Familiarity in Proximity

Mega Servers Continued

A few days ago I made a post on about launch issues and game servers, and the problems and solutions that come from various server scenarios.  In my post I presented some discussion about the various styles of servers and the weaknesses that each have.  Mega Servers are an awesome technology but there are problems with it, namely that it reduces the casual proximity of players.  In my post Doone made a comment, and while I normally would have simply posted it as a reply…  I am thinking that maybe I need more space to go into my thoughts.  For sake of not having to make you jump through a bunch of hoops I am going to repose his comment here.

Im not sure why anyone thinks Megaservers make it difficult to build community? Do you mean that it’s too many people to build intimate connections? Because if thats the case, then we’re just talking about social tools, not megaserver tech. Players just need a reason to interact and that doesnt change because of megaservers.

AA’s current situation is embarrassing. Theres not any good excuses for their current situation. This isn’t the first MMO launch, not even the first MMO with land and other features that complicate server flexibility. Theyre simply unprepared for deliberate reasons. There’s just no way they didn’t know what they needed for a smooth launch.

It’s worse that people who shelled out hundreds of dollars to support development are reporting not getting that 4 day advantage they were promised. That’s a serious charge.

Should AA have gone Megaserver? I don’t see how this wasn’t mandatory given the kind of features it has. You need a vast server community that’s STABLE. And you can’t have that when your system is as inflexible as the one they’ve adopted. I think they’re sinking their own ship right now.  — Doone

While I agree with the bulk of what he said, I thought I should maybe clarify my points about mega servers.  At first glance they look like a magic bullet for the problem.  At the very least I thought they were a magic bullet for launch day woes, however they have their own problems that do not always show up early on.

Informal Community

ffxiv 2014-09-22 18-11-33-975 There is a certain kind of community that happens spontaneously by just being around the same players each and every day.  For example the above picture is that of one of the late game hubs in Final Fantasy XIV Revenants Toll in Mor Dhona.  Upon arriving at the Aetheryte crystal I am immediately seeing some familiar places that tend to frequent it.  You can see a name marked in orange as someone I have already friended.  However more than that I recognize if not the names, but the guild tags of many of the players surrounding me.  There is a sense of familiarity in seeing the same players day in and out, and when one of them is in need you are more likely to step in and help out.  This is the way friendships in MMOs used to be formed through shared activity, not just shared guild tag.

ffxiv 2014-09-14 22-10-22-567 In Final Fantasy XIV it has instanced housing wards, where you purchase a house and in theory become neighbors with lots of other players.  Our house is across the street from a Market Board which is the way that you access the auction house economy.  Over the course of weeks of being in close proximity with several other players, we have struck up a bit of a friendship.  One of which is the name in orange in the above Mor Dhona photo.  There is lots of spontaneous interaction that happens just by being around other players and gaining that sense of common goals.  This picture is when we just spontaneously put on our brand new Dragon Warrior inspired Blue Slime King hats and started dancing together.  But the interaction has spread much further than that, and I’ve helped these players out in the world beyond our neighborhood, as well as had my heart warm each time I happened to see one of them out in the wild.

A Server of Strangers

eso 2014-03-31 21-54-58-07 I’ve played many games so far that have some form of a blended server environment.  World of Warcraft for the last several years has blended the leveling zones for the entire battlegroup to make each server feel more populated.  The most recent poster child for Mega Servers however was the Elder Scrolls Online.  Before launch they made several promises about creating a situation that grouped like minded players together into virtual servers, while still all being part of a much larger farm.  While we had one of the smoothest launches since they could easily scale up the hardware temporarily, and reduce it later as needed…  there are a lot of problems that came from not being with a fixed set of players.  Admittedly some of the issues are due to the poor decisions made with the user interface.

In the above image, can you easily tell where my group mates are?  Can you tell the names of players surrounding me?  In both cases the answer is a huge nope, and this poor design choice of obfuscating information about other players only served to make the mega server concept feel that more alienating.  Everyone that was not you became another nameless faceless person taking up room and competing for your resources.  While this is the extreme, I’ve had the same thing happen in World of Warcraft when I encountered players from other servers.  It was like that they were somehow less important to me, since they didn’t share the same server lineage.  I knew that I would likely never see them again, so why even bother trying to be friendly?

Familiarity in Proximity

WoWScrnShot_102913_165101 In a traditional server structure there is familiarity in your actions.  You end up noticing players that do the same things as you do.  It might be farming a specific location on the map because you like the look of it, or crafting at a specific machine.  In hub based MMOs like World of Warcraft, you spend inordinate amounts of time milling around whatever your faction end game city tends to be.  I would spend hours running circles around Dalaran while dealing with raid and guild business over text.  While doing this I used to favor certain areas of the town and vendors, and I started taking note of who else seemed to like milling around these same places.  Over time I would start up conversations and get used to seeing the same people.  If they were gone, I would wonder what they were up to and hope that they were okay.  Over the years there are so many contacts that I have made… that ultimately turned into later guild members that I made only because I noticed they were in the same place as me and decided to strike up a conversation.

The problem with the mega server is that it destroys this kind of familiarity through proximity.  I feel like Elder Scrolls Online was the absolute worst case of this, because not only did it rob you of being around the same people all the time… it also took their names and guild tags from you.  One of the important aspects of a guild is it becomes far easier to recognize than individual player names.  Over time you start to associate a certain kind of behavior with a certain guild tag, and then when you see one of those people leading an event you have an informed decision as to whether or not this is going to be a good thing.  As a guild leader, my people were amazing and the absolute best advertising I could ever have created.  I would get random messages from players who ended up running a dungeon with one of my people, and they wanted to take time to compliment me as guild leader on how nice they were.  It is this kind of interaction with others that I hope to preserve with whatever ends up being the next server model.

The Happy Medium

2012-08-22_234640 As I said in my first post, I think there is a happy medium somewhere.  I think the ultimate version of mega servers, allows you to checkmark certain characteristics that you favor and then creates essentially a virtual server populated with the same players every time.  Similarly I think there are ways for games to maybe more easily identify players that you have interacted with in the past.  The biggest problem with Elder Scrolls Online is that every player felt anonymous.  Even my own guild members, I struggled to locate them in a mob.  This should never be the case, you should always be able to pick your friends and guild members out of the biggest sea of names and faces.  Similarly I think it is important to be able to identify players, because it allows you to form those connections in your mind that if I saw this player in my crafting hub and they are out here doing the same action…  I am invested in maybe going that next step and inviting them to a group.  I want us to keep the best aspects of the traditional server structure, and find new ways to scale them as we go forward.

I want to leave with an excellent post from Sig of Crucible Gaming called “How WoW Ruined MMO Gaming”.  While the title is hyperbole, there are some really good thoughts contained within, and it seems like Sig  mourns the interconnectivity of the previous era of gaming.  Once upon a time we needed players, and as such generally treated them better.  As games have removed the need for having other players we have eroded that base of civility.  While in many cases I think that World of Warcraft has poisoned the well in doing away with some things that were absolutely normal previously, I don’t think we are in an unredeemable state.  Final Fantasy XIV has proven to me that there can exist a game that is both social and modern at the same time… and that has a thriving and cohesive community.  I think the ultimate trick will be finding ways to take what they have done there and scale it to other games.

International Cupid

Short term commitment

Yesterday a friend of mine asked me if it would be okay if she played Elder Scrolls with the House Stalwart group.  She was not sure how into the game she was, so might only be around for a month or so.  She wanted to make sure no one would be upset with her not staying terribly long.  She was afraid that House Stalwart were more dedicated members and might take offense to that.  I of course assuaged her fears, since Stalwart as a whole is super casual and primarily a social guild.  However what came next was a realization that I am not sure I had actually admitted to myself.

When I go into one of these games I don’t really expect folks to last more than a few months.  That has been the track record with new games and our guild especially.  This was so much the case with Final Fantasy XIV that I even started what I feel is going to be a new thing for me.  When I subscribed to that game I chose to do so for three months and then immediately went into the back end and cancelled my account.  That way it would essentially self destruct after three months unless I made some form of manual intervention to renew it.  While you might think this is me not having faith in the game… it is more that I am not having faith in myself.

Other than World of Warcraft, each game I have played has been a three to six month encounter.  While there are still games that I play semi-regularly, the tempest of activity has usually died down into a spring breeze at or around the three month mark.  It feels to me that we are inherently either gaming lifers, or game jumpers.  If you look at my own guild our I would say we have roughly sixty players that have only ever played WoW and cannot imagine playing another game.  Then there is a pool of forty or so that tend to play whatever happens to be the next great game in the internet cultural zeitgeist.  This experience has lead me to the new stance of giving a game three months of subscription and then evaluating where I stand after that.

Cash Shop Expansion

rift 2014-02-13 06-28-17-76 Yesterday the big 2.6 patch went in over in Rift and I have to say I have been watching this one with a bit of excitement.  There are a ton of new features going into the game and you can read highlights of them over on this little info blurb created by Trion.  This is the point at which I am going to be a bit of a downer, because after logging in last night I realized… the things I am most interested are really freaking expensive.  A big thing they added in was the ability to start applying cosmetic skins to your pets.  This has been one of my key frustrations with the pet classes that unlike the WoW Hunter we had no real control over what our pets looked like.  There have been some really ugly pets as well… I am looking at you emaciated beastlord blue tiger thing.  Most of these have improved to where the base pet is at least passable, but I would never turn down the opportunity to tweak the appearance.

Problem is that they are really expensive, in order to get all of the new skins… something that admittedly not everyone is going to want… they are running a special on them for roughly $70 worth of in game currency.  Once the special is over however that price quadruples for the full unlock.  Individual class based unlocks are more reasonable at around $7 per class.  These are of course guesstimates based on the fact that in the $20 bundle it breaks out to be 160 credits per dollar.  I feel like the whole budgie mount thing has maybe unfairly colored my opinion of the cash shop as a whole.  Once upon a time it felt extremely reasonable, but now everything just seems more expensive than I want to pay for it.

The biggest thing I was interested in during this patch was the Dreamweaving profession.  Once again however I was hit by the realization that in order to play with that it would involve me plunking down some cash to buy another trade skill extension.  I don’t want to roll a brand new character just to be able to play with the profession, and I don’t really want to unlearn any of my already max level professions from my characters to pick up this new one.  I realize it is a first world problem, and in a game like WoW we would have no choice at all but to do just that.  However last night I was being irrational and felt extremely frustrated by having to make that choice.

Basically the only thing left that really made me excited after having the other two shiny baubles behind a paywall I didn’t feel like crossing… was the bounty system.  I will admit I am pretty excited about this.  One of the features that I loved from Dark Age of Camelot that no other game has really gotten right was the ability to create trophies of certain mobs out in the world.  Our guild hall was full of these because I was constantly going out and collecting the “remains” needed to craft them.  Rift seems to have finally created a version of that system that looks like it will work in modern terms.  However after the frustrations up until that point, I just didn’t feel like sinking in the needed research to figure out exactly how the system worked. 

I am sure at some point soon I will revisit it and be happy as a clam hunting down trophies.  I just fear that this is he new reality for a game like Rift.  When we get a patch, it will involve a little bit of free content and a lot of content you will have to hit the cash shop button to be able to truly enjoy.  My frustration mostly is due the fact that I am a patron and have been one since the transition of that program.  I feel like overall that is a “bad deal” since the loyalty accrual is excessively slow, there is no monthly credit allowance, and we still end up having to buy the new baubles when they come out.  Sure the various daily buffs are nice, and I likely would not have made it to 60 on my rogue without them…  but it feels like there should be at least some regular allowance of credits that can add up over time to be able to buy stuff from the store.

International Cupid

Today in light of Valentines being tomorrow, I have a factoid that I rarely tell.  It is really weird how chance, fate, kismet… whatever you want to call it works sometimes.  My wife and I grew up thirty minutes apart from each other in neighboring towns.  It turns out that we knew several of the same people, went to several of the same places, and were probably in the same room multiple times during our lives.  We would not have met however were it not for a mutual friend in Belgium.  During the early days of the internet, we were both IRC junkies.  Internet Relay Chat opened up a door to a world much larger than our own, and let us converse with people around the world…  breakout out of our very limited small town upbringings.

Chatrooms in truth were a lot like we view guilds today, as a little social family that you hung out with.  People shifted back and forth between them freely, and much like running content with some friends guild you hopped back and forth between channels freely.  I’ve always been interested in programming and for awhile I got really into writing IRC bots.  I would build little games into them, with dice rollers, character sheets and combat.  It was through one of these bots that I met Hans.  He asked me to come help him out with one of the bots on his channel, and it was one of the nights I was in his channel working on it that I saw a familiar address pop into the channel.  Back in that day, you could see what internet service provider someone was connecting from, and over time I learned to immediately recognize all the local ones.

Out of the blue I messaged the new person who had entered the room saying something dumb to the equivalent of “not often that I see a local”.  Apparently I freaked her out a little, since at the time I was logged into the bot.  Observational skills were never a strong point.  Hans apparently verified that I was a nice guy, and non-stalkerish because over the course of the next few weeks we struck up a friendship.  Over Easter weekend she was heading back to her hometown, and we decided to meet up and go to the movies together.  At this point it was just two friends hanging out and meeting in real life.  We got along just fine, but neither of us was really looking for anything at that point so dating didn’t even dawn on either of us I don’t think.

As fate would have it, I was planning on transferring to the university she was attending, so at the very least it would be awesome to have some friends on campus.  It was not until I had actually transferred that sparks really happened.  To be honest we moved very quickly from “dating”, to being essentially inseparable from that point onwards.  There were no long drawn out courtship rituals for us, we were far more practical than that.  I still marvel at just how odd it was, that we had grown up so close to each other, but that it took someone half a world away to introduce us.  Years later as we talked about our childhoods we have come up with several points at which we were likely in the same place at the same time.  Thankfully we have an international cupid to thank for finally connecting us.