The Hardcore Filter Problem

Good Morning Folks. This weekend on the AggroChat podcast, Tam brought up a topic that sort of went in a bunch of different directions. The idea basically was a discussion around how he as a game designer, could build a communications system in an MMORPG that encouraged players to interact with each other. We know that forced voice chat does not work, and in the games that have open voice chat… the first thing I do is disable that option. We also know that pushing players of wildly different skill levels into the same content only leads to toxicity. We also know that across the board… MMORPGs are struggling. While Steam only represents a tiny slice of the FFXIV player base… it has seen a 78% drop in players since its all time peak in June of 2024. While again not representative of the totality of the player base… Steam does tend to allow for viewing trends and if it is happening there… it is usually also happening in the larger pool of stand alone client players.

I think one of the challenges of MMORPGs is that they are effectively being driven off a cliff by the most hardcore and as a result vocal player base. Here is a hard truth that we need to understand. If you use gaming forums, reddit, discord, or post about video games on social media… you are already among the most hardcore players in a given fandom. If you are regularly engaging in raid or other challenge content… you are further filtering your bias down to the needle point of the most serious of players, and they cannot survive with only your support. The challenge for developers is that as a whole, the feedback they have been getting is that the content needs to be harder in order to cater to the most dedicated players. However doing so… continues to push things out of bounds for the most casual players to a point where they feel like they can no longer justify that $15 per month in order to log in and do some busy work each day. When you lose casual players… you lose staff and money to make significant improvements to the game.

I think in part, Classic World of Warcraft has been so popular because it hearkens back to an earlier game design ethos. Molten Core and Blackwing Lair are masterpieces of zone design, and in both case… the fights were not actually that challenging. You needed 20%-30% of the raid that had a clue what was going on… and the rest could more or less be populated with warm bodies that were pushing buttons, and also getting to experience content they might not be able to otherwise. I started out as one of those warm bodies, and then eventually over the course of years of raiding developed the skills necessary to lead and function at a high enough level of get recruited into more hardcore groups. The thing is though… the golden age for me were those first raids. We had fun. It was a party atmosphere with comms filled with bad jokes and even worse stories… as we all fail-boated our way through the content to eventually get shiny loot. When these games got super serious focus time… they just stopped being all that enjoyable.

If a game exists in this mode, where it is being driven by the most dedicated players… eventually it starts to shrink in size and with it comes downsizing of the studios. You can look back at all of the games that I used to play fairly seriously… and eventually dipped out of because of cost cutting and lower frequency of content. I played the heck out of Destiny 1 and 2, and got frustrated when they started vaulting content… in part because they did not have the resources to keep updating it. I played the heck out of Rift but eventually bailed because it could not consistently keep a player base interested in the game in order to do much of anything. Wildstar was amazing… but its raid content was way the hell too complicated for most players and the casual content while great… just did not have enough meat on its bones to keep people engaged. Both Guild Wars 2 and Final Fantasy XIV were driven by decade long story arcs… and both began to flounder a bit when they lacked the story chops to keep people coming back for more.

In truth… I shifted my focus away from MMORPGs and began devoting the majority of my time to ARPGs where I could group up with friends if I wanted to… but the majority of my time was spent soloing. Other games have similarly become way more solo focused, like Elder Scrolls Online which churns through regularly story content updates… all of which can be completed in their entirety without the help of other players. We’ve lost this whole era where doing group content was a heck of a lot of fun, and I believe it is in large part because the players driving the narrative are the players craving challenge in their games. This also coincides with the birth of Streamer culture, and the focus on showing off how good you are at games in a public manner. If you are not doing something on the hardest of hardcore difficulty modes… then you are wasting your time… or at least that has become the prevailing public sentiment. However none of this takes into account the fun factor. Players who get their satisfaction by doing the sweatiest content ever… are a minority in the total player pie.

What you don’t hear publicly talked about is the number of players who bounce because they realize that none of the content is actually designed for them. The majority of folks don’t storm out the front door raging about how bad the game is. Instead they simply slip out a side door, cancel their subscription, uninstall the game… and then gravitate towards games that are giving them a better experience for their limited game time. There is a reason why Gacha games have seen this massive rise in popularity over the years, because they really hone in on the feeling of giving the players power… without actually increasing the difficulty terribly much. It is very easy to busily chase a bunch of objectives and feel like you are doing important things… regardless of whether or not the game is largely playing itself. They feel just connected enough so that you know you have friends who are also playing… but unfortunately there is no real meaningful multiplayer experiences.

I feel like for the most part Guild Wars 2 has done a pretty good job of catering content correctly, however there are still numerous cases where they drank the hardcore Kool-Aid and it shows. With the most recently expansion Janthir Wilds, they introduced a zone meta that is quite honestly… not capable of being completed without a large number of ringers in zone participating. As a result it is pretty rare that you actually find a group doing it, and succeeding at it. Similarly Dragon’s End to this day still fails more often than not. Contrast this with old classics like Tequatl, Octovine, or Chak Gerent that pretty much succeed damned near 100% of the time… and have full zones of players showing up every time they are run. The events that are being completed are just better designed, and it does not matter how much the “hardcores” turn their nose up at them… the participation proves it. People will come out of the woodwork for something that is chill, fun, and rewarding… and honestly does not ask that much of them.

Ultimately my theory is that MMORPGs have been struggling and shrinking… because they have been listening to the wrong voices. They lost sight of the inclusive content design that made their best zones great… and have leaned into chasing and ever shrinking piece of the player-base. World of Warcraft was a game changer. The number of people that I knew that had never really played another game seriously before that… was pretty freaking massive. However as the content kept getting more and more finely focused… the folks who did it for fun and did not have the time to devote to all of the prep work… quietly faded away. Essentially there are two paths to take… either you make it so that class design exists in a way that the difference between the most hardcore player and the most brain dead casual is about 10% efficiency… or you make the content designed in a way that you only need about 20% of the player base to be really paying attention to complete it. The best content tends to follow that second path. I am not saying do not put the double mythic extra plus hardcore content into your game… but make it for bragging rights only, and in no way connected to the flow of necessarily content.

Granted take everything I just said with a grain of salt. The fact that I have a gaming blog… already puts me on the narrow end of the “cares about games” spectrum. However I am very much a burnt out ex-raider who used to take this shit super seriously… until I realized that I would just be happier if I did not give a fuck about passing arbitrary skill checks in the games that I am playing. I mostly play ARPGs like Path of Exile and Last Epoch, where I only have to care about myself and my actions in order to complete them, and that reset on a regular enough basis that I can ignore a season/league if my devotion is elsewhere. That said… the whole conversation this weekend… did make me miss those glory days of raiding and a lot of the nonsense that used to happen on voice chat. To some extent I am getting some of this back with my small group shenanigans in Guild Wars 2, and I hope maybe we gather enough mass to be able to do some strikes at some point. I miss us progressing through Binding Coil in FFXIV and quite honestly… that was the last time when raiding with a large-ish group of people was super enjoyable for me. I had a blast learning the Arcadion with the release of Dawntrail, but that was pretty short lived.

Mostly I think we would be better of if games were designed to allow more casual players… to ride all the rides. I think the bar for entry for a lot of content has just gotten too high in order to keep the masses engaged anymore. That is the problem with the MMORPG design model… you need everyone bought in for them to succeed. We’ve spent the last decade filtering out who can reasonably play them… and they are going to keep shrinking unless that line of thinking changes. I say this as someone who has only one foot left in the genre… and could probably happily cancel the few subscriptions I have remaining without seriously impacting my enjoyment. If I am almost out the door… someone who is already well into the more serious end of the community… you’ve got problems.

Addon Trolling

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I am having one of those mornings that I am simply struggling to find any inspiration to write.  It’s been one of those weeks, namely because I am juggling a huge meeting load and feeling like I am accomplishing nothing in the process.  When you have a few 30 minute blocks between the rest of your schedule being in meetings, it becomes really hard to make any headway in anything.  However I guess that is what happens when you move up to management.  The problem being that when I finally do get home I sort of revert to a gelatinous state and struggle to find any forward momentum in games either.  As predicted my forward momentum in World of Warcraft has stalled quite a bit upon getting the flight unlock.  I could in theory alt all the things…  but instead I am largely just logging in each day and doing whatever faction based world quest there is for a shot at fury friendly legendary items.

A few days ago I had installed an addon called Leatrix Plus, which adds a bunch of quality of life improvements for World of Warcraft.  Among the tweaks were a few settings that I figured were largely good ideas.  The first being to accept invites to groups from the guild/friends, and the second being to accept summons from the guild/friends.  Last night however I learned that maybe this is not the best idea to run with enabled.  Now in my head I had completely forgotten that Wednesday was raid night.  I mean it was one of those things that I was aware of, but not completely cognizant of.  So I found myself after eating dinner logging in to do my daily run at legendaries, and like I often do alt tabbed to do something else while the game finished loading in.  When I finally tabbed back I found myself in a raid and sitting at the Nighthold summoning stone.  While afk I had apparently been invited to the raid group and summoned… and my handy little addon absolutely allowed myself to get trolled.  I bowed out once I realized what had happened because honestly I am not ready for “serious mode” raiding.

After doing my nightly bombing run on a legendary, I wound up logging and digging into Star Wars the Old Republic.  When I started the night I was sitting on Chapter XIII and managed to play my way through to a good ways into Chapter XVI.  The whole chapter thing feels odd considering I am functionally doing the same thing as Netflix binge watching.  Its hard for me to see where the seams normally would have been between chapters, but I guess the content is naturally released in a format that feels akin to how Final Fantasy XIV does.  Looking at the Wiki page it seems like originally the content was released roughly a chapter a month between February and August of 2016, with the initial content providing the first nine chapters at release.  The only negative about binging the content like this is that I am not really spending much time with any of my newly acquired companions, since for the most part each mission requires me to use a specific combination.  Also the reveals are probably less dramatic than they would have been if I was being drip fed the content.  Whatever the case I am still very much enjoying it, and some of the shit is getting weird.  Going to be interesting to see what it is like to roll into the Eternal Throne content.

 

Two Years Behind

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Yesterday I had zero intent to sit down in the morning and start writing about level scaling systems.  Sometimes posts just happen.  However after writing it one of my friends mentioned a key point.  There should functionally be a way to flip off level scaling if you absolutely positively want to just go wreck things.  The prime example of this would be if you just want to farm up a bunch of low level materials quickly.  I remember when I was leveling any of my various tailors up in World of Warcraft, I would simply find a dungeon in the level range and mercilessly wreck it for the sole purpose of getting as much cloth in as short of a time as I could.  This would have been completely maddening were I not greatly over leveling the content.  Once again I think we can look to Final Fantasy XIV as a good example here because some time ago they added in the ability to queue for content “undersized”, which functionally turns off the level synchronization process allowing you to just wreck the content if you so choose.  However I still think I would prefer it if MMO worlds scaled by default, and then simply allowed folks to disable that option if they so choose.

I’ve said recently that I really love returning to an MMO after some time has passed and be confronted with potentially years of content to go off and experience.  The thing is this also has an extremely negative side to it.  Right now I am in this weird place where I am super into content that happened two years ago.  There is something to be said about experiencing things at the same time as your friends, because it allows you to have conversations about what is going on.  This has been one of the best parts of Final Fantasy XIV is that each time they give us a slow drip of story content we all consume it then can talk about the revelations that are contained within.  This allows us to have moments of theory crafting and speculation…  knowing that at some point in the future we will be able to resolve what is actually going on.  With Star Wars the Old Republic and the Knights of the Fallen Empire content… generally speaking either folks played through this content two years ago when it released…  or will likely never play through it.

That puts me in such a weird places because I have all these thoughts and feelings about the game and what it is doing…  but I don’t exactly feel right talking about them on my blog.  Knights of the Fallen Empire has some pretty big revelations that would be better experienced than told about.  This is one of those times when everything about it is extremely heavy on the spoiler front.  Each time new revelations come to light…  I wish there was a group of people that I could talk through them with.  Basically this is one of those times when I wish I had played through the chapter based content as it was being released rather than this current Netflix style binge sequence that I am going through.  I have a feeling that Guild Wars 2 and its living story content is much the same…  likely best experienced as it is being released a little bit at a time.  This also makes me really want to get caught up so that I can at least join the discussion happening with the Eternal Throne content.  However I am also extremely cautious of looking up too much information for fear of getting these plot twists completely ruined for me.

On the positive front I have stumbled across a really awesome YouTube channel that has helped me get back into the game and the modern concepts.  Swtorista has this awesome Star Wars the Academy series that breaks down a bunch of topics like “What to do at Level 70” or how the Galactic Command system works.  The best videos though are a sequence on the best looking craftable armors for each class, since we all know the true end game of an MMO is looking awesome.  Through her videos thought I have been able to catch up pretty easily without risking spoilers too badly.  Side note… there is a special place in hell for folks who put obvious spoilers in YouTube video titles… as I already have apparently one of the Iokath revelations spoiled because of this.  For those interested I am largely playing Belghast my Jedi Knight on Ebon Hawk at least while I do all of the chapter based content.  I have a large stable of character spread between the two factions and they are either in House Stalwart on Sith side, or Einherjar on Republic side.  If you are also playing feel free to ping me and say hi.

Level Scaling Tech

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I am in this place with SWTOR Knights of the Fallen Empire where I am honestly not sure what more I can say without my blog turning into a massive spoiler fest.  There are a lot of events going on and many of them have surprised me.  This is a little shocking given that I consume a lot of gaming media and that KotFE has been technically out since October 2015.  I am not sure if I purposefully ignored SWTOR articles… or if I just didn’t come across that many.  Whatever the case essentially everything from Shadows of Revan onward has been a completely new story experience for me without me knowing any of the elements ahead of time.  So while I recognized characters like Theron Shan or Lana Beniko…  I knew nothing about them going into this recent binge of playing the game.  We’ve talked about this on the podcast before, but returning to an MMO and seeing years worth of content laid out in front of you is a pretty great thing.  Especially in a situation like SWTOR where they have a reasonable level scaling system.

Yesterday Syp posted something over on his personal blog Bio Break talking about level scaling systems.  His specific discussion centered around whether or not level scaling systems were good for games, which was brought on by his recent journeys in LOTRO.  Over time my own feelings about the systems have changed.  You can scan through the backlog of this blog and find me talking about Mentoring systems, where games allow high level player A to drop down to the level of player B and run content with them.  This seemed to me like the most elegant solution to the problem of being able to run content with your friends.  That was until I encountered Guild Wars 2, and the fact that no matter where you go your character is scaled down to the level of the world.  The concept of evergreen content is a big one for me… because I like when a game expands over time rather than contracts.  While Guild Wars 2 is not the best example of this… because of the fact that there is plenty of content that you will never be able to play again in that game…  it did make me appreciate level scaling as a replacement for mentoring.

The only problem there is that when the world is constantly the same level as you, it robs you of one of the quintessential MMO experiences of leveling up and becoming more powerful.  The world always feels the same to you, because you are functionally always the same relative ability levels to it as you level.  In situations like that the levels themselves feel like a completely extraneous concept.  Why even have a number that goes up if the world is always going to be functionally the same difficulty.  When we started playing Final Fantasy XIV they had an extremely elegant solution for this in the form of their dungeon finder.  Each dungeon had a functional level range from the moment you first were able to zone in… to the moment that it considered was the upper bound of levels.  So if the average mob level in an area was 35, then functionally the maximum level the game would allow you to be was 40, scaling everyone over that level down to that point.  The only negative here is that this ONLY applies to dungeons, and in truth it would have been interesting to see this same sort of system just work out in the world as a whole.

That I guess is functionally what is going on in Star Wars the Old Republic, and I am loving it.  Each piece of content be it planet, flashpoint, or something else… has a functional level range attached to it.  Once again it is functionally along the lines of being five or so levels over whatever the maximum level of encounter for that area.  Then the game rewards you as though you were fighting something your own level in terms of both experience and loot drops.  This means that you can go anywhere and do anything without feeling like you are getting nothing from it.  At launch this was absolutely a problem with SWTOR and it was extremely easy to out level an area, and reach a point where the experience gain was no longer worth the time you spent on a planet.  This was especially true as I remember on Tatooine which in itself was a huge planet with lots of side content.  By the time I “did everything” I ended up several levels ahead of the curve and functionally kept getting more and more over-leveled as I went through the rest of the planets.

Now there is a certain measure of freedom in being able to just go and do the content without having to worry about level… and in many cases gear.  While leveling my Imperial Agent, there were a few points where I went 10 levels without upgrading any of my gear… and really did not notice a significant amount of power drop off.  Then again I did exit the class storyline at level 58… so there was some significant over-leveling going on there that might have been easing the transition.  The thing with this system is however that while you are gaining power and you FEEL powerful… there is never a point where you are just waltzing through  field of enemies gently tapping them and watching them explode.  When you run someone through a low level dungeon in World of Warcraft for example on your level capped main… you can functionally breathe on mobs and they impale themselves in a shower of loot.  SWTOR feels like a happy medium, of letting your power level increase without completely trivializing the game.  Sure most of the time I am not actually afraid of death, but I still feel heroic doing content…  because I am having to use my abilities to take things down rather than a single auto swing.  As a result I have somewhat shifted my focus from user driven mentoring systems…  to seeing more games adopt this sort of level scaling.  The best part about Legion honestly was the way that content has scaled to the player while leveling through it, and if only Blizzard had applied this tech to the world as a whole… it would be a much more enjoyable experience.  I like knowing that I can revisit those areas that I enjoyed so much in the past, and still having an interesting time.