Busy, But Not Too Busy To Be Bitchy About Games


So as I’m sure everyone noticed (or failed to, if you haven’t seen anything in your RSS reader) I’ve been neglecting this blog. This is 100% due to my day job going into overdrive; we have a pretty major milestone coming up (and in fact I’ll be giving AGDC a miss, though I’ll be cadging beers in the evening; if you have beers to cadge, hit me up!) and it has been keeping me focused.

However I did pick up Champions last week. I like superhero games – I played City of Heroes since it launched, and still do, on and off – even though I’m not really a comic book guy. Plus, I have a sort of history with Paragon (CoH’s current developer) and Cryptic before that, given that I worked at their publisher, worked for years with one of their lead writers/designers, and once had Jack Emmert lecture me at Gen Con about my Latin pronunciation while wearing a silver lamé cape.

So, I really wanted to like Champions. I even had a hero all ready to go.

dearleader.jpg

The Dear Leader, Kim Jong Il. He specializes in dark, fell sorcery. And robots!

Unfortunately, there was a few things to harsh my buzz.

First, apparently the entire game was nerfed on launch day. It wasn’t technically a nerf unless you pre-ordered. I did pre-order, but apparently not soon enough to play during the pre-order, so I didn’t play in the blissful 3 days of pre-nerf nirvana. However there was, as you might expect, a bit of a community explosion over changing the balance of the entire game overnight. Or, to quote a community person who was the first to announce the news:

Good news! Defensive passives are getting a decrease in their effectiveness very soon. That’s all the detail I have for now.

This is quite possibly the most awesome post from a community person ever. “Guys! Guys! You’re going to be weaker and take more damage soon! Isn’t that great? Talk to you later!”

But, really, that didn’t bother me either, because I didn’t play during the pre-order phase, and the board explosions didn’t bother me because, well, I didn’t read the boards.

What did bother me was the character skill system. And my reaction to it I actually find kind of interesting. Normally I’m pretty hardcore about character builds. I like analyzing things to death – it’s why I constantly reroll new characters. Well, that and I get bored.

With Champions, I felt as though I wasn’t qualified to do that. It was too complex and opaque to me, despite most things having liberal tooltip explanations and the developers helpfully supplying a “danger room” where you can test new skill purchases for free. Thanks to the ridiculously expensive respec costs, I felt as though every decision I made about my character was final. And I resented it. Perhaps I was spoiled from WoW, where a talent respec cost maybe a day’s worth of daily quests. I didn’t feel like I really knew what I was doing – which for a game like this, with a rich skill system like this is normal. Yet I felt like not knowing what I was doing was critical. I made characters which rapidly were unplayable. Kim, for existence. Turns out mixing robots and sorcery doesn’t work well. Guess he’s shelved. As was my fire blaster. As was my dual blades guy. I would plow through the tutorial, whose corny jokes and earnest Golden-Age-of-Comics demeanor wore more and more on me with each repetition, get to the first real zone, and fall flat on my face if I pulled more than one enemy. Clearly, this was not City of Heroes, where you plow through dozens of henchmen while laughing loudly. The game was letting me fail.

This is a necessary evil of a rich, classless skill system – the game has to let you fail. And it irritated me. Probably because of the punitive respec costs. I’m thinking that a cheap and available respec is a necessity for a game like this. Sure, you can fail, but the cost should be going to an instructor and saying “I’m sowwy” while pawing the dirt with your shoes, not shelving your character as Failure #12 after going through yet another session of Captain Stupendous intoning that you have to deactivate ALL the consoles!

The lack of content at release bugs me as well – it means that every character goes through the same content every time without fail – but realistically, that always gets fixed if the game gets successful. Content is easy. An interesting, yet essentially forgiving skills-based system? Not that easy. And Champions is almost there.

But not yet. And that frustration, at least for me, is a learning experience.

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  1. #1 by Lee Quillen on September 10th, 2009

    I’m really enjoying it, but to be fair I got a really good handle on the character development system before I rolled my first character. That made it a lot easier for me as I don’t deal well with “frustratingly hard frustratingly early”.

    I really think that us players are 90% of the problem. We are so used to how the last huge batch of games did it (and especially WoW) that anything different must be broken, too hard, unfair, or poorly balanced. I don’t mean your post, but just the comments I have seen in game.

    Take today for instance. I made a character specifically for PvP inthe Hero games. I saw several players over and over again throughout the day. Many of them were very upset with my power selection and ranting about my liberal use of them the entire time. So, here are some other folks who made characters apparently just for PvP like I did, played them all day, and they PURPOSELY messed up their characters? I mean they weren’t out in PvE, they were standing there just like me queueing for match after match. You can have ANY power you want, and still complain that some power is unfair? These weren’t roleplayers with fancy costumes or character bios… they were generic looking heroes with nearly leetspeak names.

    So the people that know a little are upset they are getting knocked back and held, and sadly the people who know VERY little are getting clobbered because I read up on what would make me successful in that specific area of gameplay. I feel really bad for that latter group, because it IS very easy to mess up your character early on to the point that the game becomes frustrating.

    I do really enjoy the game though. It’s entirely possible to make character of any gaming style (caster, meleer, support, healer, hybrid, etc) and be successful. We, the players, seem to be getting more upset with abilities and mechanics based on their titles than how it makes the game play for us and I don’t really get that.

    For instance to the above: I tried helping some folks easy ways to immediately improve characters that were having trouble. One such way was taking Invulnerabilty when out soloing. The straight answer more often than not was “I don’t want to because my character is a an Offensive class”. And there’s a skill that, if you take it, is completely transparent to your gameplay experience save for it helping you take less damage when hit. What can you do when we, the players, become that hooked on labels?

    Anyhow, I’m venting a bit ( a lot). Really has nothing to do with your points as I know you fully realize what you need to do to make the experience easier. It just amazes me that we are seeing games making even small attempts to be different and players are still trying to squeeze it into a box. If it doesn’t fit in the box the Devs must surely hate them :P

  2. #2 by Peter S. on September 11th, 2009

    @The Alien,

    You’re right, sorry, it is Talisman. I’m so used to people asking for help with Sinisister that I assigned her that name, I guess. :P

  3. #3 by Outlawedprod on September 11th, 2009

    Just blame Bill Roper for everything!!

    At least that’s what one thread on the forums did when the nerf was released. I think it was titled something like I got flagshipped again.

  4. #4 by Peter S. on September 11th, 2009

    @geldonyetich,

    The downside to the instancing is that the odds of running across the *same* other players by chance becomes phenomenally low, meaning that you don’t build the casual familiarity with the other players the way you tend to in other MMOs (the “Hey, I remember running into that name back when I was grinding in X zone” or “I’ve seen this Bard that’s usually on the same time I am, I think his name was X, let’s see if we can find him for the group”). Personally, I think this aspect will end up doing a lot of harm in the long run, as fewer and weaker social bonds end up being formed.

  5. #5 by Angelworks on September 11th, 2009

    Maybe the spoonfed approach that WoW gives players is right. This spend hours figuring out combat, gear, skills etc – on top of a game with little/buggy content could be a major turnoff. I found WoW to be easy to play, but difficult to master – thats probably the sweet spot for a mmo since it helps ramp the player up (hopefully – I’m still trying to master it, and I’ve met plenty who are terrible at it).

    This isn’t 1995ish everquest anymore. Champions online – while it was fun and everything really didn’t hold my attention for some reason… I’ll keep playing around with it – but for some reason its probably not going to having any staying power.

  6. #6 by Tremayne on September 11th, 2009

    @Angelworks
    Funnily enough, I found WoW easy to ‘master’ – ‘mastery’ defined as “go to Elitist Jerks and read up on the One True Way to play your class”. The difficulty lay in doing all the grinding required to have optimum gear.

  7. #7 by Vetarnias on September 11th, 2009

    Er… Where did all the previous comments go? They're not lost, are they?

  8. #8 by Scott Jennings on September 11th, 2009

    Nope. Being imported into new system. Should reappear in an hour or so.

  9. #9 by fatbutt on September 11th, 2009

    Haven’t played Champions but this instancing system sounds like a great idea. It always sucks when people you know play on completely different servers and there’s no good way (or an expensive one) to team up with them. Is it like Guild Wars in that you can hop between european/american/asian instances as you like?

  10. #10 by Lee Quillen on September 11th, 2009

    “Is it like Guild Wars in that you can hop between european/american/asian instances as you like?”

    Sort of, in that everyone ison the same server. They are not differentiated by region (that I am aware of). You get a list of instances, with indication of how many of your Supergroup members are in each, and can swap to whichever you wish. Max is about 100 per instance.

  11. #11 by Trevel on September 11th, 2009

    The best part of CO that I’ve seen thus far — it’s a game in active development. It should probably still be in beta, arguably, but it DOES feel that people are working on things, and that every day, things are a bit better. Problems DO feel like they’re being looked at, and even if every response is a form letter, the problem-ticket mechanism is such that I want to buy an account for everyone at work, point at it, and say “SEE?! THIS IS WHAT WE NEED.”

    So I has hopes.

    Granted my build kicks ass, but it’s one of three that all seem to be doing pretty well.

  12. #12 by geldonyetich on September 11th, 2009

    They do have one hell of a robust /bug system, in that you can actually look up and see previously submitted bugs and see if there’s been an official response on them. Most of these responses are not personalized, but the most prominent problems are stickies. If you can measure the future quality of a thing by its underlying support mechanism, that Champions Online’s /bug mechanism may well be supercharging its potential.

  13. #13 by Bhagpuss on September 12th, 2009

    Whatever it is that WoW does, it grew the Western MMO market by an order of magnitude. Of course there are many other ways to make an MMO, but so far, in ten years, there are a bunch of Western MMOs with a high-water mark measured in hundreds of thousands of subs and one that measures in millions.

    Until a game company comes up with a Western MMO that attracts and holds a similar subscriber base, all MMOs will benchmark against WoW. There would only appear to be two routes to breaking this pattern: a game that does what WoW does better than WoW, or one that finds a new paradigm that equals or betters WoW’s.

    Until that happens, all games are going to have to put up with their systems and gameplay being held up to the WoW standard. Of course, that doesn’t mean the designers have to copy WoW. They have the choice of settling for a much smaller subscriber/revenue base or having better ideas. The former isn’t attractive to the people paying the bills and the latter requires talent, imagination and maybe genius that can’t just be bought off the shelf.

    I don’t think superhero fight games with ultra-modifiable costumes/power sets are set to be the future of MMO gaming, somehow, no matter how much the respecs cost.

  14. #14 by We Fly Spitfires on September 12th, 2009

    Awesome character :) Not quite sure the resemblance is perfect but a brilliant idea!

  15. #15 by Gx1080 on September 12th, 2009

    He needs less hair and the fat prune cheeks.

    Example:

    http://www.insidesocal.com/tomhoffarth/North-Korean-leader-Kim-Jong-Il.jpg

    Let me know if there is a way to unsee it.

  16. #16 by Guy on September 12th, 2009

    I hope everybody reads Brask Mumei’s post twice, because I believe this is bang on about respeccing, and would have been exactly what I wrote, down to the last word.

    If you assume that there *is* a “cookie-cutter” build that is superior to all else, then why are you purposely gimping people by making it expensive to switch to it? And why did you create such an unbalanced opportunity to begin with?

    If you assume that the cookie-cutter build *is NOT* superior to everything else, then why do you care if people switch to it? Why not let them try it cheaply and then move away when they realize there’s other options?

    I’m gonna quote Brask’s last paragraph again:

    “Free respec can also help *prevent* players from flocking to the same build. You will be much more willing to experiment on unusual configurations when you know you can safely respect back to the herd, but if this character is locked forever, I’m going to follow the board’s recommendation blindly.”

    Hear that? Expensive respecs make people *more likely* to rely blindly on board recommendations. Reward experimentation!

  17. #17 by Trevel on September 12th, 2009

    The good news is, they’ve clearly stated that they need to rebalance respecs. (Although they think what they need to do is pump more money into the economy rather than lowering the price of them, which has the same effect)

    They also seem to be talking about expanding the Powerhouse to simulate actual combat, which should be awesome.

  18. #18 by Theocrat on September 12th, 2009

    Look, they just CAN’T give away respecs. It’s never going to happen. There is even less of an end-game than CoH had when it launched. The end-game is to roll and alt and explore another powerset. But folks were grinding their way to the level cap in four (4) days during the headstart.

    If your end-game is exploring powersets, and you can try them all out over a weekend with cheap respecs, then you have no reason to stay subscribed. It’s really as simple as that.

  19. #19 by Luk on September 12th, 2009

    “If your end-game is exploring powersets, and you can try them all out over a weekend with cheap respecs, then you have no reason to stay subscribed. It’s really as simple as that.”
    @Theocrat,
    Quoted for truth.

  20. #20 by Chas on September 12th, 2009

    Some are missing one element that mitigates some of the ‘build trauma’: the powerhouse has “danger rooms” where you can test out your builds before leaving. if you don’t like them, any newly-purchased elements can be respecced away for free.

    So far, I find Champions promising… Yes, the build system could use more clarity, but I’d much rather have to stumble through an open system than be constrained in the normal narrow MMO way.

  21. #21 by geldonyetich on September 13th, 2009

    If you assume that there *is* a “cookie-cutter” build that is superior to all else, then why are you purposely gimping people by making it expensive to switch to it? And why did you create such an unbalanced opportunity to begin with?

    If you assume that the cookie-cutter build *is NOT* superior to everything else, then why do you care if people switch to it? Why not let them try it cheaply and then move away when they realize there’s other options?

    I like how airtight the logic is… however, it seems to me that Champions Online is rather complicated in that there is no cookie-cuter build. It’s something to do with the awkwardness of transitioning between sets on the onset and the way the statistics are balanced to bring everybody to focus on different paths.

    Roper has either somehow managed to evade templating entirely (which is a formidable game design feat I thought beyond him) or it’s so deeply buried that it will take some time for “perfect builds” to surface.

    At least, my investigations into finding such a build seem to be digging me deeper in the opposite direction. It’s odd, but Champions Online seems to reward a generalist more than it does a specialist. Characters which attack, defend, and support seem to be able to do these things more effectively than one who is built entirely to do one of the three. Focusing on just two stats is sure to result in a dead-end character.

    Look, they just CAN’T give away respecs. It’s never going to happen.

    If you’re going to declare absolutes, you should probably not refute the existence of things that clearly actually happened just a few days ago.

    There is even less of an end-game than CoH had when it launched. The end-game is to roll and alt and explore another powerset

    That was about the same way I treated CoH’s end game, actually. ;) I hear they’ve got some interesting end-game content in Champions Online with these “UNITY “missions — I’ll have to really give it a spin to tell for sure.

  22. #22 by Paks on September 13th, 2009

    @Chas: As was already mentioned, the Powerhouse lets you check out your choice of powers, but does not give you the combat experience you’d get from going up against actual mobs. The blobs in the Powerhouse are just not what you see in actual combat. Sure, changing the Powerhouse to reflect that will help… when they do that, but really does nothing for players now.

    Expensive respects aren’t the real problem with this game and neither is their stat system (as in how their stats are applied), or blocking, or this phantom WoW mindset (cause yeah everyone in the world plays that game). The devs just seem to be all over the place with their adjustments which has dramatically changed the game just since OB. They seem to be relying on data mining to tell them what powers to adjust. ie 2000 players use , to produce X damage to Y enemies thus gaining them N XP so OMG it’s OP!! ADJUST! ADJUST! Next Patch notes: has been adjusted. Players: Are you joking? Why didn’t you fix it this way or that way? Or how bout fixing the real problem with this core mechanic? Now the power is useless. Fan: Spoiled WoW noob stop complaining!

    The truth is Cryptic’s adjustments go way the hell off from where they need to be. I just don’t get it. They did fine until the big XP nerf at the start of OB, then things have just gone downhill from there with their decision making process. I don’t think they’re really looking into where the real issues are in terms of why a power is showing as OP thus are shoving out bandaids or flatout screwups instead of real fixes.

    And for the record, I’m doing fine with my builds, but I can still see the problems this game has.

  23. #23 by geldonyetich on September 13th, 2009

    Fan: Spoiled WoW noob stop complaining!

    When they stop using examples out of WoW to explain to Cryptic why they’re doing it (the “it” will vary) wrong, I’ll stop saying this.

    The truth is Cryptic’s adjustments go way the hell off from where they need to be. I just don’t get it.

    Apparently, that’s the way Roper rolls. I’ve an interview where he describes the process of balancing like steering a ship, and the further off course you are, the further you need to overcompensate to eventually put the ship back on course.

  24. #24 by David on September 13th, 2009

    Whoa now, Scott. Let’s not pull quotes out of context. Wasn’t that forum post in a thread all about defensive powers being way overpowered and needing a nerf? Sure, the post could’ve used a bit more tact, but it was wholly appropriate within the context of the thread.

  25. #25 by Freakazoid on September 14th, 2009

    A long note on defensive powers…

    From the time defensive powers were roughly in the shape we see them now, to the end of open beta, there have only been two overpowered defensive passives: regeneration and invincibility. Invincibility was overpowered for the longest time, only being nerfed just as open beta began (I think). Regeneration was never nerfed, because somehow, it flew under the radar while everyone bitched about invincibility actually making you invincible. Of course, after invincibility was nerfed, regeneration was the go-to “best defensive passive” and now everyone finally got to see why.

    Personal Force Field, Defiance, and Lightning Reflexes were always shitty in some fashion. LR did not become acceptable until you had over 150 dex and were at level cap, and even then the rates were slightly worse than regeneration. Defiance blows, unless you have an endurance problem but no defensive problems (lol right), in which case the end boost is really good. PFF had a brief stint where it was overpowered according to some, but ultimately it never overcame the massive drawback of losing the shield in either a long fight or a fight against multiple foes.

    The big “if” here is the bigger picture. As it was, having a defensive passive was seen as necessary. It’s been that way for a long, long time, even when defensive powers operated much differently half a year ago. Offensive and utility passives never, ever, EVER matched the significance of a defensive passive.

    So, if you need to make a balance issue out of it, what are your options? The logical path would be to improve all the offensive and utility passives until players feel they can give up the defensive passive without gimping themselves. The other path, less obviously logical, is “bringing defensive passives in line with other passives” by nerfing the fuck out of them. The former is awesome and maintains the status quo of being able to pick some crappy powers and make it to 40 in a few days. The latter brings a whole new shift in the way the game plays, as now you’re going to die a lot and spend more time being careful now that defensive powers don’t improve your character anymore than an offensive or utility would.

    It’s quite possible I’m giving cryptic more benefit of the doubt than I should. If it helps any, I personally think much of cryptic staff is god awful at planning ahead and their design philosophy is both highly ignorant and self centered. What we see now are the results of no real communication, no solid plan, and blissful inexperience, all of which I have witnessed and inferred during the long closed beta process. It was obvious to me just what a terrible mishmash of drama and broken mechanics this game was headed into as early as late febuary.

  26. #26 by Guy on September 14th, 2009

    “If your end-game is exploring powersets, and you can try them all out over a weekend with cheap respecs, then you have no reason to stay subscribed. It’s really as simple as that.”

    If a game is not deep enough or long enough to get players to keep playing without resorting to rolling alts just to explore alternate builds, then I suppose that’s an incentive to make respecs expensive. But it’s also an incentive to create more content or a deeper game.

    However, if respeccing in Champions Online is like being able to switch classes in WoW (which obviously you can’t do, unless they’ve offered some pay service to do so), then I can see that there might be a problem with full free respecs. I admit I’m thinking of talent trees in WoW or attribute adjustments in Guild Wars when I think of respeccing, so those two games do indeed have a build in hard restriction. However, they do differ from CO in that you can’t seriously gimp yourself by bad design, given that the basic skill progression of the classes is designed to “work”.

    If CO truly avoids cookie-cutter builds, then that’s pretty interesting. It does sound like there are definitely “anti-cookie-cutter” builds though, ie. builds that don’t work and that you don’t want.

  27. #27 by geldonyetich on September 14th, 2009

    A long note on defensive powers…

    Generally I agree with what you’re saying here, although you did omit that the idea behind the different defensive passives were that they operated on different mechanics:

    Invulnerability is meant to blunt a series of smaller attacks.
    Lightning Reflexes is meant to avoid larger, more ponderous attacks.
    Personal Force Field is meant to provide protection for shorter engagements.
    Regeneration becomes stronger the longer an engagement lasts.

    It’s an ambitious focus that’s naturally quite tricky to balance because you’re coming at the question of defense from two tangents both ways: size of attack and length of battle.

    A lot of the reason why Regeneration is currently the best overall defensive passive is because you can always block, severely blunting incoming damage. If you’re regenerating while blocking, this can functionally make you invincible. In PvP, you can break blocks with taunts, but in PvE there’s very little of that going on (outside of high magnitude holds). It’s definitely a newbie favorite for this reason.

    All the rest of the passives are now working-as-intended in that they’re not supposed to be 100% of your defense. You’re supposed to supplement them with an active defense (a tap power like Unbreakable), heals, and/or crowd control. Even a lot of firepower can do the trick, as defeated enemies tend not to be much of a threat.

    It was definitely a bit of a rude shifting of gears at release after playing 3 days of a pre-order when a defensive passive was all you needed to convert the game into superheroic/easy mode, but they’ve given everybody a free retcon, so people who are capable of not living in the past have adaptedby now.

    What we see now are the results of no real communication, no solid plan, and blissful inexperience, all of which I have witnessed and inferred during the long closed beta process. It was obvious to me just what a terrible mishmash of drama and broken mechanics this game was headed into as early as late febuary.

    Though most of my comments here have somewhat been on the side of Cryptic and Champions Online in general, I have to agree somewhat with the ‘no real communication’ and ‘no solid plan’ aspects of this critique in that there have been signs of communication issues and in that the game was largely in flux pretty late into development.

    However, maybe it’s not “blissful inexperience” we’re seeing here so much as Champions Online is attempting experimentation in the direction of something new and interesting. In a genre full of clones, this is highly commendable, and have next to no sympathy for the casual WoW player demanding the game conform more when there’s 1001 titles already happy to do that for them.

    If CO truly avoids cookie-cutter builds, then that’s pretty interesting. It does sound like there are definitely “anti-cookie-cutter” builds though, ie. builds that don’t work and that you don’t want.

    I think a power gamer like myself can always pick out something that’s wrong with their character, and if we dwell overmuch on these flaws then our characters will seem like an “anti-cookie-cutter” build after awhile — better off rerolling than dealing with it.

    However, even in these cases, we do have a considerable amount of flexibility. It’s tricky when we’re talking about something we took back at level 5 and we’re no level 20 – there’s no retconning that out. However, if I take a few more levels, good investment of advantage or power pints and smooth out the kinks. In the long run, if I take my hero to level 40 and I have something back at level 5 I don’t like about them, I’m not necessarily SOL – technically, what else is there to do at 40 but grind influence I can spend retconning back to level 5 with, anyway?

  28. #28 by Peter S. on September 14th, 2009

    [quote] A long note on defensive powers… [/quote]

    The Defensive Passives weren’t the only issue, or even the main issue. As noted by the devs themselves, the game was heavily weighted towards defense [i]in general[/i]. CON was the best stat you could raise. The defensive stance was the best stance to be in (which right away rules out the use of offensive or support passives, which can only be used in the appropriate stance or the Balanced stance).

    The rebalance to the defensive passive powers was seen as a relatively(!) small change that could quickly be made in that context, to address the larger problem of offense versus defense. It was also paired with a reduction of the bonus CON gives and a few other tweaks. Honestly, I thought the situation and their reasoning was adequately explained. And rather than it being about powers, really it’s about the game being designed for four styles (offensive, balanced, defensive, support) and one being so much better than the others that it devalues those approaches.

    I do agree that of the passive defenses only Invuln and Regen really stood out as problematic. Invuln was straightforwardly too strong, while Regen was both powerful and had (has) a strong synergy with Block that no other defense did. PPF’s issue is actually a negative synergy with Block: PFF is applied first, meaning that the first blocked charge-up attack will have decimated your PFF for that fight, leaving you with effectively no defense (particularly if the enemy opens with such an attack, which many do). LR, meanwhile, is too heavily reliant on DEX, or needs the scaling factor of DEX to reach a point where it’s really appreciable. I have it at Rank 3 on a high-DEX character and it feels like anything less wouldn’t quite be enough.

  29. #29 by Peter S. on September 14th, 2009

    Gah, could someone helpfully tell me what the right tags are for this board? :P

  30. #30 by geldonyetich on September 14th, 2009

    It’s blockquote instead of quote and inequality signs instead of brackets.

  31. #31 by Mann on September 14th, 2009

    I haven’t played CO yet, although I’m sure I’ll give it a try eventually. None of my statements are a critique or commentary on Champions Online specifically, just comments in this post and on classless skill systems.

    With that said, I think some of the observations that “the players” are the problem is laughable. I’m sure game developers around the world wish they could say “Oh, the players just don’t get it” and pretend like there isn’t a problem. You can’t ignore your player’s expectations; they are your customer base. Dismissing them leads to pain and subscriber loss.

    If everyone in the world played WoW and expect something a certain way, you need to understand that in advance, and even if you make different design choices, you need to actively design something that converts people. You can’t ignore the elephant in the room and expect that it won’t break your china set.

    Honestly, expecting your game to be intuitive to play without stereo instructions isn’t really much for players to ask for. Requiring research and spreadsheets to make character decisions is going to naturally attract a niche, not a mainstream audience.

    With that in mind, any open, choice-centered skill system need to be designed with the following in order to be effective:

    1. A clear and effective method in game for conveying enough information to players to make informed decisions, regardless of their out of game research habits.

    2. All powers should work effectively enough that you can’t gimp yourself. Yes, balance is tricky, and it may be impossible to make every build combination as effective as every other, but there should be obvious effort on the part of the development team. Variety builds and focused builds should not be so different in power that only the most hardcore with spreadsheets are having fun.

    3. Experimentation should be encouraged early on among new players, with an easy method for new players to undo a bad decision. Let the people who are learning how to play learn how to play without punishing them, and create a clear transition for them so they know when the game means business.

    Now, from the feedback I’ve seen, they fail at 1, they’re half there on 2, and they’re deciding whether to do 3. That doesn’t bode well, but until I play it myself, that will be the extent of my observations.

  32. #32 by geldonyetich on September 14th, 2009

    Honestly, expecting your game to be intuitive to play without stereo instructions isn’t really much for players to ask for.

    I would argue that a game in which the players need learn nothing to play is begging to be boring and derivative. If that’s what the player’s want, there’s plenty of clones available to service them.

    Let there be at least one game that isn’t so very mired on the beaten path to be completely intuitive, and any who come there to demand it conform to simply be told to leave for the ample offerings already available to them.

    Requiring research and spreadsheets to make character decisions is going to naturally attract a niche, not a mainstream audience.

    Champions Online’s character decisions do not require research and spreadsheets. They require experimentation and a crystal ball.

    In other words, they’re not complex so much as they undocumented.

    For example, I advantaged Eldritch Bolts with the chance to proc a hold. The hold Eldrich Bolts procs is a kind of hold that expires faster if the target is taking damage, but nowhere is this mentioned. If I experimented with this in the Power House, I might have noticed that. If I had a crystal ball I might have had the clairvoyance needed to figure that out. (No, not really, I’m saying they need to document better.)

    So don’t think EVE Online difficulty curve when you think Champions Online character development. Think more along the lines of streets in dire need to street signs.

  33. #33 by Peter S. on September 14th, 2009

    It’s blockquote instead of quote and inequality signs instead of brackets.

    Ahh, so more traditional tag formats. I can live with that. :)

    On topic, since WoW keeps coming up, does anyone remember just how bad WoW’s talent trees were on launch, particularly compared to what they were two years in? I played a feral Druid, myself. You’d have a hard time convincing me that CO’s launch is somehow worse than typical for the genre.

    If anything, I’d call the speed of CO’s responsiveness frightening. People are certainly freaked out by it, right?

    (The Powerhouse does need a basement level with one room with mobs who fight back, and another empty one for duels, the first room much more than the second, I’ll strongly agree there.)

  34. #34 by geldonyetich on September 14th, 2009

    I need to ease off on my replies a bit, but I thought this needed to be put on the table.

    (The Powerhouse does need a basement level with one room with mobs who fight back, and another empty one for duels, the first room much more than the second, I’ll strongly agree there.)

    I don’t now about a basement level, but according to the recent developer Q&A session, they are now in the process of adding actual mobs that fight back to the Powerhouse, as well as places where people can duel without interrupting other players. (Good luck enforcing that.)

    Good summary here — assuming this doesn’t trip the spam filter to post it thusly.

  35. #35 by JuJutsu on September 14th, 2009

    I would argue that a game in which the players need learn nothing to play is begging to be boring and derivative. If that’s what the player’s want, there’s plenty of clones available to service them.

    Let there be at least one game that isn’t so very mired on the beaten path to be completely intuitive, and any who come there to demand it conform to simply be told to leave for the ample offerings already available to them.

    No problem. Just expect it to be a nice niche game.

  36. #36 by geldonyetich on September 14th, 2009

    In an MMORPG genre as glutted as this, I expect them all to be niche. They just need to recognize it instead of gutting the appeal of their niche in hopes of pleasing everyone. Name one non-F2P World of Warcraft clone that captured even a tenth of WoW’s subscribers.

  37. #37 by UnSub on September 15th, 2009

    @geldonyetich: WAR.

    But then it let them go. ;-)

  38. #38 by geldonyetich on September 16th, 2009

    I’d say it’s less a matter of letting them go and more a matter of a faulty trap. A WoW player who wants to play WoW will be caught by WoW, not a game that wants to be WoW. ;)

  39. #39 by Vetarnias on September 16th, 2009

    On the subject of WoW, I’m increasingly thinking that what bothered me so much about that game was not so much that it aimed at the casual market, but instead that it turned every casual aspect of the game into a repetitious treadmill to achieve some further aim down the road. In other words, you had to do that raid, even though you had run through it a dozen times. Extremely successful as a business model, but not so much as an MMO.

    On the other hand, I’m playing Dungeons & Dragons Online these days, now that it has gone semi-free, and I can see why it was mostly a failure as an MMO. The over-instancing of everything, and a rather bland game world where even the most epic quest lines, in the larger scheme of things, seem to have barely more importance than brushing your teeth. It never felt *massive* in any way. However, to quote a friend also playing it, it was the purest multiplayer experience he had seen in a long time, and at that level, the game is a success. Certainly the most fun I’ve obtained from any MMO in over a year.

  40. #40 by geldonyetich on September 16th, 2009

    On the subject of WoW, I’m increasingly thinking that what bothered me so much about that game was not so much that it aimed at the casual market, but instead that it turned every casual aspect of the game into a repetitious treadmill to achieve some further aim down the road. In other words, you had to do that raid, even though you had run through it a dozen times. Extremely successful as a business model, but not so much as an MMO.

    It was a clever bait and switch, really. When a player first enters World of Warcraft, they’re given a very casual game. The first 40 or so levels are just this. However, such a game is doomed – it’s far too shallow, it won’t be a long-lasting success.

    World of Warcraft then undergoes a sudden transformation to the same old EverQuest inspired grind (with ample DAOC RvR offerings) after level 40 or so because they’ve set the hook. The casual-friendliness as just the bait.

    On the other hand, I’m playing Dungeons & Dragons Online these days, now that it has gone semi-free, and I can see why it was mostly a failure as an MMO. The over-instancing of everything, and a rather bland game world where even the most epic quest lines, in the larger scheme of things, seem to have barely more importance than brushing your teeth. It never felt *massive* in any way. However, to quote a friend also playing it, it was the purest multiplayer experience he had seen in a long time, and at that level, the game is a success. Certainly the most fun I’ve obtained from any MMO in over a year.

    The Free 2 Play model really suits it, doesn’t it? DDO had more in common with Guild Wars than EverQuest. The gameplay wasn’t bad, but the “massive” wasn’t there.

  41. #41 by Vetarnias on September 16th, 2009

    The Free 2 Play model really suits it, doesn’t it? DDO had more in common with Guild Wars than EverQuest. The gameplay wasn’t bad, but the “massive” wasn’t there.

    At the same time, I’m not sure the F2P model will be successful in this case, as it has been implemented on an existing game rather than built into it from the start. So far, to be honest, I have seen no compelling argument to spend money on it.

    Quite a coincidence that this has been brought up just before Mr. Jennings posted news of Dungeon Runners’ closure.

  42. #42 by geldonyetich on September 17th, 2009

    At the same time, I’m not sure the F2P model will be successful in this case, as it has been implemented on an existing game rather than built into it from the start. So far, to be honest, I have seen no compelling argument to spend money on it.

    That’s true. But then, the Free2Play business model isn’t about getting you or me to spend any money on the game. It’s about seeing if they can entice in 100x more players to try it, because it’s free. If just 1 out of 100 players decide to subscribe to the game, they’re making as much money as if they were a regular subscription game.

    Does making a game F2P really entice in that many more players? Maybe. Free Realms passed the 5 million mark just a few months after it’s release — granted, they had television commercials going for them. Maple Story has about four times the players as World of Warcraft, and I wouldn’t say it’s a superior game.

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