The Game Has Changed
I haven't logged into my professional account since Co-op vs. AI came out, which was when I managed to lasso in a number of friends into the game. But just recently I went for a classic, 5v5 Summoner's Rift game on my professional account, and I noticed how different it was. Suddenly, all the "noobs" I had played with were gone. My amazing zoning skills were no longer good enough for my middle-class ranking, and I lost a number of games before settling into an acceptable win-loss pattern.
What happened? Co-op vs. AI happened. The "play for fun" players dropped out of the PvP queue and went to fight robots.This is not to say that the queue was entirely free of leavers and AP Caitlyns, just that over the next few weeks, after about thirty games, I was still matched against players of significantly more skill. I used to get an absolute mish-mash of players more and less skilled than I was. Now my ratio of wins:losses was quickly lowering.
It would seem that I'm the victim in the scenario in which everyone else won in some way. Although the "play for fun" players were not losing more than half of their matches, they could win more by moving to the Co-op vs. AI fights. The "hardcore" competitive players could continue playing their PvP without the scrubs interfering.
On Tanks in WoW
A single tank would never take more than ten blows in a row (since he would have -100% chance to be target of next attack). This would fit well with the "healers need to worry about mana" paradigm, as the issue in WotLK healing was that healers have to land huge heals constantly (thus burning through mana) because the tank would go down in a one hit. As a player takes more hits in a row, a healer has to use their fast, expensive, and large heals (plus cooldowns), but could be assured that the more one tank was hit, the more mana efficient the healer could be, as they had a continually reduced chance to be hit again. A tank who gets hit twice in a row would need a fast, mana intensive heal, but a tank who has been hit 10 times in a row could be healed up using extremely efficient heals, as for the next 10 seconds he would not have to worry about taking a direct hit.
Adding an additional tank to this equation would make it even less likely for a single tank to get hit multiple times in a row. Observe: Having one tank means that tank gets hit 100% chance on each hit. Having two tanks, 50% chance each. With five tanks, each tank has an innate 20% chance to be the target of a given blow. The tank who gets hit first then has only 18% chance to be hit, if he randomly gets hit again, 16%. After five blows, he has only 10% chance to be hit while other tanks have 22.5% chance to be hit each (90% split between the four debuff-free tanks). Adding tanks allows for the reduction of healers in the raid, as the current healers can rely on using more efficient heals, stretching their mana further, knowing there's a continuously reduced chance of a single tank getting brutally smote five times in a row.
From the math in the last paragraph, you can note that each additional tank has a lesser benefit than the one before it, thereby leading to an equilibrium of healers-to-tanks, where it's better to have another healer than another tank.
I Can Imagine An End Game...
At level eight or so you would, say, encounter your first spider. The zone would play out for a few levels with you killing spider minions, burning webs, infiltrating their base and overhearing their war talks/stealing their maps/destroying their weapons. Later in the storyline, you'de be defending from a spidery invasion (modular, based on how many weapons you destroyed/minion you killed/etc), and by level 12, you would be killing that zone's non-instanced boss. When he's dead, you'de go on a few more recon missions to discover who the real spider force is, and the instance of the zone would unlock. The level of the instance mobs would cater to the zone. If the zone finishes at 12, the mobs in the instance would be level 12-16, with most being level 14, and the boss being 15. Once you kill the instance boss, that's it for that particular zone of the spider storyline. Now you can proceed to spider zone #2.
This approach would also work very well with a level-less game design. In fact, most of it already is, given that one quest would unlock another quest, would unluck an invasion, which would then open the instance. The instance could then be run any number of times for the spider-specific loot without risking the player outleveling the next spider zone.
Creatures could also drop more realistic, non-trash loot. Spiders would drop their limbs, mandibles, eyes, webs, etc. The blacksmiths at the spider-defense town would happily craft you gear of varying quality as thanks for killing the spiders. That also solves the "NPCs are mean to me, they are charging me money even though I just saved them!" issue.
With each new zone in a storyline, the threat of the story could grow. In the second spider zone, they could start immobilizing players/NPCs and using ranged toxic spit attacks. In the third spider zone, they might be able to set web traps that'll immobilize, cause poison damage over time, and have heavy, web-enforced armor, as well as all previous abilities. By the final zone, and presumably the most bad-ass, they would have web-enforced armor, be breeding gargantuan, mindless spider-hulks, and be able to burrow under the ground and make sand traps, pulling you into their maze of underground spider-infestation.
After you've completed all the quests in the last zone of that storyline and gotten the "Collapse Spider Cave" zone ability, the "web-armor melting" weapons (storyline based, so that you'de be able to one-shot the first spider zone enemies, but still get new items when you go to fight a different enemy), you'de defeat the end boss of the spider campaign and unlock the zone instance (or possibly just allow the player to proceed to the "end game," an open-world group zone).
The final spider event could be an open zone with no player limit, or an instanced/phased world in which only your group is there. The "war effort" would be on a week lock-out, or in the case of an open world, would occur every ten days, and if completed sooner, the remaining days the zone would be quiet.
The war effort would be able to be entered even if you're alone, and some parts of it would inevitably be solo. It would not require all the players to enter at once. There would also be small group parts (5-player events, enemies tuned around two players, etc). In a war effort instance which could register 20 people to it (and thus have 20 people in it at a time), the biggest boss would be tuned to a group of 13-17 people.
Achievements would be available for those who could complete with ever-rising challenge; defeat the boss with 20 and you get the "completion" achievement. Another at 15, another at 10, another if no player is damaged by ability X, and another if you manage to defeat the boss with only one player taking damage, only one player casting healing spells, and only eight people in your group. There would also be zone wide achievements, such as to complete a war effort task in five days or less, and then a super-achievement to complete them ALL within a five day period.
There would be multiple tasks requiring different skill sets for different people.
Some tasks would require dexterity: the ability to execute a script quickly, such as jumping out of the poisoned-web before a single tick, or using an ability in time (silence a casting spell repeatedly). There will be speed tasks, where you have to do whatever they ask within a difficult timer.
Other tasks would be "hard work" parts: gather X items, kill X enemies, bring X spidercrystals one-at-a-time to spiderbase to power the spidershield. "Hard work" tasks are typically untimed quests which are often referred to as being "grindy."
There are also thinking tasks. These would be puzzles, randomized by the week, such as to plants bombs in the spider nests. All the bombs would have to go off at once, but you have to take into account things like how long it takes for you to walk from one nest to the next, or what if you get stopped and have to fight a spider. Other thinking games could include limited versions of chess, majong, and plants vs. zombies (with a random set of plants).
The intent of a 7-day timer on an instance zone, or a 10-day timer on a public zone, would be that it gives plenty of time to allow for a sufficient group to try the harder achievements on the group boss, but also allows for the 'thinking' player to come up with an optimal strategy for their non-twitch tests. Rewards will favor those who complete the harder achievements, not those who do the simple achievements fast.
Rewards would be handed out when the instance/zone resets, or if all of the war effort tasks are completed, the zone would lock right then (Victory!) and all players would receive their credits, which can be spent on loot. Credits are distributed evenly to the entire group based on how many of all the war effort tasks were completed, and how many of the achievements were gotten for that week. Therefore, you are always encouraged to complete as many of the tasks as you can in order to maximize weekly gain, encouraging players to get better at their tasks. Casual, small-group players who even collected minimum credits could spend it on more gear/abilities to increase the speed at their simple killing/gathering quests (which would then net them even more credits next time), while the group players who killed the boss with 16 players last week would be encouraged to do two of that boss this week (in different instances, if it's instanced), each with 8 players, or just to increase their rotations to do it faster next week.
The Biggest Problem With Mortal Online
When you start the game, you start in a town. In that town... there is nobody. Not one living soul. Not even an NPC soul. The only animals are round you are rabbits. You can kill them and take their guts. You can mine the rocks. What can you do with rabbit guts and rocks? Well, not a whole lot, since there are no players to trade with or NPCs so sell them to. There is not even a global chat, and, as far as I can tell, there isn't a private chat, either. Maybe there's a guild chat.. but I don't think people who start the game start in a guild. As far as I can tell, every time I log on to Mortal Online thinking "well, maybe this is it," I can't seem to figure out if there's anyone else playing the game with me.
I'm alone, in a "massively multiplayer" void.
Quests are Killing Co-op
I saw a quote recently that drove me into a philosophical frenzy.
the quest driven MMO faction is slowly killing the co-op MMO faction
Here’s the context, though it’s meant entirely as it sounds.
Quests are killing co-op play. Wow, that’s a thinker. I’m more prone to believe that some popular MMOs opted to do what would make them more money by allowing classes that were previously limited to only playing in groups to be able to play alone. Then, those MMOs opened their doors to a larger market by making their game appeal to people who wanted a single-player experience with social tools like chat and buddy list built in.
Then every other game under the sun took notice of their ridiculously huge numbers (because big numbers means success, right?) and started stealing ideas from it. “Let’s put the MMO tag on our game even though it’s lobby+instance based and you can only have 5 people in an instance at once.” “Let’s make all the mobs weak so players feel really powerful and want to keep playing because they ROCK!” “Let’s exclude PvP from the game entirely since it’s such a small portion of Successful Game X.”
That’s how it works with movies, isn’t it? One zombie movie spawns and ten more follow to capitalize on the craze? One decent time-travel movie reports record breaking box office sales and soon every theater has ten more sub-par time-travel movies? Video games are just like any other media outlet: capitalizing on what works. So don’t blame the game: blame the customers who keep it going.
I’m Not Playing Vanilla WoW Right Now, But If I Did...
- Not enough rage. Not enough rage. Not enough rage. Not enough rage. Not enough rage.
- Not enough rage. Not enough rage. Not enough rage. Not enough rage. Not enough rage.
- Woo, 1 silver! I’m rich! Oh, looks like I have a new skill to train. Let me just… hm, down to 5 copper. Well, it’s 5 copper farther than when I started!
- Questgivers don’t show up on the minimap, only quest hand-ins.
- How do I turn on autoloot? Or even shift-to-autoloot?
- The rare warrior set has spirit on it, but not a drop of defense, dodge, or parry.
- Spells can’t miss, but they sure do get resisted often.
- Aggroed three grell in a cave and died. Not getting out of this one without another two deaths, at minimum.
- No vendor prices in tooltips.
- No clock up by the minimap!
- Battle Shout COSTS rage!
- Your dagger skill has increased to 2.
- Your dagger skill has increased to 3.
- Your dagger skill has increased to 4.
- Zero quest tracking whatsoever.
- Your dagger skill has increased to 5.
- DISHONORABLE KILLS OMG YES
- No class name coloring in /who
- As a warrior, I don’t start with two handed sword proficiency… and it can only be learned from one major city, which is not Darnassus.
- Daily quests don’t exist.
- No netherdrake mount.
- No flying mounts of any kind.
- Where’s the ban’ethil barrow den? Ah, forget it, this game isn’t even that great and I’ve already stayed up until 3am playing it!
My Hero
I just found my new favorite person. Mr. (Ms.?) Helistar, whom posted the following snip on another blog.
“I play it "the DK way" (when I first leveled my DK, I chose the talents with the most impressive names and put on my bar the attacks with the biggest numbers, screw anything else. It worked perfectly....).”
It’s brilliant! I’m not even being sarcastic, despite I do so love to be. The idea of ‘biggest numbers wins’ is not new, but in this day and age of video games, biggest numbers are not intuitively the best anymore. You have to do complicated theorycrafting math to figure out things like cooldowns and mana use over a period of time. I propose a system where Sir Helistar would be the best: a game world where choices are intuitive and straightforward.
I can only hope there are enough developers to make intuitiveness a trend.
What’s Wrong With These Games?
A list of things I found wrong with some of the games I’ve tried.
LotRO – The entire interface feels laggy. It doesn’t matter if they intended it that way or not – when I push a button to use an ability, I expect some sort of instant acceptance – an error message or the ability to go off. Instead, it seems like my character will finish their current attack animation, THEN use the ability. There’s also a number of general ‘feel bad’ features – like how your characters slide when you let go of the movement keys, looking like they’re skidding to a stop. You also can’t strafe on a horse. Debuffs also aren’t readily readable, despite they’re very important! The interface doesn’t respond well (particularly the unit frames) to mouse clicks, making healing a PITA. Also, mounting a horse takes an additional 1/2 second in addition to the cast time. I though the cast time represented the time it would take to get onto a horse, not the time it takes to go, “Wait, where’s my horse? OH YEAH ITS INVISIBLE DUH".”
Atlantica Online – The chat sound plays even when a player on ignore says something. The in-combat ability display doesn’t stay minimized between log-ins. The quest-tracker arrow automatically turns on when you use auto-run (WHY!? The point of autorun is that you DON’T CARE where the quest is!) Auto-run in general is a bad idea. If there are parts of the game the player should skip, then let them skip it altogether. Holding down the left and right mouse buttons to move around sometimes locks your characters direction. The quest system… why? Just why? The ‘world’ doesn’t seem to matter – there probably shouldn’t even be one. There’s not a forum for people to congregate to form groups, so it takes a while before you can legitimately group with strangers and start making friends. The random “player has purchased an epic item” spam is way annoying. Some of the time-sensitive popups don’t fade automatically. It’s really difficult to tell what some of the debuffs afflicting you are. Stupid logon method (for ANY nexon game!) I also can’t figure out how to rebind zoom in/zoom out, or even if there is a choice, since I don’t have a scroll wheel.
Dofus/Wakfu – Getting into and out of combat takes a while. Battles should be bigger but less frequent. The questing system is also somewhat silly. Turns could be shorter, and characters in the fight could respond quicker. Keybindings definitely could use an overhaul to help speed things up.
Grand Fantasia – The camera controls are bad. The refresh rate setting keeps falling to 30 for no reason. Kill –> Loot game play is uninspiring. The pet system is very nice but hits a roadblock too quickly. Launching the game from the patcher crashes on my Windows 7 PC, so I have to run the patcher, exit it, and then run the actual game exe.
4Story – When you try to run forward with a loot window open, your character will run towards the right, because when they kneel down to loot the corpse, they face right. Jarring, but adaptable. Dead targets aren’t automatically dropped from your target frame. As such, live targets aren’t automatically picked up when you try to cast a spell while targeting a dead enemy.
Grand Chase – Controls respond verrrry slowly, making combos difficult to activate. Characters also move way slow, so collecting the coin drops is a pain.
Lunia – I can’t figure out what was wrong with this. I just got stuck early. Gameplay is simple but so is the tutorial, so you get lost early if you don’t read the quest. Which I don’t, because readable quests are stupid. Maybe there’s nothing wrong with the game at all.
Microvolts – This game is great and could be the engine for an actual shooter if it had an AI enemy for PvE content. It’s just that I have 200ms latency (ONLY in microvolts, <100 in other games) so when I think I’m hidden behind a wall I’m actually already dead.
The Place of Tutorials in Video Games
Where do tutorials belong?
In the manual? On the back of the game box? The website? Under a heading labeled “help” or “new player?”
Quite often I see players complaining that tutorials are “carrying” new players, that tutorials are “taking the fun and adventure out of the game.” I’m not sure I can agree. There are some games, like Mortal Online and Darkfall, which have barely any instructions. Developer aid is spotty at best. These worlds are figure-it-out-as-you-go.
A recent post at Tobold’s place made me think about judging games that don’t have adequate tutorial/help systems. There isn’t much distinction made between a game that has decent help for beginners and a game that doesn’t. For a player trying to tell if they want to play the game, it simply boils down to this:
With help:
“I played through all the quests and at level 10 there were more quests. I didn’t like (insert one: how sequential the quests were/the AFK-autoattack combat/the art style/kill-loot-kill-loot-kill-loot-DING-kill-loot-kill…) so I’m going to quit playing.”Without help:
“I ran around town for 5 minutes because the only thing I could figure out what to do was WASD. A wolf attacked me so I double clicked him, I even right clicked his health bar to choose attack but it wasn’t an option. Then I spent thirty seconds dead and had to choose a resurrection which weakened my character. Then some goblin archers ambushed me and I died. I need to figure out how to become their allies because a player in really good armor ran right by them without being attacked. They must have given him the good armor. I waited 45 seconds to resurrect and then died again while running away. I must have done something to piss off those goblins. I had 60 seconds to spend dead. I just logged off and uninstalled the game.”The difference here isn’t the decision of the player to continue playing the game; it’s the thought process the player goes through in reaching that decision.
If they have help, they can quickly identify the direction the developers want them to go and decide if that’s what they want to do with their time.
Tutorials also set the minimum bar for player expectations. If a tutorial teaches a player how to target allies and cast healing spells, then it’s reasonable to expect players to be able to cast a heal once in a while. A player who doesn’t is either very forgetful, slacking, or just below the skill threshold for the game.
If they don’t have help – if there’s no description of a class and its abilities before you roll it, if abilities didn’t have tooltips, if potions didn’t tell you how many HP they would heal – you will end up with mid to high level characters who have no idea what their doing. A level 10 might be using a level 1 potion and wondering why it doesn’t keep him alive. A paladin might not know he can use holy bolt to heal allies instead of damaging enemies. They wouldn’t know what they’re doing wrong! They might start assuming that all the bad things that happen to them are just part of the game.
Even if a player knows what they’re doing is wrong and that it shouldn’t happen, they wouldn’t know how to fix it without trial-and-error or researching possibly wrong or outdated advice on a 3rd party site, and that’s a terrible time investment. It brings the question, “how many hours should I have to work at a game before I can start having fun?” or even worse: “How much should I have to research before even downloading the game client?”
Of course, much of this is solved by starting the game very simply and easily, then linearly increasing difficulty up to the “end-game.” You could offer a lot of help to the low levels but gently remove the training wheels one at a time as you introduce a player to new concepts. Three bosses in a dungeon might all have fire puddles you should move out of, but the first boss would be forgiving and give a warning to the spot he’s going to drop it on, the second boss’s fire is instant would only deal moderate damage and could be negated through resistance, and the final boss would have a stacking debuff that increased all future fire damage.
This way, instead of a new fight being, “I have to do what I already can, + X + Y + Z” it becomes, “I have to do what I already can, + X,” then “What I already can + Y,” then “what I already can + Z.”
There has to be something wrong with this line of thinking though. If it’s really such an attractive system, why isn’t anyone doing it?
Appealing to Your Customers
The idea is that the most basic user uses the default web browser with the default settings. Therefore, to appeal to basic users, you need only adapt your strategy around the obvious settings. Advanced users, however, have likely discovered alternative web browsers and add-ons to modify webpages as they like. They're willing to invest in their web-browsing future and have the knowledge and resources to do so. Advertisements won't make it through their complex adblock barriers. And any attempt you might make to discourage their way of doing things will surely be labeled frivolous. In short: don't fight the people you're trying to appeal to.
However, those who would go through such lengths to get what they want are clearly educated. They would understand the concept of needing support to maintain your website. A donate button and a small paragraph about how you pay out of your own pocket for the site would more likely appeal to them.
But how do you get through to the people who have discovered adblock software but scoff at donations?
What I Want From EVE
- UI overhaul
- Additional keybinds
- Pretty space objects
UI Overhaul
This is easy to explain. There are a lot of words on my screen when I have EVE open. In no part of my life do I need words to figure out what to do next.
The only time I've ever had to rely on words to get where I'm going is in figuring out what's in my oatmeal, and that doesn't work because even though I can now pronounce Sodium Metabisulphite, I still don't know what it is. If they named every item in the grocery store after the first three ingredients in it, you'd never buy anything, because everything would be called Sugar, Water, Natural and Artificial Flavors. On the other hand, if you saw some Sugar, Water, Natural and Artificial Flavors in the shape of a soda can, you'd be like, "Oh, that's a Pepsi."
A shape that wouldn't exist without soda pop. Yet we can recall a name, flavor, sounds, and memories when simply shown a pop can. You know what we call that? Associative symbolics. Actually, I don't know what you call it, but those two words look like they fit.
Anyways, that's what EVE needs more of. I shouldn't have to click a button labeled "cargo." Instead, I should be able to click on a little picture of... I don't know, a car trunk? A treasure chest? A U-haul? It'll open up my cargo for me. And if I'm hungry: I'll click a picture of a banana.
There's also something to say about window positioning. I don't need to turn a light on in my house when I wake up during the night, because everything is going to be where I put it. Even blindfolded I bet I could walk around the house without bumping my toes. It's the same with a UI; consistent object placement makes it easier to find what we want, or to avoid it. Words unnecessary.
Additional Keybinds
I have over 104 keys on my keyboard, plus two mouse buttons and a scroll wheel. Discarding the worthless button with a windows logo on it (I have conveniently labeled it "suicide"), I still have many more buttons than EVE has useful functions to bind them to. Sure, you can bind "next track" or "pause track" from EVE's half-assed audio player to buttons, but I can't bind "target nearest asteroid" or "lock on nearest enemy." What's the point of not allowing those? Seeing the enemy drawing nearer isn't difficult; deciding if you want to fight or just get the hell out isn't difficult either, the hardest part is clicking their name or navigating through forty drop down menus to flee. First person to carpal tunnel wins?
Pretty Pictures
Space, in real life, is big and black. Space, in EVE, is big and black. In real life, there's nothing to do in a spaceship (one reason why NASA isn't spending billions putting people in space anymore, because robots are cheaper and can get more done). In EVE, there's nothing to do in a spaceship. But that far in the future, shouldn't bejeweled come installed by default in all newly serviced ships?
I would like EVE more if I didn't have to look at it. Which is, mostly, how I used to play it. Issue the commands then alt-tab to something more interesting, like npr.org. Actually, scratch that; I'de rather stare at black space than endure unbiased news.
The Hypocrite Situation
- Giving out real life names could not harm people. Your name (and much more) is already out there online and no one has come to firebomb your house yet, right?
- The RealID system would keep everyone on their best behavior because . . . ?
The second principle is the conundrum. The only reason someone would change their forum behavior is if behaving better would be rewarded or if behaving badly would be punished.
There was one additional feature they announced with RealID: the ability for players to up- or down-rank forum threads in order to promote the thought-out discussions and hide the "nerf paladins!" troll trash. This leaves us with two distinct possibilities as to why Blizzard thought we would behave:
- Reward: Speaking clearly, precisely, and arguing valid points would get our thread up-ranked with a better chance to be seen by the developers.
- Punishment: If we trolled, flamed, or spammed, we would feel publicly shamed and possibly fear for our real life safety!
But then we are assured by Blizzard that real life names on their forums aren't dangerous, and I think they're right most of the time. But most people are not rational, so they're probably also irrational enough to feel such frivolous emotions as "shame" for expressing a valid idea that isn't liked by the general public.
But then the rest of us, who are paranoid enough to not want our WoW accounts coming up when someone googles us, are less likely to believe that shame is a decent enough motivator/punishment to keep the trolls down.
Which leaves me with only one belief: Blizzard was attempting to use the fear of real life repercussions to moderate their forums for them. Post something unfavorable, then be afraid that your house will get firebombed.
To recap:
Irrational people are afraid of shame, so will behave themselves. Trolls and spammers are irrational, so most trolls and spammers will clean up their act or disappear.
'Beyond irrational' people (extreme trolls) will continue to troll and spam, and may pursue dangerous real life activities, posing a risk to irrational people, but not rational (see below).
Rational people won't be afraid of extreme trolls, as they take necessary precautions when safeguarding their home (locking doors, having fire escape routes, etc), and will take legal action to stop the extreme trolls. Rational people behavior will remain unchanged - which is fine since they don't troll or spam.
Meaning... RealID on the forums would have worked.
Stop Posting on Your Own Forums
Big companies have a habit of letting their employees browse the official forums and respond to customer complaints. This is particularly noticeable during heavy patching periods in order to gather customer grievances. And there's nothing wrong with that! The occasional "we intend to change X and Y, but Z is fine for us" never hurt anyone. But having any employees posting around like old chums to the forum regulars can give your company a rather lax appearance.
Companies that successfully pull this trick off often have a huge corporate image and a black-hearted CEO that feasts nightly on the blood of other companies' employees (mostly the ones who post on forums), so they can get away with playing both sides: the big company doing anything for a buck, and the little dev who cares oh-so-much about his pet project and will post on the forums to tell you he's working night and day to make it better! And I bet they're both telling the truth, since there's a correlation between good games and making money.
A company who doesn't have a large image runs the risk of appearing like time-wasters, whiners, and of catering to the vocal minority. You could also give away too much information about upcoming features or say something offensive if you don't have a good PR team to check over posts.
Remember: "I'll give this game a second chance because a dev posted on the forums apologizing for the flaws of the game" doesn't last much further than "my class is weak and all my spells are bugged!"
TL;DR:
- If you're a small company, pretend to be a big company. Release your patch notes and figures via huge press releases pushed to all the gaming sites.
- If you're a big company, pretend to be a small company. Let little bits of information leak here or there, and the gaming sites will pick up on it without your help.
Designing Yourself Into a Hole (Falling Victim to Associative Grouping)
Declaring what type of game you're creating can be good if it gives direction. However, it can also blind you to good ideas that aren't typical in your chosen genre.
Free2play is a good example. There's a hundred different ways to model a game that costs nothing to play. The obvious one is to sell equipment, mounts, pets... further on, intangible perks ("extras"): bigger bags, a wardrobe for outfits, dye to color gear, non-combat items... and finally, just sell the game in fragments. Newbie zones are free, and every zone past there costs a payment.
Sounds good, especially considering that every content patch you release nets you a solid figure of cash. You can easily measure how much a particular part of the game is making you to figure out which parts of the game you should capitalize on. If lowbies aren't paying for bigger bags, maybe it's time to increase trash drops from the mobs they're killing, or reduce the size of all available bags to make yours look more appealing by comparison.
Of course there's a wild other option for making your game free to play: Don't sell virtual items - sell physical items.
I'm imagining a digimon style game where the cards you get in real life have unique codes that you can enter in game to suit up your virtual persona. Then, using the computer client, battle people online just like you would battle your friends in real life using the physical cards. This way, the game costs nothing to download and to start moving around in the world, but players have to buy the cards to pimp out their characters. Alternatively, you could only offer vanity items via the cards, and have the rest of the online world run like a normal MMORPG.
Of course when most people hear "F2P" they don't typically think of a physical card game supporting a virtual fantasy rpg. That's the point: Just because your game shares a label with another game, doesn't mean you have to jump in their grave.
Also note that I don't advocate selling a physical product to support your software. I think it's a bad idea, but was a good example.
Redesigning Quests for a Better MUD
So while I'm talking about things MUDs do wrong, here's another one: quests. Though quests in MUDs are more epic, and not so much like errands, they're still extremely flawed. First of all, any repeatable 'errand' needs to be removed, and quest points also.
What I propose instead is a simpler system similar to achievements and reputation found in most graphical MMOs. Instead of getting quests from quest givers, you can see a list of all available quests at any time.
For immersion's sake, if you wish to attach it to a town-hall signpost I understand - as long as it's available throughout the game, and not just in one localized spot. The point is to remove the inconvenience of travel. In a graphical MMO, traveling can mean something, since even passing through an area gives you a taste of the zone. But in a text-based environment that's just not the way it is; so eliminate wasteful traffic as much as possible.
Back to the 'questing' topic: Having a list of checklist of goals instead of repeatable quests gets rid of the problem of players only taking the most efficient quests over and over again, or of a particular quest becoming boring. Besides, there are only so many bandit leaders; shouldn't they all be dead by now?
There could be long and short goals, such as "talk to all the town mayors" with a sublist of each town who's constable you need to talk to. (Green for completed and red for incomplete maybe?) Smaller, simpler quests could be "Kill 10 bandits and the bandit leader" coupled with "Bring three bandit insignias to the Constable of Suchandsuch Town." Items which incite hidden goals might well be available; a map used by the bandits to plan an attack could well be found at their base, and upon looking at it players would gain an incomplete goal to tell the constable of the impending attack.
It would also be a good time to implement triggered events: Upon telling the constable, an event would start where bandits spawned all around town, along with town guards, and would fight. Of course they would require player interaction to die (as NPCs resolving their own disputes is both unheard of and unfun!) and you would gain an additional complete goal for participating in a successful defense. (How you would fail the defense, I don't know. Time limit, I guess?)
Completed goals would give you a set amount of points. Most should only give 1 point to avoid inflation and the confusion of having to count your zeroes. Instead of spending points to gain items, you simply gain access to better items as you gain more goal points. That is: items are free once you gain enough points, and bound to your character.
This also helps to regulate newbies. Even a player who is bad at combat can gain a simple set of items (better than the level 1 newbie gear) by completing non-combat goals. As they gain more goal-rewarded gear, they can start to complete the simpler combat goals without feeling too overwhelmed due to lack of experience. This will help them to get used to your MUDs combat, and then they can move onto the harder, more advanced combat goals.
NPC Dialogue
Lastly, I'll touch on dialogue: Making people type "talk to Geryn" or "say Geryn quest" is stupid. Not only stupid, but clunky and it lacks immersion. It would be much more professional to give a dialogue option. "Talk to Geryn" would prompt the following:
"Good day, adventurer! Darn bandits are out in the lots today..."
0) End Dialogue
1) "What bandits? I haven't seen any bandits."
2) "Where might they be? I'll go hunt some down for you!"
3) "Serves you right - learn to hold a sword and maybe you won't be so afraid!"
4) "Do you know where I might find the town hall?"
And then you would use 0-4 to 'chat' with NPC Geryn, with 0 (or leaving the room or talking to another NPC) taking your number keys out of dialogue-lock and returning them to whatever they do ordinarily.
Edit 8/25: I found a mud that uses this dialogue system, and I'm very proud of it. I still think they're too wordy, and their use of color is appalling, but one step at a time! It also uses the combat system from my last post.
A MUD for Graphic-kids
Using Color as Significance
Give More Useful Information To The Player
Expect Less From the Player
Edit 8/25: I found a mud that uses this combat system, as well as the dialogue system from my next post.
I Wouldn't Read It, So Don't Waste Time Typing It!
Concentrate Similarities
Part 2 is available.
You're Wasting Your Time.
Yet, they don't give up. I find it frightening, and I shake my head. I understand that some people need things laid out for them, but does GC & Co. realize that someone who didn't read your last post about design goals probably won't read this post, either?
To me, these hit-and-run whiners are the best practical jokers. They come in, cause grief, and get out before they have to suffer any consequences, getting to have a good laugh while the blues struggle to find yet another unique way to spell out their philosophy. If you love these guys as much as I do, you're welcome to investigate The Compleat Practical Joker, which is just a long list of gags, many as fresh as the forum-whiner stunt. I got it for $1 in the used section of a Barnes and Noble.
Don't Waste Money on High Quality Graphics
My concern is that all the maps look the same. It appears as though they've tried to make them unique, and each level has its own interactive gimmick, but the textures just look the same when I rush by them, missing all the detail and hard work they put into them. This is not unlike another game I've been playing on and off since it was released, Diablo II.
Yes, Diablo II's maximum graphic resolution is 800x600, yet I don't care, for the exact reason I don't care about Alien Swarm's graphics; I don't see them for long enough for it to matter. I run from here to there, the monsters become corpses, and the only time I care to look at the low-res images of my inventory is in decided what to equip or vendor, and then I'm more concerned about the tooltip text.
So why would I ever look at graphics? Only to figure out if something is interactive. If I can talk to a person, I'm going to want to know what kind of person that is (vendor, quest giver, corpse, etc). If I can shoot an object, I'm going to want to fathom a guess at what will happen. (Will it explode, release poison gas, set free a swarm of gnats, free a trapped teammate, drop some loot?) If it's the ground I'm walking on, I will want to know if its going to hurt me, heal me, or just remain stably under my feet (or collapse!)
I also don't see why every character needs seventeen different attack animations, and an equal number of casting animations. Every single one is as ridiculous as any others, so one would work. Most of the time when I'm casting anyways, I'm not looking at my own character, I'm looking at what it is I'm attacking, or glancing around the screen while preparing my next move. Hardly ever do I care what color my hands are glowing or whether I shove my right hand or left hand forward. (I also don't care if I shout 'Hyah!' or 'Nuh!' at the end of my cast bar.)
The obvious disclaimer applies that if your game exists solely to be beautiful, or a large part of the game is spent on close-up examination of game-world objects, you should definitely go all out.
Depth in Video Games
When developing a world with a goal (beat the end boss; acquire certain objects; gain first place in race) any resource (time, money, processing power) that is not spent on a goal-related feature is wasted effort.
Something that matters is worth putting time into. In a racing game, time spent fine tuning cars and courses is appreciated. In a battle game, developing and balancing new abilities is key.
Meanwhile, it makes no difference if the sky is painted or actually features celestial bodies billions of lightyears away. It will not change the most optimal course on a race track, it will not make a boss easier or harder to kill.
The only exception is gimmicks. Such as racing on a beach with high and low tide, or a lunar-based boss. Naturally, gimmicks are special occasions, so spending a large amount of resources on a gimmick is a waste.