their friends and guild members through that “old world” content.

Socially Beneficial

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Being one of those players that regularly helps out the “young-ins”, it can be frustrating knowing that you will not actually progress your character while doing this thing that was “socially” the right thing to do.  Games like Rift or EQ2 provide alternate advancement paths that make it much more enjoyable, since you know you are ultimately still making your character better in the process.  However… would it not be that much cooler if you could provide a system that allowed for both the low tier player and the high tier player to receive the best type of rewards they could get… together in the same group?

It is always awesome watching a new player get their first really awesome item, because you grouped up with them to help them through a challenge.  Would it not be equally exciting for them to watch you getting the same because you chose to help them?  I have had a mantra for awhile… “anything that prevents me from playing with my friends is bad” and this is exactly the opposite of that.  It makes sure that playing with my friends will always benefit me in the same ways it benefits them.  Sure the content might be ultimately more difficult when you have 3 tier 1 players and 2 tier 4 and the end difficulty level is something in the middle…  but as group you will be able to work through the challenges.

The Problem

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As I sit here to write this post, it feels like it is coming out super esoteric… and as a result I am hoping to place it more firmly on the ground.  In my office on the wall are lots and lots of maps, and many of them are from MMOs.  There is one above my monitor that came from the Kunark expansion to the original Everquest for example.  As I look at the glorious landmasses that are all these games… I am bit sad thinking that so many of those zones I will never have a valid reason to return to.  They will never again be truly important to me, the same way they were when I was first leveling through them.

I would just like to see a design scheme that makes it always valid for us to return to the content we know and love and have conquered and find completely new challenges.  This goes double for dungeon and raid content.  Wouldn’t it be cool if you could zone into Blackwing Lair in WoW with a group of friends… and get an encounter tailored to fit YOUR level… and not a “roflstomp” soloable mess?  The worst part about the “e-sport-ification” of raid content, is that we are constantly having to throw away fun experiences for whatever the newest tier happens to be.  Sure you can always return to the older stuff, but it has been trivialized by the progression you have made since then.

I would just like to see something that fixes this.  So that a zone stays epic regardless of when you tackle it, and that there will always be new and more exciting challenges and rewards to be found there.  With the construct of scalable AI and encounters…  I think that maybe finally this concept is ready to be explored.  I have no desire to stay in the starter zone, grind boars, and become amazing like they did in the South Park spoof… but it would be awesome to be able to go back to that low level content and have a reason to be there.

Wrapping Up

Well I need to wrap up and get on the road.  I feel as though I have laid out a huge rambling mess.  Hopefully this will make sense to someone.  It has been a concept bouncing around in my head for awhile and all the talk of Storybricks and EQ Next and Scaling Mob intelligence has dislodged it enough that I wanted to try and put it down into words.  I feel like I am fairly grossly unsuccessful at doing so.  I hope you all have a great day, and I hope you can grasp the crux of what I was trying to say.

Playing Without Rules

This is another one of those mornings where I am sitting here struggling to find purpose… or at least something to write about.  After a few nights of lousy sleep I managed to get a pretty solid one last night.  The Ceiling Fan has essentially died in the bedroom, but yesterday I hooked up an oscillating fan and it was actually quite comfortable using it.  Oddly enough though, even with a good nights sleep I am just out of it this morning.

Guest Posts

I have to say I was shocked that both of my guest posters had topics ready for me yesterday.  I apparently fail miserably at the concept of a guest post, since most bloggers use them for days when they don’t actually want to post.  I kind of feel like that would be cheating this little experiment I have been on, to see if I can manage to post every single day for a year.  I fear for November, since I plan on doing NANOWRIO this year… and I am not sure how I will be able to write every night… and then still be able to come up with something worth saying in the morning.  You guys might just get a lot of status updates to my word count.

Ariad and I don’t always see eye to eye, but honestly he said a lot of things I would have said.  Ultimately my problem is not removing the Trinity persay… but that when you remove it… it has to be replaced with something.  In his post he did a great job and outlining how various games both digital and real all have roles that are played.  So if you want to remove what World of Warcraft essentially distilled those roles down to… you need to replace them with something else.  The absence of role based play essentially turns everything into a mindless deathmatch, which while fun for some time does not lend itself to engaging gameplay.

Playing Without Rules

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Sevok has been a pet class in essentially every game I have ever played with him.  He pretty much personifies what I think of when I think about that type of player.  There was a pretty good debate that spilled out onto Google+ as a result of yesterdays posting.  Essentially when dealing with a pet class, I get frustrated because I would rather just do it myself instead of sending my minion in.  That along pretty much identifies me as NOT being a pet class person.  While I raided on a hunter in WoW during Vanilla… I tended to lose interest once they fixed the pets and we actually had to use them in combat.

The above shot is from a run through Scarlet Monastery House Stalwart did a few weeks after the launch of World of Warcraft.  Essentially we had two hunters, a shadow priest, a dps warrior and a mage.  We had no real “healer” and we used a combination of the two pets to tank…. additionally if you look above you can see that I was a survival tree “melee” hunter.  I am in fact the dwarf banging on the Abbot with the polearm.   Everything we were doing was “wrong” but we didn’t really care.

Why did we play this way?  Quite honestly because we didn’t know any better… we had yet to be told by the internet that everything we were doing was not effective.  Honestly I think that has been more to blame with the stagnation within the MMO market than anything else.  The “Elitist Jerks” of the world quantify and distill everything about the game world, and reduce it to a series of equations.  Math is solid and unyielding, and extremely hard to argue with…  but also pretty boring at times.  It seems like in EQ, DAoC, and the early days of WoW we were extremely willing to make bad decisions… just to see what the consequences would be.

So what if I was a melee hunter… the brunt of internet jokes.  I had fun doing it… I made it work… and through a mixture of stubbornness and creativity we were able to make things work.  Sure there was always a point at which it became difficult… but even once the golden path was deeply ingrained in me… we managed to do a Blackrock Depths run with 2 rogues and 3 hunters and finished it off without much issue.  Additionally our raid used to do all hunter Upper Blackrock Spire runs for fun.  When 10 hunters cast aimed shot at exactly the same time…  mobs pretty much just evaporate.

Flexibility of Roles

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Ultimately what I am saying is that while we were using sub optimal builds and class compositions we were able to get through the content by the use of our wits.  While we did not have the things that people prescribed as a “tank” or a “healer” we adapted through the use of what we had.  We still very much had someone playing the role of the main tank, and someone playing the role of the healer, but we were doing so in non-standard ways.  Ultimately this is the sort of thing I feel we need going forward.  The ability to blur the lines of what is the tank and healer, and allow multiple people to fulfill these roles in multiple ways.

Ultimately to me it is not the failing of the trinity or role based combat, but the failing that the designers have allowed games to get distilled down to the equation of “only one right answer”.  Having a Golden Path is fine, but quickly there becomes way too much social pressure to conform your character to the most optimal path.  I think that is why I have enjoyed playing Rift so much over the years, is that there are literally thousands of possible right paths out there, that can be tweaked and tailored to fit the exact preferences of a specific player.

Sure there are golden paths, but they seem to change on a weekly or monthly basis.  With the ability to have an extreme amount of prebuilt “roles” you can switch to it allows players to have both their experimental builds and their tried and tested builds and be able to swap back and forth between them freely.  On my warrior I totally have a 61 paragon and 61 champion tried and true dps build…  but I also have a number of Tanky builds that have different personal flavors to them that I am using to test various things out.

No Right Answer

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Ultimately I think this is the hope I have for Everquest Next and its implementation of Storybricks.  I feel as though there will NEVER be only one right answer.  That we the players will be able to tailor a solution that fits the skillsets we have available.  But I still feel as though role based gameplay is one of the tools in that toolkit to allow us to build those solutions.  I think as Ariad, Sevok, and myself were trying to point out.. that each of us as players brings with us a certain favored role based mentality.  My hope is that we can apply those ways of thinking towards new and complex challenges regardless of the character abilities we happen to currently have and come out with interesting gameplay as a result.

Flexibility of purpose and the ability to shift back and forth between what role a given player happens to be playing at the time completely seems like a viable way to deal with smarter mob AI.  As evidenced by all the comments the other day regarding my wanting not to lose tanking as a thing that is done in MMOs…  some of us have very technical definitions of what that role is.  Much of that is rooted in the construct of the “Taunt monkey”.  But as I tried to explain in the “Tank is” post… I am very flexible in what that definition means as it is applied to a given games mechanics.

My initial fear with Everquest Next was that they would be going with the “Everyone is DPS” solution that Guild Wars 2 used.  This was most definitely not the path to interesting gameplay, and more or less over the course of several discussions since the weekend I have arrived at a point where I believe that EQ Next will have much more meat on its bones than that.  It sounds as though they are building in roles to replace the trinity… but we just simply do not know what those roles will be or what exactly they will entail.  I really look forward at getting my hands on Landmark as it goes through the beta process.  I am hoping it will help to answer a number of questions.

Wrapping Up

It is that time again, and I need to be getting on the road.  I have managed to turn a day where I had no clue what to write about into another long ramble.  I cannot guarantee that anything I wrote is really worth reading… and is likely just me working out concepts in my own head… but my readers should be long used to that by now.  I hope you all have a great day, last night we had a fun guild night running around and closing rifts.  Was fairly relaxing and had a great time hanging out on mumble with Rowan, Psynister and Fynralyl.  Hopefully we can get some dungeons going before too much longer, even if I have to start playing my cleric so we have a healer.  I will be happy when 3.0 releases and rogues and warriors finally have a main healer.

A Pet Class is…

… Complicated

Well what isn’t, right?   This post was inspired by Bel’s post “A Tank is…”  My “thing” is pet classes, so naturally that’s what my “<x> is” post is going to be about.

We pet class nuts tend to be very loyal to the archetype.  Here’s a list of many of my main characters throughout the last 16 years of MMO playing: UO Tamer; AO Meta-Physicist and Engineer; EQ1 Necromancer, Magician, and Beastlord; SWG Creature Handler; EQ2 Necro and Conjuror; LOTRO Lore-master; WoW Hunter and Warlock; AoC Necromancer; WAR Squig Herder; the list goes on.  See where I’m going?  All pet classes!

I’ll talk about the history of pet classes in MMOs, issues that have been raised surrounding them, and things that pet class devotees look for in a game.

In The Beginning…

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… there was Ultima Online.  UO was the first commercially noticed MMO, and so that’s where I begin my pet class history lesson.

UO isn’t a class-based game – your character advances by increasing skills up to a certain limit.  One skill in UO is “Animal Taming.”  This skill allows you to tame and thus control certain creatures in the world – from lowly chickens all the way to powerful dragons.   As you adventure with your pet, it gains skills just like you do.  In the past, if your pet died during your adventures, it was lost forever.  Now, however, powerful Tamers can resurrect fallen pets.

This sort of set an early standard for pet classes for me – the ability to choose your pet, by taming it yourself.  This standard, unfortunately didn’t get carried on, except for in one game.

That game was Star Wars Galaxies.  Before the “NGE” (aka game ruining fiasco), there was a class called “Creature Handler.”  This was very close to a UO Tamer – but better.  Creatures in the world had extremely varying stats, and the best CH’s had very powerful pets.  Additionally, another class called Bio-Engineer could custom-make pets using DNA obtained in the world.  A really accomplished CH had many powerful custom Bio-Engineered pets.  It was awesome!

Since then, options for pet customization have been limited.  In most games, your pet type is determined by your class.  Necromancers summon and control undead things, Hunters control animals and so on.

We’ve Got Issues

eqnecropetsOf course, many issues have been raised surrounding pet classes.  Most of them boil down to the belief that pet classes are overpowered.  This is because a pet class character has two “objects” in the world doing damage at once – the character itself, and the pet(s).

There have been many ways employed to ensure this overpowered state isn’t true.  Most of them center around the idea of either making the pet the main damage source, or making the character the main damage source.  WoW for example essentially made you choose between having powerful pets or being powerful yourself.

One way EQ1 ensured pet class balance was that pets were not as useful in large group content (raids).  This wasn’t intentional of course, but it did work.  Pet pathing was flaky at best, so having a pet during a raid could easily cause wipes if you weren’t extremely vigilant.  And pets “pushed” mobs too, sometimes causing them to get out of a good position.

Other balancing methods include making pets very weak in terms of hit points, or making pets only exist for a short period of time, requiring constant re-summoning.

What do we want?

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I’ve been a part of quite a few pet class specific communities over the years, and that combined with my own pet class fervor has made me aware of the basic things pet class people want out of a game.

In general, we are damage players (DPS).  We use our pets and our spells or weapons to help kill monsters.  EQ1 has a single pet class that can fulfill either the DPS or the Tank role (in some content) – that class is the Beastlord (and it’s awesome when played with skill).  But in general, pet class people want to fill the DPS role.

We want to be useful.  If we can’t function well without our pets, make sure that group content is pet-friendly.  This is a basic need; if we can’t use the most fundamental part of our class in all content, sadness ensues.

We want to be able to choose pets, either via class choice, or via a “taming” mechanism.  Sure, a Necromancer is always going to have undead things as pets.  A “Hunter” type is going to have tamed animals as pets.  That’s cool.  But make sure there’s a choice!  Some people hate the idea of a Necromancer, and would always choose instead to have Elementals as pets, or animals, or similar.  Some people mainly only like Necromancer types.   The absolute best-case is having “set” pet classes like Necromancer, Magician, etc, and having a “Tamer” type for those that want to choose their pets.

My wife and I had a discussion once about my pet class fervor and her rogue-type fervor.  We decided it boils down to a personality thing.  Would you always prefer to “do things yourself?”  You’re probably not a pet class type. If you’d usually rather hire someone to do something, or have a servant do it… you’d probably like pet classes.  (But sometimes we like to do it ourselves too, so the character does need some power of its own.)

A Class Is…

It’s been a while since I’ve posted here, partly because I haven’t had much that I can write about. Bel started the ball rolling with A Tank Is, and I thought I’d follow up with my own. I almost started with A Healer Is, or A Rogue Is, because people who know me would likely expect to see one of those (and probably be very surprised about the other), but I realized what was going on behind the scenes, as it were, and I thought I’d share here.

Indecision?

I’ve played a lot of classes through a lot of games. My friends, if they weren’t so nice, would probably call me indecisive or schizophrenic in the things I choose to play. I’ve been a thief (UO), an enchanter (EQ), a druid (EQ, WoW), a rogue (WoW, EQ2, Rift), a tank (WoW, Rift, SWTOR), a healer, a support, everything. It doesn’t always look like there’s a method to the madness, but I’ve realized, for me, what drives me to each thing I play.

A Class is Identity

Black Mages, http://finalfantasy.wikia.com/wiki/Black_Mage_(Job)

When I pick a class, I’m picking an identity. I’m declaring to the world (or, well, the game) what kind of person I am, and how I interact with the people, places, and things around me. The industry term for this is “player fantasy”, and it drives a shockingly huge amount of inspiration, dedication, and attachment. It’s more than just the class that determines this, but a player’s class is a big part of it.

I look at the Black Mage above, and I see someone focused, someone intelligent and a bit mysterious, who needs no physical might to make his or her mark on the world. I like that. I want to be that. By comparison:

This is the rogue to me. The Prince of Persia isn’t incredibly strong, and doesn’t wear heavy armor, but he’s fast, smart, and tricky. He’ll win the fight with this big brute because he’s quicker and cleverer. I like it, for the same reasons I like the Black Mage—he wins with his brain.

Classes and Roles

I look at the two examples above, both near and dear to my heart, and something stands out. I like them both, for the same exact reasons, but they both do very different things. They both fulfill my player fantasy, but it’s divorced from my role. Bel will attest that I will cheerfully tank things, when there is a rogue-tank option. I quite enjoy it, but the important thing is that my player fantasy is fulfilled. I’m not a big, muscley meatshieldy plate-wearing type. I’m the quick, clever, faster-than-my-enemies type. If I need some additional protection, that’s going to come from my speed or my magic, not armor or straight burliness.

What I do isn’t necessarily tied to my player fantasy—I just want to be faster and smarter than my enemies, and sometimes trickier and sneaker too, if I can manage it. If that means I’m a sneaky, killy Assassin or a tanky, maneuverable Riftstalker or a clever, resourceful Enchanter, I’m accomplishing that goal; I’m getting to play out my fantasy.

A Class is a Function

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When I’m dropped into a new world and asked to represent myself, to make my character, I need to make informed decisions. Whether that’s a class, or a starting ability package, or a weapon of choice, or a vehicle, my initial choices tell me what I’m good at and what I’m able to do. It tells me what make me different from the people around me, and what I can do well.

In a lot of ways, it helps me know whether I will enjoy a game. If I pick a class that isn’t good at the things I like to do, and I try to play the way I’m used to playing, I’m probably going to be disappointed. I’ve played games where I’ve switched classes partway through and rediscovered a game I thought I didn’t like—I played a Magician in Everquest for months before I tried the Enchanter on a whim and realized that, while the Magician was okay, the Enchanter was far more fun and fulfilling to me.

Classes and the Trinity

Whenever the argument about “The Trinity” or other role-based systems in games comes up, the first thing I see is “there are never enough healers or tanks” and “no one likes to wait around”, or, the worst, “people don’t want to be forced to play something they don’t like”. There’s usually a call to “abolish the trinity”, and to let people do what they like.

I don’t have a fundamental problem with this viewpoint, but the most common solution I’ve seen – abolish roles entirely – isn’t the right one. The Trinity is the foundation of group-based play. Whether that’s the MMO-standard Tank/Healer/DPS, or the team positions in soccer, or football, or League of Legends, the roles provide a means with which the individual participants in the group can become, together, more than the sum of their parts. Role-based play, regardless of what those roles are, is at the forefront of nearly every deep team game, and even quite a few non-team games. Chesspieces play a variety of roles, dictated solely by movement, and the game of chess is built around both the strengths and the limitations of each piece; it forms a deeper game than if every piece were a Queen.

Making it Better

You can’t just rip out the foundation without building something in its place. It’s something we’ve seen tried in various places, and the resulting gameplay is frequently-to-always unsatisfying for the players who enjoy team-based play.

That being said, the aforementioned arguments aren’t invalid. Frequently there are too few tanks or healers, or supports, or clerics. I submit that “not enough tanks or healers” is a symptom, not the root of the problem. How many games allow only burly platewearers to tank? How many allow wizardly mages to tank?

In League of Legends, a common complaint is that no one ever wants to play support. Let’s analyze this: There are 115 champions in League. Of those, nine are listed as “Support” within the game, and 12 are listed by one of the top players of the game (here: http://blog.ibuypower.com/2013/08/chausters-conventional-support-rundown/). Somewhere less than 10% of the available champions are Support, and of them, half are spellcasting women. Tropes aside, if “spellcasting lady” isn’t your player fantasy, you’re SOL.

If you make a game where you satisfy a wide enough variety of player fantasies for all of your roles, I suspect you’ll see a good distribution of your roles. What this means, more than anything, is options. Don’t abolish the foundation, give many, many ways of fulfilling it. If I can be creative with how I fit into a team, it will be much more satisfying than playing something I don’t like just to fit into the team, or worse, not having the team at all.

It’s on the Designers

Hundreds of years of team-based games tells me this: don’t throw the baby out with the bathwater. A team should become more than the sum of its parts, and whatever paradigm you come up with to accomplish this, that is the core.

Designers are in the position of fulfilling player fantasies, and making sure that the player fantasies they create satisfy the roles they make for their game, and are distributed enough to make sure enough options exist for every role. Let me play a mage tank, and a rogue healer, and a platewearing stealther. It’s what design is for—creativity.