Fixing MMOs Is Hard

Tom Chick: MMOs are broken! Fix! The Narrator: No, you mean WoW is broken.

And now we have:

Trembling Hand: Oh come on, they’re broken, fix plz.

So I thought I’d share my jaded, broken-on-the-wheel-of-pain response to the above. A caveat: if someone released a game with all 10 of those points implemented, I’m sure it would be awesome. However — the devil, as always, is in the details.

Thus, I’ll hit these out of order, because some of them are such obvious truths it’s hard to disagree with (even for me, and I’m a professional curmudgeon.)

10) Launch when it’s finished

Yes, that’d be swell. When is finished? When the game is fun? That’d be great. When you run out of money and are going to lay everyone off unless you shove it out the door prematurely? True more times than I care to remember, including some eventual market successes.

But yes, in an ideal world we’d be free of budgetary pressures and, through beneficent overlords careless with cash, or even more unlikely, proper and experienced project management, a game would be developed well, QA’d throughly, beta’d for both fun gameplay and crippling bugs, and release on time and on budget.

Heh. Hah. muahahHAHAHAHAHAAAAAAAAH. There, I’m done now.

8 ) Make subscriptions cheaper

Hard to get cheaper than “free”, which is rapidly becoming the price point for a lot of new games. But yes, asking for a credit card is a pretty crucial hurdle that is difficult for a lot of games to surmount. So, sure, cheaper is good. Hopefully you can afford to keep that team running and throwing cash at them so they don’t have to release things early!

7) Quality of life 4) Don’t make me grind

Totally agreed here, on both of these. In fact, I’m tempted to combine them and call this the Blizzard Rule. Namely: if your players are playing your game and suddenly think “you know, I could be having more fun playing World of Warcraft right now”? It’s time to break out the “maintenance mode” budget spreadsheets.

3) Make combat smarter

It’d be great if we could. Unfortunately, the Internet intervenes.

Both in terms of lag time (the more complex the interaction between client and server during a time-critical action like, say, combat, the more lag breaks the immersion, or more accurately the outright lie that you’re actually engaging with a game in realtime as opposed to a half-second or so delay) and in terms of, well, people on the Internet aren’t that enamored with complex things. Take Dungeons and Dragons Online – which has precisely the type of combat the original poster proposed. DDO is not, by any stretch, a market success. Now, that’s probably not due to the complex combat system – but by that same token, it didn’t exactly close the deal for selling the game either.

Players, in the aggregate, tend to enjoy simplicity. Sorry. No, really, I’m sorry, I’m the guy who likes insanely overcomplex rules systems. Unfortunately you and I are outliers.

1) Make the worlds more engaging

Also make them fun. And finished. Also, profitable. Anything else? Oh yeah, blue. They should be blue. Blue is cool.

OK, enough sarcasm on that one. Yes, plenty of games fall down in inducing a sense of wonder or even a sense of place that’s critical for the success of a virtual world, probably through a tunnel vision imposed on deathmarching your way through an insane production schedule so you can “release it when it’s finished” before the entire company is laid off. And a lot of that is due to the unoriginal design of many games tasked with “cloning WoW”. It’s really hard to make a coherent world when you’re working off a xerox machine of game mechanics and interfaces.

(By the way, there is not a single MMO designer on the planet who wakes up in the morning with “I’d love to clone WoW” as his or her personal dream. There are many executives, however, who wake up EVERY morning with that dream. Protip: Executives outrank designers.)

By the way, if you’re keeping score, I start tossing bombs in earnest right about…. now.

2) Ditch classes and levels

If I had a quarter for every armchair designer (or actual designer for that matter) I’ve listened to that began their “How I Would Save The MMO Industry Singlehandedly” speech with “ditch classes and levels”, I could fund World of Progressquest singlehandedly. It’s the quickest way to indie cred: instead of saying you really like Angry Johnny and the Killbillies, you say you really wish someone would make a game just like Ultima Online (which effectively had classes and eventually patched them in explicitly) or Asheron’s Call 1 (which had levels as well as implicit classes) or Game No One Has Ever Heard Of But Makes A Ton Of Money And Has No Classes (but does have levels and an insane soul destroying grind) or My Favorite MUD No One Ever Heard Of But It Totally Ruled. Saying “I wish someone would ditch those damn levels and classes” isn’t proposing a game design. It’s proposing the absence of one.

Unless you have a pretty compelling alternative for explaining how people can develop their character without being intimately familiar with the game’s rules (which, mind you, are almost never well documented in any MMO, it’s like some sort of conspiracy industry-wide to refuse to hire a decent web team), you’re simply taking all the design work you’d already have to do in creating skills and abilities, and instead of building them into coherent class sets yourself are saying “screw it – let the players do it. They know better anyway. Plus there’s none of that annoying game balance to worry about! Everybody can be everything, amirite?” (Oh wait, you have this really complex series of checks and balances to make sure you can’t screw up your character or become God of the Tankmages that will mean the game will take 2 years to learn instead of 1 year. Right.)

Ditching levels and classes won’t magically eliminate The Grind: Ultima Online was a horribly, horribly grind-tastic game (hello, GM Blacksmith TWICE, cry for me) and World of Warcraft is pretty grind-free despite being chock full of both classes AND levels.  It’s simply another rules system, and by its nature an inherently more complicated one, both to design and more importantly, to play. That doesn’t mean it’s BAD – there’s plenty of successful MUDs that do very well with mature skills-based systems. But just tossing that out as “well, hell, why hasn’t anyone ever thought of this besides ME” ignores, among other things, the fact that this gets proposed and wildly argued over and finally shouted down violently by the experienced and probably drunk senior developer in every MMO designed to date.

Of course, just rehashing D&D over and over again is pretty insane, too.

5) Make mobs smarter

It would be ridiculously easy to make mobs smarter. “Hey, I need to always kill the guy healing people. No, really. Screw you, taunt skill. I’M KILLING THIS GUY. Oh, I’m getting some friends to help. In fact we’re going to loop around from behind to take them by surprise. AND WE’RE NOT STOPPING TILL WE WIN.” It would be the equivalent of That Dungeon Master Guy you all hate who takes great, sadistic, and Aspergian glee in making sure “his” players always die horribly.

This is not an experience people will pay for. Game design, in many ways, is convincing players that they won a struggle against imposing odds. It does not mean actually creating imposing odds.

Also, I have seen metrics prove conclusively, time and time and time and time again, that in a game that *does* have monsters with decent AI and that use strategies that require some thought to defeat, that players will avoid them in droves and seek out the ones with the most brain damaged AI possible.

Players dislike challenge. They SAY they like challenge. They lie.

6) Encourage grouping

Yeah, let’s not go there.

9) Listen to, and engage with, players

The players are often WRONG.

What’s more, they will lie to you.

DIRECTLY.

TO YOUR FACE.

No, really, their class is horribly underpowered, any fool would know that if they only played the game and that bug you’re talking about is really a feature and anyway you shouldn’t remove it because our entire side is underpopulated so it’s only fair.

The players are not the ones at financial risk if your game fails. They simply move on after consuming all you have to offer.

Of course the players are also often right. There’s a whole discipline of development which revolves around figuring out which is which. At least until they figure out they’re the least paid people at the company and move on to junior worldbuilder so they finally get some respect in the break room.

But engaging with players entails the willingness to do some very fundamental things which, to date, have been unpopular with both developers and players.

* Telling players they are wrong.

* Telling dev teams they are wrong.

* Telling players and dev teams that YOU have been wrong.

* Being honest with both players and dev teams.

* Not taking sides with one against the other.

* Not playing favorites with certain players or groups of players.

* Not playing favorites with certain devs or groups of devs.

* Not building up your own personal reputation at the cost of your teams or your community.

* Having skin thick enough to deflect radioactive waste.

* Having the ability to process thousands of often contradictory voices, cleanly, quickly and professionally, without hearing them in your head as an insane cacophany driving you to murder small children.

If you’re not willing to do that – all of that – then the point you ignored will be the point that will hoist you on your petard and do more damage to your community than if you had never engaged with them in the first place. And that is why most dev teams of late just take the path of least resistance and not bother. Because it’s SAFER.

But yeah, you should totally engage with your players, because, hey, they are kind of the reason you’re there. Just be aware you’ll screw it up and cause more harm than good. Also be aware you’re not the first.

So… yeah. Hopefully this gives some idea of the long and brutal path between good intentions and attempted implementation.

It’s HARD, yo.

  • Iconic

    On “Ditching classes and levels.”

    Classes can be ditched, levels are always going to exist in some form, whether you call them that or not.

    I think what many people crave is escape from the same linear crap where every player of Class X and level Y has access to the exact same everything. Yes, it’s easier to balance, but the laziness and “can’t be done” attitude on this front is amazing.

    At the very least there is a lot of room to allow custom class design and overlap, like the old class system in Star Wars Galaxies. There was an awful lot of structure in the way that you had to progress, but there was also a fair amount of freedom to combine bits of different professions together. A more open system than the old SWG system would be a lot of work, but would also offer a lot more fun to jaded MMO players.

  • http://lost-war.org Mist

    10) Launch when the beginning of the game is fun, the middle of the game is fun, and the end of the game is fun, and that fun is able to last more than a week. If you have a fun beginning game but no endgame yet, don’t add a bunch of non-fun content between the beginning and the end and hope to stall for time. (See: AoC levels 21-80.)

    9) Don’t listen to the players. Make a community of your best beta players, and then create some kind of hidden karma system for constructive feedback submitted, and then select a few of your more literate high-end players. Create a private feedback forum. Then ignore most of what they say anyway. Stick to The Vision, assuming your Vision is good; if your Vision isn’t good, listening to your whiny players won’t help it anyway.

    8) Subscription prices are fine. MMOs deliver dozens of hours of entertainment a month to even casual players, and 100+ to the hardcore. Strongly consider charging the hardcore extra money for content designed specifically for them and no one else. Yes they will complain when they need to pay 5-10 dollars for access to Raid Dungeon Z. As a side note, if you’re going to do this, create a system where players can pay to gift this access to other players, because half your hardcore players are jobless while the other half are trust-fund babies. Also, don’t harass people for trying to trade timecards for gold, support it if you have the resources. It’s win/win.

  • VorpalK

    DDO is a less-than-successful game because of the basically-forced grouping. The combat system was decent when I was beta testing it. I’m not willing to beg for a party so I can have a night of gameplay though.

    As has been mentioned, UO got away with FFA PvP when it was the only game in town. EQ got away with forced grouping when it was (almost) the only game in town.

    Neither of those things is true, and despite the protests of the D&D loyalists (and children, I was playing D&D before the Blue Box basic set came out. I still have boxed sets of Gamma World and Boot Hill), DDO is not pen and paper D&D. It’s an MMO, a business that needs to attract customers.

    If you want to enforce groups, play fucking Pen and Paper D&D and house rule your ass off. Stop trying to drive away income (I mean solo players) because you think everyone needs to respect your authoritah.

  • VorpalK

    neither of those things is true NOW. Doh.

  • http://www.eldergame.com Eric Heimburg

    I just about wrote a book in your comment box, but before I submitted it, I realized I can use this stuff to make a new post on my OWN blog, and screw your comments.

    But I agree with all of your points, so there’s that.

  • http://lost-war.org Mist

    I really need to get one of these bloggy thingies.

  • http://www.brokentoys.org/ Scott Jennings

    Eric Heimburg :
    But I agree with all of your points, so there’s that.

    And really, isn’t that what’s important here?

  • http://captaincursor.blogspot.com/ Captain Cursor

    I’ve been in a tizzy with all these “10 ways to fix MMOs” postings that have been going around. Thank you for posting the angry rant I didn’t have time to make. Thank you for also playing “Cassandra” (which is probably a role you relish, it’s why you have subscribers).

    I might add to the various posters of how to fix MMOs “Why don’t you try to fix it yourself?”. Go pick up a bargin bin copy of Neverwinter Nights 1, host a server and play around with the rules and see how this affects players. Or sign up with a group planning to do something with metaplace, or an unreal mod, or a thousand other ways of doing a self published multi-player game these days. Go nuts and throw out every baby and stinky tub of bathwater you can. Hopefully you’ll discover some grand new design rule that no one else has, most likely you’ll realize why some rules you hated are there (like while aggro/hate is kinda silly, it’s better than having no player control for who gets attacked).

    Anyway, thanks for speaking up for the harsh voice of reality.

  • http://amburgey@rotman.utoronto.ca JuJutsu

    I never thought I’d say thank goodness for WoW; I don’t care for it and don’t play it. But as long as it keeps #4 & #7 [the Blizzard Rule] in play then….thank goodness for WoW. Unlike the rest of life, designing games is Hard. They have Executives that want to actually make money; timelines and these budget things. It’s not their fault they dump half-finished product out the door.

    I hope the Blizzard Rule stays in place a nice long time.

  • http://ninjalistics.com Allen Varney

    Your link for “Game No One Has Ever Heard Of But Makes A Ton Of Money And Has No Classes” (but does have levels and an insane soul destroying grind) links to the Hasbro site, presumably because you listed the URL as “RuneQuest” (the Chaosium tabletop RPG, later sold to Avalon Hill which was purchased by Wizards of the Coast which was purchased by Hasbro, though the RPG was later licensed to Mongoose Publishing) when you may instead have meant “Runescape” (the Java-based boutique MMO).

    If you did in fact mean the tabletop RuneQuest, it has neither classes nor levels, though arguably getting your skills up to 100% was a grind, and the tabletop RPG hasn’t ever made a ton of money for any of its publishers.

  • http://playervsdeveloper.blogspot.com Green Armadillo

    So delaying launch until the game is “finished” would drive the company out of business, but launching before the game is finished will result in players coming, deciding that it fails the Blizzard rule due to its unfinished state, and leaving the game with, for the sake of argument, 60% of the number of subscribers Marc Jacobs wanted.

    Guess we should all get used to waiting two years a pop for the next WoW expansion, because those rules seem to say that we’re not seeing a viable contender to the throne until Blizzard releases one itself.

  • http://www.brokentoys.org/ Scott Jennings

    Allen Varney :
    “RuneQuest”

    Good catch. And probably a Freudian slip since I was thinking about Runequest when going off on level/class alternative systems.

    (Although it kind of suffered when Avalon Hill bought it and turned it, weirdly, into a game about Vikings.)

  • Queso

    I didnt play WOW classic, but I imagined that it took people a lot longer to get from 1-60 than it did people to get to 1-40 in Warhammer.

    I wonder if making a huge grind before people get to end game is a good idea to stall your player base before you can get the end game stuff completed.

  • http://lost-war.org Mist

    WoW 1-60 was fairly long but wasn’t a huge grind. It had a ton of excellent level up content, both in the form of solo quests, group quests, and amazingly fun 5 man instances long before you hit endgame. Scarlet Monastery, Shadowfang Keep, Deadmines, WoW never would have been a success without that now largely bypassed content. I think people forget how WoW got popular in the first place. It was because the gameplay, almost ALL of the gameplay, 1-60 was incredibly fun. It also had enough endgame to keep enough of the high end around for 2 years until they could deliver a much improved experience for all in BC.

    This is very much unlike AoC level 41-80, or all the tier 3 content in WAR. That content was all horrible, and made people not even want to hit endgame. That content was where subscriptions went to die. If you want to put a finger on why those two games didn’t succeed where WoW did, that’s it, right there.

  • Freakazoid

    How do you keep finding all these terrible, terrible blogs?

    It’s nice that you can come in and correct their awfulness, but I almost prefer to pretend they don’t exist.

  • http://www.netharuka.com jinstevens

    Remind me not make a post about improving MMOs. :P

  • UnSub

    On that “Make mobs smarter” point in the original blog, can people stop crafting awesome stories of NPC AI (or, for that matter, PvP encounters) of how things went X, Y and Z and then they won?

    Taking HL as their example, I often saw random things of X, Y and Z then died. Quick load, died again. Quick load, let’s try this … dead. Quick load, let’s throw a grenade there then pull back and yay, made it. In single player FPSs I can fiddle around with tactics until I win. MMOs don’t have quick load buttons. If players want random, unpredictable encounters, they should be prepared to die a lot.

    Oh, and CoH/V has items, but they are called enhancements. They are loot by any other name.

    Final point: ChampO has ditched classes and theoretically you can pick any powers you want. We’ll have to see what that means for players and character advancement when it launches.

  • http://www.battlevortex.com William Purvis

    Shouldn’t you have named this article, “The Empire Strikes Back”? Nice cut scenes!

  • http://killtenrats.com Ravious

    And, that. I believe. Is the best way to end the blogosphere chain of 10 things.

  • http://bifftheunderstudy.wordpress.com Dan Gray

    Mist :
    10) Launch when the beginning of the game is fun, the middle of the game is fun, and the end of the game is fun, and that fun is able to last more than a week. If you have a fun beginning game but no endgame yet, don’t add a bunch of non-fun content between the beginning and the end and hope to stall for time. (See: AoC levels 21-80.)

    This I will agree with, but I think it needs expanding on a little more.

    It’s not about trying to release with huge amounts of content intending keep every player busy. That approach is going to drain your budgets and strain your team to breaking point. It is about developing enough FUN content with a decent replayability value, so people wont mind coming back to the same thing again and again. A smaller amount of polished and fun content beats larger amounts of mediocre content every time.

    Take Left4Dead, for example. No, it’s not an MMO, but I think the comparison still applies. Left4Dead released with, and still has, only four campaigns. Four campaigns that can be played through in 30 minutes to an hour each. That really doesn’t sound like much, does it? Yet people are still loving the game having played through each one dozens of times. Why? Because it’s fun. I don’t want to get picky with details about how this doesn’t apply to MMO design theory, it’s a simple principle that I am illustrating.

    Mist :
    9) Don’t listen to the players. Make a community of your best beta players, and then create some kind of hidden karma system for constructive feedback submitted, and then select a few of your more literate high-end players. Create a private feedback forum. Then ignore most of what they say anyway. Stick to The Vision, assuming your Vision is good; if your Vision isn’t good, listening to your whiny players won’t help it anyway.

    This is a very jaded view, and strongly disagree.

    1) If a design decision is relating to the overall vision of your game then it generally isn’t something you should be presenting to your community anyway, unless your current vision is a miserable failure. However, that definitely does not translate to “you only raise unimportant issues with your community.”

    2) Isolating the intelligent discussion away from the rest of your community may help with signal to noise ratio in the short term, but it is going to be damaging in the long term. Players who spend a lot of time thinking about a game will eventually create their own vision of how they feel it should develop. This distorts their feedback, and will lead to conflicts with others who were previously on the same page. The only way to help prevent that is keeping it public, so decisions aren’t being made in such an isolated environment. You also stunt the development of your community by not encouraging the experienced and well spoken members of your community to fraternize with the rest.

    In the past I have both personally managed and been a member of small core feedback groups on private forums, for two different MMOs. In neither case did I see it help a great deal, and in both I felt that in the long term it was quite detrimental for the reasons I listed above.

  • pharniel

    I have nothing to say aside from YAY angry johnny is still in business (haven’t thought about them since freshman year of college).

  • Turlow

    If you ditch levels (class or skill), how do characters improve? I may be missing something but a level-less game would mean all players start with the same abilities with the same chance of success using those abilities and the chance of success never ever changes for anyone. I suppose the game could be item-centric where equipment improves your abilities. But wouldn’t that just redefine level from character based attributes to equipment based?

  • http://crymore.de EpicSquirt

    The list sounds intimidating, my theory is that random people could make better MMOs than out there with the amount of money Age of Conan or Warhammer have used for development.

    10) Either launch when finished or make the development itself an open process. In any case, the project and budget management and is really laughable sometimes in the industry: No one will prove to me that patches (development, testing and applying them to a live product) each week or each two weeks can work for a MMO (AoC tried that). Sofware quality can be measured as: being on time, being in budget and the amount of errors in. The fact is that besides of seeking a balance in that magical triangle, the games often have a bad design making one way of playing the path most will choose!

    8) Beta software shouldn’t cost 15 Euros per month.

    3) & 5) Simple combat and griding are okay to a degree: but you have to make sure that there are many (simple) ways of fighting and many ways of griding (through PvE, PvP, market game, political game, etc.)

    6) I wouldn’t encourage grouping, in fact I’d remove groups, parties, war bands and so on. Grouping would come then with a higher communication cost and could lead to a communication break down. Yes, beating the crap out of the zerg with a small group of dedicated people is fun, but spread healing from a safe position and watching health bars in group window go up and down isn’t! In many games one can just play the game by foccusing on the damn health bars and not on what’s going on. I’d remove the health bars too, one would have to beat on someone for as long as it takes.

    2) Classes and levels are totally obsolete, you can drive a game with an attribute and skill based system easily. See Shadowrun, the pen & paper RPG (minus the arche types).

    9) Sell your vision and invite everyone to take part in it and make it better, just don’t bullshit people with features you will not deliver and try to be innovative.

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  • dartwick

    Beyond grinding levels to get to the end game, the biggest problem in MMOs is definitely that most the players insist on a game they can simultaneously play while cooking dinner and watching TV.

    games suck because players demand it.

  • http://www.nerfbat.com/ Ryan Shwayder

    Best quote of 2009: “Game design, in many ways, is convincing players that they won a struggle against imposing odds. It does not mean actually creating imposing odds.”

  • http://www.ihaspc.com Chris F

    I think they should have added one more, which is to curb marketing until the product is more feature secure. This goes back to Dan Gray’s comment of how ‘players create their own vision of the game’. Players do that the day a game is announced. There are already thousands of players who have formed their opinion on what the KOTOR MMO should play like for them.

    Companies should wait just a bit longer before releasing info to make sure they know and understand what their game is – and more importantly, isn’t – so they can relay that to consumers and meter expectations.

  • http://viviannedraper.blogspot.com Vivianne Draper

    Its hard to believe these guys have ever played games before, much less have advanced degrees. Its clear they’ve never worked in the industry before and if they were to get jobs in the industry, they’d probably make the same craptacular mistakes that Koster did with UO and McQuaid did with EQ. This sentence though was most telling:

    “Let me change my name. Let me change my appearance as often as I like. Don’t restrict me doing these things unless you have a very good reason.”

    OMG are you kidding? Did you learn nothing from the griefing that went on in UO and I/LoK and these features weren’t even available!

    But above and beyond that, their comments just seem whacked and without thought. They have some good points. I don’t know anyone who loves the levelling grind. But its hardly why MMOs are broken. Comparing the combat systems of MMOs with those of single player FPS games, again, does not make an MMO broken. But yah the same old combat process gets old and tired after a while. As you pointed out in your rant, they don’t have a clue about the business of MMOs and not even Microsoft — a company with more money than god — ships software when its ‘finished.’ Near as I can tell any piece of software is pretty much a work in progress and is never “finished.”

    Gah I’m going to rant myself because these guys are so far off the mark and so wrong and their rant is so thoughtless and stupid it pisses me off. Don’t listen to them Lum. They are WRONG. and making games is HARD.

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  • http://www.emeraldisland.com Steve

    Launching when it’s finished is easy. All you have to do is determine how long you have to make the game before you run out of money, and then create a game design that can be made in half that time.

  • Gammarad

    The “how to fix MMOs” game seems really fun to me, I want to play.

    Step 1: how to fix the “3 boring classes” problem. Because it sounds like this is a big and difficult one somehow. Keep classes, they are a great solution to multiple problems (knowing who does what at a glance is one that wasn’t even mentioned, as well as all the ones in the main article here).

    Here’s my answer: Take out the “damage” role, everyone should be damaging. Give every class roughly equal damage. Take out the “tank” role, make the MBIs do area damage, they hit everyone fighting them the same amount. Keep healing, it just becomes different to do. Add a role of “defense” and a role of “offense” – the defense role makes MBIs hit softer, or miss a lot, or something like that, whether by adding a shield or by cursing the MBI or covering it in gluey stuff or whatever. The offense role makes the MBI die faster by making everyone do more damage, or swing faster, or hit more often, or making the MBI heal itself slower, or something. The variety in defense/offense classes is usually whether it works by “buff” or “debuff” but you can squeeze more variety in there too. So pretty much, defense replaces tanks and offense replaces damage, but, they’re much more interesting to play because everyone gets to do equal damage. On a team, the offense makes everyone hit harder, not just himself. The defense makes everyone safer, not just himself.

    Not only that, but when you do it this way, you can balance it so that it doesn’t matter which you have more of, healing, offense, or defense. They are pretty much substitutes for each other. Offense makes you kill things faster, so you might need to make other disadvantages for having too much offense, but the risk of offense is random numbers; offense makes it faster but it also makes it riskier and the slowdown there is the times you die :)

    You probably already have MBIs that are intended for one player and other MBIs that are intended for multiple only. I’ll call them SMBIs (solo mbis) and GMBIs (group mbis). Solo MBIs can be killed by at least one of the new 3 roles. Group MBIs need at least one of each, and then add any number of whichever else.

    City of Villains pretty much has the above scheme, but the MBIs are much weaker there overall. I think it could still work for a game with MBIs as tough as the Everquest ones, with the above suggestion.

    Step 2 EZ socialization

    But the one thing that most MMOs need to be “fixed” is very simple, they need a way for players of different levels and playing times to join up and do something meaningful together, without it being a way of cheating and having the player lower on the ladder getting a “rung up” so to speak. Having a mentoring system that temporarily boosts the lower one up to the higher one’s level, but does not provide them any faster of an advancement, is all that’s necessary, but making that happen technically seems to be fairly difficult and/or omitted for some other reason.

    As for encouraging grouping, that is also doable without becoming Everquest. You just have to “encourage” it. But I pretty much think most MMOs already do this, so it’s not really a how to fix them thing. Maybe WoW does not encourage grouping at lower levels (mostly in my new-to-WoW feeling by making it very confusing to figure out how quests work when you’re in a group), but most MMOs do. And WoW encourages it at middle and higher levels, with their multi person instances.

  • Matt

    “Game design, in many ways, is convincing players that they won a struggle against imposing odds. It does not mean actually creating imposing odds.”

    Everything I’ve been teaching my designers summed up into two sentences. Thanks Scott.

  • http://stylishcorpse.wordpress.com/ Ysharros

    Hear hear! Burn all armchairs. Or at least fit them with really painful, remote-controlled pointy spring-loaded things.

    Ow.

  • tsweatt

    I do believe that’s the first DragonRealms reference I’ve seen in a long, long time, and I have to say it’s long over due! So many promising systems in the game could be applied to MMOs…hopefully not the PvP consent system though, as that has led to a disagreement between myself and Simutronics (and hey remember Hero’s Journey?) about whether or not I should be allowed to play the game again.

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  • SiliconMage

    Few other thoughts.

    1) Start small, iterate often. Don’t use a 10 year single release development model, this is a sure recipe for failure. Concentrate on the core first, and release something playable and fun with a limited feature set within, say, 3 years. Add crafting, diplomacy, city sieges, or funky new feature #46 in later iterations.

    2) Add jumping. Your users will complain if they can’t jump. Don’t know why, really. But some people will be put off enough to quit playing if its not there.

    3) Add emotes, and not just text emotes. Dancing is a big one, but burping, farting, sitting, and laying down are all very popular.

    4) Allow male and female versions of all of your classes. Some folks will refuse to play a female only character (I imagine the reverse is true to some extent as well).

    5) Balance the classes (or skills) ARITHMETICALLY. 1 point damage = 1 point healing = 1 point crowd control, create an Excel spreadsheet and make sure each class (or skill) balances out to within .1 of a point to each other, and publish this sheet and let all of your users examine/critique it.

    6) DON’T publish class descriptions years ahead of time because your customers will hold you to them like a binding contract forever. “Master of spell damage HA!!!!”

    7) Accommodate different playing types within your game. Let the Griefers grief each other in a griefing zone, let the rogues pickpocket each other in a Thieves area, PvP area’s etc. Make a zone where magic is stronger, another where melee is stronger, another for ranged. Then put in some juicy quests for the other classes to get some phat loot.

    8) Don’t make “Godlike Super Items” where 1 item is clearly the most superior in every aspect as your customers will ignore all other items. Make a superior melee armor, superior ranged armour, elemental armor, stats armor and force your users to pick and choose. Add weight restrictions so they can’t simple carry around all the armor sets and switch to the ones needed.

    9) Design your content as a binary tree, with lower levels having fewer choices and higher levels having more. So if you are making low/medium/high level dungeons, make it 2/2/8, not 4/4/2.

    10) Items that are harder to obtain should have more visual bonuses that statistical. The 100 hour quest sword should result in a flaming sword that looks cool as opposed to the sword of zonewide butt raping +1000 to everything. Make the game a little more casual friendly.

  • http://gnomedepot.net Loredena

    “Allow male and female versions of all of your classes. Some folks will refuse to play a female only character (I imagine the reverse is true to some extent as well).”

    This applies to races as well — there are games I, as a woman gamer, have refused to buy or play because they had multiple male-only races. I gave LotRO a pass on the dwarves, because it DID fit the lore, and was only one race. Arcanium (I think that was the name) on the other hand opted for that choice with multiple races, with no preexisting lore to work around — despite my initial interest in the game (I’m definitely part of its target audience) I refused to get it.

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  • http://tishtoshtesh.wordpress.com/ Tesh

    My concerns with classes are that they are built to function best in groups, and that they introduce PvP imbalance. I don’t particularly want to play in a group all the time, and paper/rock/scissors PvP is frustrating and far less skill-intensive than it should be.

    Atlantica Online dodges this to some degree by allowing players to control a squad of units, rather than a single unit. Each unit is very constrained in its “class”, but because the player controls more than one constrained unit, it’s possible to build a much more robust “player presence” in combat.

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  • Longasc

    (2) I would still ditch classes and levels. Sure, some kind of “levels” will always exist, but the current implementation (e.g. WoW) is awful. It is all about reaching the max, end level quickly and then throw away 90% of the game world for a meager endgame content.

    (9) The truth is in the middle, and no company or designer is 100% focused on himself or 100% on the games’ community. The fallacy is that one or the other is right/wrong. In the end the designers always decide, never the player base. Designers do not have to heed player advice, but it can never hurt to listen to it.

  • damn you, capitalism!

    Re 5: People keep complaining that it’s silly when one group of goblins stands 20 feet away watching you kill thier siblings in a different group of goblins. To solve this, you’d need to have that other group of goblins outside the range of character visibility, which is pretty darn far in most games. Or your entire gameplay would revolve around aoe’ing 10,0000 goblins as each group chains another group who all necessarily hit like baby murlocs.

    You would either have to have very barren, empty worlds, where each reasonably dangerous mob is separated from any other reasonably dangerous mob by the player’s maximum visual distance, or you’d have to have worlds where the player is truly an epic hero capable of surviving 10′s of monsters (hello, wotlk). If you had large, barren worlds, people would be complaining even more about how long it takes to go from z to x, and how camped each place is. It’s just not realistic.

    Re 2 – I’m sorry, but I loved — LOVED — UO’s classless and leveless system. Yes, in the end it’s just a different “skin” on the actual game system behind it, and it’s much much more complicated to balance since you can’t be ensured that the frost mage skills won’t be mixed with the ret pally skills, but it was also much more interesting as a player and much more engaging. I know alot of folks ended up having the flavor of the month build, but I stil loved it.

  • Ed

    “Make mobs smarter” is more difficult than you think (I’m speaking from experience here). We can have “smart” mobs in single player games, sure. But just how many of these mobs are “in play” at any one time? Single player games have a limited window of activity, the area surrounding the player.

    With MMOs, you have a larger number of mobs and less CPU time for their behavior. As my boss once told me, it’s not how complex something is, it’s how complex and how many times a second do you have to do it.

  • Mortarion

    I got mentally exhausted reading over this because (while I’ve known these problems exist), it really put me into the shoes of an MMO dev. Why do you people WANT these jobs?! I’d spend five minutes trying to resolve these problems, then say “Screw it” and go make an FPS action game. Those involve much fewer paradoxes!

  • http://lost-war.org Mist

    Mortarion :
    Why do you people WANT these jobs?!

    Moneyhats, duh.

  • Nirgal

    A lot of these I agree with your comments on. I do think your comment on ‘encouraging grouping’ was a bit short. Of course you can take it too far and there should be useful solo content, but by the same token I find it hard to get into ‘MMOs’ where everyone is just running around doing their own thing. I can get better content from a single player game with no subscription fee if I’m not interacting with others.

  • Iconic

    “If you ditch levels (class or skill), how do characters improve? I may be missing something but a level-less game would mean all players start with the same abilities with the same chance of success using those abilities and the chance of success never ever changes for anyone.”

    Well, you’re almost certainly going to have levels of some kind. That doesn’t mean they have to be of the linear variety. I’ll use UO just as an example: your character has skill levels, and has a finite amount of skill that can be obtained (this used to 700, but I’m sure that’s changed by now). So in a sense, characters range from ~50 to 700. However, a character with 50 skill in 14 abilities is not the same level power wise as a character with 7 skills at 100. Skills take longer to level the higher they get, and a maxed out skill (Grand Master) skill represents a lot of time and effort. A maxed out character would typically have 7 GM skills (but they might be completely different from character to character).

    Players figure out really efficient templates over time, so that they essentially design their own classes. The challenge for the designers is to keep working on the existing skills to make less desired abilities seem more appealing, and to add additional skills over time. Obviously the more skills you put into the game the more complex the balancing act becomes, as each skill can now interact with so many others.

    This is one example: A skill based system. In place of skill you could easily have a bunch of tiered menus, sort of like what you find in WoW talent trees. As a general rule you can put the points that you earn (your pseudo levels) into any tree you want, but within each tree you have to build up through the tiers, preventing you from easily cherry picking the most potent stuff from every tree. Star Wars Galaxies had a very primitive version of this.

    The point is, yes, you have to have levels of some kind if you want to have character progression, but they don’t have to be the same boring, lazy linear progression of levels that seem to have carried over from Dungeons and Dragons to every other fantasy game in the universe.

    You don’t need pre designed classes, but you need to be aware of the ways that people min/max a system, anticipate it, and react to it when you fail to anticipate it. You can’t simply throw in a bunch of abilities, assume that people will choose them more or less equally, and throw your hands up in despair when every one has the same 5 abilities after launch.

  • Vaxhacker

    But, without levels I wouldn’t be able to say “Ding! 80!” in guild chat. Where’s the fun in that?

  • damn you, capitalism!

    One other thing I really miss about UO — the ability to “own” a damn house, build it how I want block by block, and take many and varied actual game items and stack them into beautiful fishtanks or write in colored cloth various rude words on my roof for passerby.