Archive for the ‘EVE Online’ Category

Hand-Holding in MMO’s: Do We Want It?

After not having internet access for the past three days because our provider has some serious issues, it’s finally back up and running (for now.)  Having said that, I didn’t get the chance to write up a post that I had been brewing over for a couple days; In fact, I’d left a draft open with the title to this post so that I wouldn’t forget about it.  After doing some surfing around the blogosphere to catch up on a weekend’s worth of posts, I saw that Tobold had already touched on the topic briefly.  Now that he’s gotten the ball rolling, I’ll delve a little deeper.

We all have different needs, and MMO’s are no different.  Some of us prefer lots of guidance with someone or something constantly leading the way, providing clues and answers to all of our questions.  Others prefer to have a general path to follow before being sent on their way to discover things for themselves.  Still others would rather be dropped in the middle of nowhere with absolutely no sense of direction to go where they please and do what they please.  These are all valid points of view, and all provide different levels of satisfaction and comfort.  Knowing this means understanding that it can pose a difficult problem to solve for MMO developers, though.  Players from all sorts of backgrounds with all sorts of preferences and expectations are bound to try certain games, and the developers want to keep all of them happy and entertained, but how can they cater to such a wide assortment of potential customers, and yet keep them all satisfied… or can they? This is a question that has never been more prevalent than now, with an ever-increasing number of MMO’s headed our way.  I’ll take a look at three games that help show the two extremes as well as the mid-point.

EvE Online:
On one end of the spectrum there is EvE Online, which is known well for its “throw you to the dogs” approach.  They have made changes recently to try to break or at least shift this stereotype to help bring in more casual players, but it’s still by far the toughest MMO to break into.  Some people thrive in these situations, and they wouldn’t want it any other way.  Others simply can’t do it.  They get too overwhelmed and confused, and quit.  To be perfectly honest, this is the way I felt when I tried EvE about a year ago. I understand that this is the way many players prefer for things to work, and greatly enjoy it, however that’s not the way I prefer things to be, so I didn’t pursue this game.  Can a game with this style work?  Of course, or EvE wouldn’t be the success that it is.  Does that mean that it would hurt to make their game a bit more casual-friendly?  I’ll get to this later.

EverQuest2:
This is a good middle-of-the-road MMO in terms of guidance from the game itself.  You are provided with a somewhat brief tutorial for many aspects of the game, but the average gamer (or non-gamer) whose first MMO is EverQuest 2 is likely going to struggle quite a bit trying to learn everything as they go. Even MMO veterans have had problems understanding everything within this game as they get started with it.  SOE has made progress in leaps and bounds towards improving this, but has it been enough?  Without the assistance of other players or websites to help guide the way, players can easily be turned off before they have even had the chance to truly judge the game.  With that in mind, there are players who get much more satisfaction out of figuring out the nuances of the game on their own than if they had been provided everything they needed.  There are a great deal of these people, and they deserve to have a playstyle that fits them, but can you make a game successfully that caters solely to this audience?  Well, yes, but it’s not going to be as successful as if you catered to others as well.

World of Warcraft:
World of Warcraft is known for being the most casual-friendly MMO around (which seems evident based on its subscription numbers alone.)  it does an excellent job of leading players along while not making them feel dumb in the process.  They let players know what they are supposed to do without suffocating them or making them feel like a puppet.   If you’re on your third or fourth character and don’t care to read all the tips they provide or complete the starter areas, you can skip ahead if you like and jump into the heart of the game right way.  Even yet, there are still plenty of times when, as Tobold pointed out, players will find themselves using third-party resources to determine what to do or where to go next.  Does Blizzard provide players with enough information to get along, or do they need to include more at the risk of bombarding players with a great deal of unnecessary information?  It’s definitely a tough balance to find.

WoW certainly appears to be the game that got the most things right.  They provide the players with enough guidance (leading you around with quests, providing information through NPC’s, etc.) that players generally understand what they should be doing, but it doesn’t seem to be forced.  The guidance is there for the taking, but no one is making you use it.

No game has found the perfect solution, which is of course to cater equally to all sets of players.  Can this really be done, though?  Can you really make a game that provides for the most hard-core players who’ve spent ten years playing MMO’s who just want to dive right in, yet also provides everything necessary for an MMO virgin?  More importantly, can it be done without sacrificing the integrity and the vision of the game?  With an MMO like EvE, if the player base feels like they’ve been betrayed and their game has gone to the casual carebears, then they could lose a good chunk of their valued customers in the process. If they can maintain the feel it currently posesses while providing more casual players with a way in, however, they could dramatically increase their subscriptions.  It’s all a matter of what the players want and what the developers are trying to (and are able to) deliver.

I suppose a big portion of this question falls to the use of third party websites.  Pretty much anything can be found out on these sites, and can make gaming a great deal easier.  Does this mean that developers have the right to depend on these sites for players to find all of their information they need, or is it their responsibility to put this information into the game to reduce the number of times players need to use them?  How do you know what the right amount of information is enough and how much is too much?  I think it depends on the game that’s being built and what the players expect along with that.  It’s certainly not a “one size fits all” situation, which means that finding the right balance is always going to be difficult.

So where do you fit?  How much guidance do you prefer to have along with your MMO’s?  Are you an explorer who wants to run around freely and still progress, or do you prefer a very linear path that gets you  (literally or figuratively) from point a to point b?  Do you prefer to get all answers on “thottbot,” or would you like to have them right in the game?  Let me know :)

~Kanthalos

“Just stick it out, it’ll be better in a few levels.”

I don’t know how many times I’ve heard this, but it’s something that has been around basically since MMO’s were born. Most MMO’s tend to have a rough patch at some point or another where leveling seems much more like a chore than a pleasure. Some, like EvE, seem to be right out of the get-go. If you make it through the first few days or so in EvE (levels are a relative term in EvE since it’s more skill-based than anything) and you enjoy the mechanics and the overall feel of the game without feeling overwhelmed or what have you, then you’re pretty much good to go. Other games like LotRO seem to face this at about the 35th level mark. You get a good feel for the game and what it’s all about by the time you reach this point, but wonder whether it’s worth that extra push it requires to make it through some of those stale levels. Granted, they have added zones like Evendim to help alleviate this issue, but has this solved the issue completely? I’ll get back to this later.

While some games are better than others, and there are a wide range of issues that can determine whether you are affected by these troublesome levels, should you ever feel like you have to “stick it out” to get to more enjoyable content? Is it simply inevitable that these will find their way into MMO’s at some point or another due to the immense scale of these games, or should the developers be doing everything they can to make sure that they avoid these areas?

Now I’m going to get to the heart of this issue (at least for me.) When I got my champion to level 35 in LotRO, I immediately began to feel stuck. My quest log was littered with fellowship quests or quests that were too high for me to complete on my own. I have no problem with fellowship quests, and I actually enjoy them quite a bit, but when I struggled for several days to put a group together, I began to get rather frustrated. If I couldn’t complete these quests that I needed a fellowship for, this left me with only one option: grinding. Most of us know that mob xp in LotRO is meager at best, even with rest xp. Leveling is all about questing, which really causes problems for those who want (or feel to need) to grind a few levels out. I actually wouldn’t have minded this either, as I can enjoy a nice grinding session on occasion. So there I was, unable to find a fellowship, unable to grind, and unable to complete solo quests (due to a lack of them for my level.) With this weighing heavily on me during my time spent in game, along with the subscription ending in a few days, I chose not to push on. I did make it to 36 before I quit, but at that point, I didn’t have the urge to bust all the way through to 38 or so. That’s not to say I never will again, but I didn’t feel like I should have to force myself to make it through 2-3 levels just so that I could get to more rewarding and enjoyable content.

Even WoW, a game that I think did an excellent job of filling content for all levels, would have me feeling stuck from time to time, particularly in the mid-to-high 50’s range. At least in WoW, the option to grind was there should you choose to take it. While it usually isn’t as effective as questing, it at least gives you the option to a) get out of a patch where you don’t seem to have enough quests or b) simply don’t want to do the quests that you have.

It’s all about having multiple options when it comes to leveling. For the most part, players aren’t going to want to do every single quest they are given, just like they don’t always want to quest at all. Some players prefer to instance, which can also be a great way to level while also allowing you to skipping through a bout of quests if that is the goal. Some players don’t like having a clear path all the time, or at all for that matter. Games like EvE are perfect for this style of player. That said, many MMO enthusiasts have tried at least once to get into EvE and simply couldn’t see the appeal before their confusion and frustration set in, and they gave up. One advantage EvE has in this area is that you can continue to gain skill points while you aren’t playing, which can be very beneficial as you are constantly advancing in one form or another.

So should we feel obligated to “stick it out” for a few levels (or skill points) to make it to a more enjoyable portion of the game? With the ever-increasing number of options we as MMO enthusiasts have, is it worth it for us to “waste our time” so that we can make it through the tunnel and back into the light (or deep space,) or should we simply move on and hope for better results with the next game?

~Kanthalos

Uncanny Valley and MMO’s — Part 2 of 2

I described the Uncanny Valley hypothesis and how I related it to MMO’s in my last post, choosing to look at the technical aspects of whether or not players will one day be able to feel as though their avatars are an extension of themselves or whether in fact, they even desire this. For the second part of this, I’m going to focus on the emotional aspect of this idea. Social interaction with other players and NPC’s would play the greatest part of course, as well as character freedom. I will warn you I do get a bit side-tracked at times, but I think everything ultimately relates to the topic.

I’ll start with social interactions. It’s clear that currently in MMO’s there is very little true social interaction, at least that actual involves your avatar. Sure you can click on an NPC to obtain a quest and type a message to another player on the keyboard, but your character simply sits there while you perform these actions. I think the first step in changing this involves voice communication, which we have recently seen an influx in with the use of software like Ventrilo and TeamSpeak. In fact, some games have already included systems built into the game that allow voice chat, either through a third party program or one they’ve created themselves. Dungeons and Dragons Online has a built in system, Lineage 2 uses MSN messenger, and EVE Online is currently implementing a system as well. Again, though, this is simply for players to communicate what they want or need from other players. Rarely is it used to role play, speaking as the character would. This is part of the problem that many players currently have in using voice chat. They feel that it breaks the illusion when a 13 year old middle-of-puberty boy starts talking in Ventrilo while playing a 300-pound dwarf. While I agree that this breaks the atmospheric feel of the game, I would argue that so does reading the text that people type into a box. You don’t see people walking around with a whiteboard and a dry erase marker writing everything they want to express (I hope,) so why is this any more realistic than a 54 year old man with emphysema talking for a night elf woman? Also, companies have started creating voice chat programs that will altar your voice such as MorphVOX Pro (Vivox is also working on a program as well) to whatever you want yourself to sound like. While they are far from perfect it’s a sign that things are changing and heading in this direction.

More than just talking to other players though, I think a large step towards realism in MMO’s is NPC’s actual talking to you. I know EverQuest 2 has started with this and some of the quests you obtain will actually have the NPC say it out loud to you. The biggest problem you run into with this is getting voice actors that are actually good. If they are poorly done, it’s worse than just reading it so you have to be careful when implementing something like this. Also, I think if you get good voice actors, people might be more interested in actually reading the quests more than they do now, usually just clicking the accept button and reading the objective later, but quests are another subject I’m going to tackle after this. Also bodily movements (expressions) and mouth movement are essential in this. No matter how good the voice actors are, if the NPC is a rock then it will just be awkward and simply won’t work.

True character freedom is also very important in creating a sense of realism in order to feel a part of your character. Characters will need to actually be able to have control of the way they move. While this might not be possible in combat yet, there needs to be some way of doing so when not in combat. Asheron’s Call uses a combat/peace mode system. Perhaps this would work for the proposed situation. This may not be possible with the current mouse and keyboard configuration, but is just one more step towards realism. The ability to push someone, pick up a rusty axe off the ground, hold someone’s hand, or even scratch our characters head (your imagination can come up with all sorts of other possibilities I’m sure) would be incredible addition to a game. While we do have e-motes, they just aren’t the same.

Well there you have it. These are the most essential things that I’ve come up with when it comes to having a more realistic take on our characters we play for hours on end. There are many more things involved in believability in MMO’s, but they involve gameplay which is a completely different subject in my opinion. So is truly connecting with your character something you even desire within a game? Clearly we desire our games to be based on our reality, but how much is too much? These are questions I would love to hear your responses to, so let me know what you think. I hope you enjoyed this, and I’ll be back soon to talk about questing and possible improvements that could be made.

~Kanthalos