Friday, January 29, 2010

Money Talks

In my last entry, I was defending the right for people to spend their money however they see fit, especially when it comes to entertainment. It doesn't matter that others find that extravagant or silly. As long as it makes you happy and isn't hurting your budget, why not? To this I received a comment from Greypawn saying that I just made a pretty solid case in favor of RMTs (Real Money Transactions). I was going to post a comment in response but as it would be too long for a mere comment, I decided to make a full entry.

So my short answer is "I am not against some form of RMTs, but..."

RMTs can be extremely detrimental:

1. Newbies bypass the much needed learning curve
2. You have nothing to thrive for: you already bought it
3. It's a breeding ground for scammers, dupers and hackers
4. It attracts bots/scripters, resource farmers, gold spammers
5. It ruins the natural balance of the game's economy

Those are the main points (that I can think of off the top of my head) but each has a slew of other negative consequences attached to them.

A newbie buys a uber account, fully geared, prime real estate and a couple hundred millions. But he gets frustrated that he can't solo the peerless bosses though the seller said he soloed them with those characters. Difference is, the seller had skills. That cannot be bought. It's learned over time. Going back to fight weaker creatures to slowly master your skills when you're already way too powerful makes it very boring.

People usually buy things that are hard to obtain, painful to harvest or highly desirable. If your ultimate goal was to own a castle, you could spend months/years slowly saving your gold to eventually acquire your heart's desire and then a couple more years of saving to buy the rares that will decorate it. Or, you could spent $1500-$2000 real life money on a castle and a few more hundreds on some rares and get it all within a month. The former took maybe a few years to get it all. The latter got everything he wanted within a few weeks. Will he still be playing in 3 months from now?

The minute you involve real cash, the worse always comes out of too many people and greed gets the best of them. Over my 12 years in UO, I've seen people stoop to the lowest of the low just for a few dollars. Betrayed long time friendships (even real life ones), creative scams, hacks and credit card fraud just so they can get their hands on your stuff and make a buck off it.

Then you have those who will not scam or hack, but who will script their little hearts out running bots to farm gold or resources. Those who will convince others to let them dupe their valuables or worse give a cut to hackers who let them dupe their stolen items. Problem is that be it a dupe or a bot, an unnatural amount of items, resources and gold suddenly enter the economy. Way more than the economy was meant to be able to absorb. And once many see how much money can be made, competition kicks in. Price wars soon begin and before long the currency is so devalued that the legit players can't even sell the resources they acquired the proper way because the dupers and bots are underselling at a 10th of their normal value.

But because so much gold is now in the market, everything costs 50 million. It makes a HUGE barrier to entry for newbies and almost forces legit players to buy gold just so they too can afford what they want. It doesn't matter that gold is cheap. Players shouldn't be forced into that situation. And designers spend ridiculous amount of time trying to counter the actions of such dupers, hackers, scammers and bots and trying to fix the ruined economy. All time that could have been spent fixing bugs or developing new content.

In a case of a theme park game (like WoW or most of the other level based games), RMTs are even more damaging that how long you will continue playing their game relies on a thoroughly planned progression. The entire game is leveling and acquiring gear. If you buy an account with all/most characters already at level 80 and fully geared, then there is absolutely no reason for you to play. Unless you want to camp the PvP instances which can actually be a lot of fun.

With all that said, how can I be "somewhat in favor" of RMTs? Until bots and duping can be eradicated, I don't think any game should officially support RMTs. But if that was achieved, then I would encourage the game to provide an official system to complete RMTs to eliminate scams and fraud. I don't have a problem with a newbie buying 5 million to get himself a decent suit, pay for his insurance and even placing a small 7x7 in the woods. It makes the first steps easier. I wouldn't begrudge a crafter, whose life is all about merchanting, spending a thousand or so buying a Luna house so his business can be even more booming.

Basically, as long as it helps you enjoy playing the game more but not bypass the purpose of the game, then as a player (and a fierce advocate of free choice), I say sure! But as a developer, I'm more inclined to say a big fat no!

Saturday, January 9, 2010

Tight Shoes

In the world of entertainment, there is no such thing as one size fits all. There's a hat for every head (well ok, most heads) and a shoe for every foot. While everyone needs shoes, not everyone will invest the same amount in the pairs they buy. I love comfy shoes, but I wouldn't sink $500 in a single pair. Yet I know people that do and it makes them happy. Question is, how much do you spend on yours and how much do you think others should spend on theirs?

Why am I talking about shoes? Not because I've got a shoe fetish, hardly. I just love making random comparisons :P

This post is in fact about a conversation I had with a long time friend of mine over the Holidays. When I lived in Montreal, my best friend Claudy and I had made it a tradition to hit up the Casino once in while (usually once every other month) and we played the Roulette. We each had a budget of $150, sometimes $200. We pooled our money together and most of the time we came out on top. Our best winnings actually were of $2800. Over the Holidays, between dinners and get togethers, we managed to squeeze in a visit to the Casino.

We lost...

So I was talking with my friend Caroline and the subject came up. She was flabbergasted that we "blew money at the Casino". I was surprised that she was so shocked. I asked what's the big deal? We lost and we weren't upset. Disappointed because winning is always nice but we didn't dwell on it nor shed a tear over it. But she went on about how silly it is to give away your money at the Casino, you can't win, people lose their houses over it, not to mention their marriage, life, etc.

I'm like woah! Back up! We're not addicts. We went there with an amount that we were comfortable to spend on our entertainment, win or lose. But she was just hung up on the fact that Claudy and I went in with $400 total and came out with $0 after a few hours.

So I told her: last summer, you and your bf spent $500 on a pair of tickets for the Grand Prix. You sat, under the sun on uncomfortable benches, listening to the very loud sound of the cars speeding around the track, and watching most of the race on a giant screen because most of the time the cars were too far or blocked from view. And you paid outrageous prices for watered down beer and popcorn in the stands. Paid overpriced parking spots and had to deal with the painful downtown traffic. Total money spent: about $650. I watched the exact same race, for free, on my giant flat screen, in the comfort of my own home, drinking and eating quality beverages and foods. As much as I enjoy F1 Racing, I would never spend that kind of money on it.

The same is true of people who spend fortunes on collectibles, for certain shows and concerts, games, cars and car enhancements, shopping, decadent restaurants, you name it. I mean, some people spend thousands of dollars on stamps! I don't get it! But the important thing is that I don't need to. It's their shoes. They're the ones walking in it. That shoe wouldn't fit me, but if it fits them, more power to them! Let them enjoy it!

Establishing the cost of the form of entertainment you seek, accepting it and being at peace with it is the most important step to enjoying it. You could spend $6000 on a 2-week trip to Hawaii or hook yourself up with a really nice home theater that will last you for years. Each choice is as valid as the next. While that choice will be easy for some, it will be extremely difficult for others because both shoes fit and both are as appealing to them.

Transpose this to the game world... Why do players spend millions in gold or real life cash purchasing rare virtual items? I don't know. I never spent cash on rares but there was a time I used to spend millions in gold on them. Today, I don't get the people that still do, yet I used to be one of them. But if it's worth it to them, who am I to tell them otherwise? Some people use the game as a chat room. I wouldn't pay money just to sit at a bank typing my little heart out. To each their own. Others will pay just so they can kill (and be killed by) other players. Is that any stranger than someone who pays to tend virtual plants, raise virtual fishes and chickens? Or build and decorate a house they will never be able to physically set foot in?

Why did I pay for five accounts for so many years? Couldn't I fit all my needs into a single one? Maybe, if I had tried hard enough. But I didn't try or want to for that matter. Because those shoes were a perfect fit, incredibly comfy and worth every penny.

Monday, December 21, 2009

In Excess

Usually, when you eat something really good, you almost feel sorry you're eating the last bite because it was so good you could indulge some more. But sometimes, you'll get something awesome yet as you get closer to the end, and while it's still good as it was when you first started, you just don't enjoy it as much. In fact, you actually start thinking it's good but it needs to end. That's when you know you had too much and as the saying goes, too much of a good thing can definitely be a bad thing.

What got me writing this? The latest game I've been playing: Dragon Age. For any RPG fan, that game is seriously bad ass. I cannot remember the last time I've so thoroughly enjoyed a game. And I mean the "counting the work hours left before I can go back home to resume my game" enjoyable. The story was awesome, the characters were fantastic, the world looked gorgeous, the gameplay, UI, enemy AI, you name it, got a big fat thumbs up from me. Obviously, the game had some flaws, but compared to its successes, they barely qualify as footnotes.

The problem? The game is extremely long. So long in fact that at some point, after completing a main quest segment when another quest chapter opened, I thought "are you serious?" I didn't know whether to be thrilled or annoyed because I was ready for dessert. There were just a few too many courses to that meal and my tummy was rather full at that point. Not only were there many chapters, but most of them were very long as well and had extensive literature.

It's somewhat strange to be complaining that I got too much for my money. But that game clearly displayed to me one of the things I struggle with the most as a designer (and even as a blogger!): moderation. How long should an event be? How many rewards should you give? How much text/journal/dialogs is needed for the players to they really understand what's going on? This is especially challenging with chain quests. I know players don't want to stop every 5 minutes to read a novel. So putting out journals and scrolls that give clues and some of the background story is difficult. It has to give enough but not be so long that players go "argh!" every time they stumble on a new journal.

The same is true with monsters. How many monsters should a player grind through before they reach their destination? If your goal is to simply fight a boss, do you really need to systematically walk through miles and miles of dungeon slaying various levels of mobs to reach him? Reaching a boss should be difficult but there are other ways which do not need to be a grind.

In the end, I much rather get too much than feel ripped off, but just enough is always best! The fact is there is A LOT of journals and books and what not to read in that game. It breaks the rythm, so in that sense I found it annoying and often just skipped right through a lot of it. But after I finished the game, I went back and started reading them and they are honestly worth it.

That said, I've had players complain some of my events were too long (the Death of the Council was one prime example). Yet I thought the length was just perfect and quite a few players felt the same as well. I guess it just goes to show that we don't all have the same appetite!

Tuesday, December 1, 2009

Exponential Growth

A player messaged me to on the forums to thank me for the recent Thanksgiving event, saying how his wife, guildmates and himself have had the most fun they can remember in a long time with it. He was hoping there would be more of this type of simple, quickly put together event in the future. It made me giggle because this event broke every rule of proper design procedure.

So this started off with Mesanna asking if we were turning the champ spawns into turkeys again for Thanksgiving. To which I replied the turkeys are kinda lame. They're just way too small and are more griefy to see during champ spawns than anything else. So we decided to go bat our eyelashes at the artists and see if we could get them to enlarge the turkeys. When they accepted, being my usual shameless self, I asked if we could also get a cornucopia for the players who don't do champ spawns. And they agreed to squeeze it in their schedule! Since we didn't have much time, the plan was simply to spawn the cornucopias in the players' backpack on log in and do the champ spawn thing.

Then I saw the finished version and I was like "dang Grimmy (GrimmOmen), those be some fine looking turkeys!!" They were just too nice not to allow everyone else to enjoy them. So from there I told Mesanna I would make them just randomly spawn overland in Britannia and strut their stuff.

Famous last words...

So I'm thinking hmmmm they can't just walk around and do nothing else! Let's make them mini-bosses! Now to figure out what their AI will be. When that was nearly done, it was hmmm but what are they going to drop as loot? Lets make them drop the cornucopias!! Then hmmm the cornucopias are kinda lame just as is. They should drop food! Hmmm maybe they should have something special, I mean seriously who cares about a slab of bacon?

So Mesanna asks me if I'm done with the Turkeys and I'm like eerrrr yeah? But she knows from the look on my face that my evil wheels are still turning. She gives me the look of death and says "cut off date is..." to which I interject "yes, yes, I know! It will be done!" (with some more shameless eyelashes batting to which she's completely immune! Wise woman she is!).

But that event is just too short. There should be a little something more to it and not just a random grinding on turkeys. So I get a bug from QA regarding some issue with the Halloween costumes and my mind wanders back to it and to the Hag and "ting!" the light comes on!! My buddy Zeef!! I always thought those little maps were cool so after a bit of tinkering (and lots of running around to choose locations) I put in the nests and maps, but it didn't really make sense for turkeys to give maps. Hell, it didn't really make sense to have giant turkeys to begin with! How do you justify that? (You know some players will go wtf is that?) Well while trying to come up with the turkey's attacks, I had been reading a bit on the Internet about turkeys and stumbled on an article about the father of American ornithology, Alexander Wilson and I suddenly had my quest back story and the moon grass as the fall guy!

But could I leave it alone? No, because I'm hopeless like that. Then came the: a) I need to come up with a "useful" reward for the deco haters (enters harvester's blade), b) bards are going to complain again that they've been neglected (more tweaks to turkey's AI), c) crafters, crafters, crafter, why the heck do they think they should be able to do everything hunters do? gah!!! (fine, lets have map fragments and give stuff to top 20 attackers), d) PETA alert!! (chill people! I got it covered! *adds non-mutant eggs and prevent players from abusing them*).

Now the real fun begins. QA >.<

The problem wasn't so much functionality issues (though there were a few of those). It was mostly things like: if you do 4 back flips with a red ribbon on your right pinky toe while holding your right ear with your left hand you will be able to nuke 10 turkeys in 3 seconds while also looting other people's nests in Trammel.

*blinks*

In the end, a few bugs still managed to slip through the cracks, but overall it was well received. Frankly, I was happily surprised people didn't complain about doing maps. I think they're wonderfully challenging and a good way to get people to explore lands they have neglected for far too long. But this is a bad way of designing. It's too easy to let yourself get carried away and things grow so far out of proportion that it bursts at the seams. In this case, it worked out, but careful planning before implementation saves a lot of headaches and bad surprises.

PS. We made cut off date :)

Friday, November 13, 2009

In Context

It is uncanny how much power people can give simple words and how relentlessly they can latch on to your usage of a specific word to go on a crusade. I'll likely get in trouble for this one but frankly, I don't care because this chick is annoyed! The culprit? A not so very fuzzy "care bear".

What's a care bear? The Urban Dictionary has a lot of very appropriate definitions for it. My own definition of a MMO care bear is a mix of definitions 1, 3 and 6: essentially a player who takes part in all aspects of the game except for those involving PvP. Throughout the industry, this term is also used that way. BUT it's also used in the pejorative way, though usually by the players.

It's all a matter of context.

It is up to you how you interpret one's words. But use common sense. I always felt it was ridiculous every time I make a post referring to PvPers and non-PvPers I spend forever trying to figure out how to word a sentence with the word Trammie, but don't have to think about it twice to use the word Fellie. In fact, I usually use Trammelite instead of Trammie, which I think sound retarded but normally avoids any stirring of the politically correct fanatics. Why is that?

Developer's definition
Trammie: any player that never comes to Felucca. Period.
Fellie: someone who exclusively (or mostly) plays in Felucca and takes part in PvP.
Care Bear: someone who doesn't necessarily live in Trammel, but who doesn't take part in PvP. (Yes, there are people who enjoy Felucca but not PvP)

Players and others definition
Trammie: wuss, whiner, pixel crack hoarder, animal tamer
Fellie: griefer, PK, thief, hacker, duper, cheater, (insert extensive list of faults here) and trash talker. Probably has a small weenie irl and low self-esteem
Care Bear: the most annoying type of Trammie who deserves all the grief they get from Fellies.

People need to lay off the paranoia sauce. It's kinda like when someone says "you're cute". It can simply mean what it says, ie that you're huggable, lovely, cuddly or w/e flattery is implied. Or it can mean you're a smart ass, a dumb ass, an idiot, etc. The context dictates which one it is. A developer addressing a broad audience, including his customers, would obviously not use a term in the derogatory sense. So it's rather mindboggling the way some people have decided to take it the wrong way and just won't let go.

It somewhat reminds me of what guys often complain about regarding their girlfriend or wife. He did or said something she didn't like, whether maliciously or not, and 2 years later they will have an argument and she will dig that one thing back up and throw it in his face even though it has nothing to do with anything! And the poor guy can't help but think: "good Lord, woman, GET THE F... OVER IT!"

Seriously... -_-

Political correctness has always rhymed with BS to me. Good thing I'm not the PR person! For the record, the majority of the Dev Team are Trammies, including our Producer. Hell, he's a Tamer, so what does that make him?! Personally, I've always considered myself a Fellie and a PvPer. However, since I disbanded my guild 2 years ago when I joined the Dev Team, I've rarely PvPed even though I live in Fel, which makes me the team's only Care Bear. And I'm damn proud of it!

Friday, October 30, 2009

Community

Wow, I can't believe my last post was in July. I guess I owe Slickjack another thanks for poking me out of my procrastination!

I was chitchatting with some of the Devs from Warhammer and Dark Age of Camelot after a town hall meeting. We ended up discussing the importance of the "social" factor in MMOs and of building community going from the chat system, crafting and trading, to guilds, alliances, group quests and epic encounters. The whole time, I kept thinking that these are things developers use to facilitate (all to often "force") community. But to me, that is not what community is about.

In most MMOs, the fact that Joe decided to take an extended break, quit, sold his account or passed away in real life isn't likely to make much of a difference. If he was the GM of his guild, it will probably fall apart and everyone will scatter. The folks with the best gear will be picked up by current "flavor of the day" guilds, the rest will PUG their way into their next guild. Some will stick together, but those were often friends before they started playing the game to begin with.

And therein lies a significant part of the issue. When a game is heavily level and gear dependant, it destroys its own community by dictating who gets to play with who, when and where. You cannot build a solid sense of community by being exclusive. Yet exclusion is at the foundation of many class based games. You want to raid with us? Would be nice except you're a tank and we just don't need another one. Better luck next time! Oh that's your best friend? Yeah sorry, his gear sucks too much and his level is too low, he'll pull too much aggro. Tell him to look us up in a few weeks/month when he's up to our level. Auction houses? Awesome! I have no idea who the seller is, and frankly I don't care: I didn't even look at their name, I just checked the lowest price.

Then I remembered a thread that started not too long ago on Stratics about Atlantic's History. And I thought: see, THAT's what community is about. To me, it's not forcing people to group up with other folks they don't know and probably don't even like just so they can partake in some of the better content. It's giving players the chance of being part of something, to leave a lasting mark in the world, to make history.

Community isn't spamming the Looking For Group channel for the first person that can do 3K+ DPS. It's people from all walks of life gathering on a ghost infested beach, year after year, to commemorate the real life passing of a player who made his mark in the world by becoming UO's greatest librarian. It's hanging out at player run establishments like the wild and crazy Odyssey's Club was. It's the RP towns like Paxlair and Sanctus built from the ground up by the players. It's when other players ask for you and your shop by name when they want quality goods. It's the fear, awe, admiration, love and even hatred inspired by the mere mention of the name of a player or a guild. It's when reminiscing about the old days is more about the people come and gone, than about boss mobs and class nerfs.

While it is true that promoting social interactions in games increases player retention, I think most games miss the mark. What kept me playing this game was knowing that my presence made a difference. I had an impact on the world. I had something to call my own. I can quit any other MMO today, go back in a few months or a year, and after a bit of a grind, it will be the same it always was. While I'm gone, not a whole lot of people will miss me as there will be plenty of other DPS, Tanks or Healers to pick up where I left off. As a UO player, if I quit tomorrow, I feel like I have a lot to lose: the house I worked so hard to acquire, the clientele I took so long to establish, the guild or the player town I devoted years to build. And in turn, my absence will affect those who knew me.

In my humble opinion, true Community is when the individual matters and when the only limit to the fame, influence and accomplishments you can achieve are only those you set for yourself.

Thursday, July 9, 2009

Enemy Mine

Sorry, I've been neglecting my blog, but we're crunching big time with Beta. Not to mention I pulled a disappearing act and went to Montreal to get majorly pampered by Mom! And while enjoying some much needed R&R, I couldn't help but check out the Beta forums and catch up on various games I hadn't had a chance to play. While reading the boards, there was a post about players PKing during beta which made me go hmmm.

There simply never seems to be any way around the irreconcilable differences between PvMers and PvPers. The hatred and venom between them is mind boggling at times. So while chilling at my parents' house, I stumbled on an old movie I had loved when I was a teenager called Enemy Mine and I couldn't help but draw the parallel. The story is about this human pilot fighting an alien enemy. Both end up crashing on a hostile, abandoned planet and are forced to cooperate in order to survive. Through their hardships, they get to know each other, understand and respect their differences. From mortal enemies they became more than brothers because they learned to view the world through the other one's eyes and realized being different doesn't mean being bad.

PvP isn't for everyone but it's not because you do that you're necessarily a jerk. And it's not because you don't that you're automatically a wimp. Some people are vegetarians, others love meat. They're still people and one isn't better than the other. Trying to walk in the other guy's shoes doesn't mean it will grow on you. Some things aren't meant for everyone, but it could at least help you realize that the other guy is your normal every day Joe, cool friend, good brother, good husband, good neighbor. Just a dude who is different, like that Drac from the movie was.

Being mainly a PvPer myself, every time I see these threads, I systematically have to fight back the "here comes the whine" (+ rolls eyes) reaction. Especially in a game like UO where 75% of the content is exclusively PvP-free. It blows my mind when PvMers begrudge any crumbs tossed the PvPers' way. Of course there should be PvP-exclusive rewards, otherwise where is the gratification? Would a PvMer fight a challenging (though fun) boss mob more than once if there was no reward at the end of the day?

When it comes to PvP, and in the case on the forums, PKing, it's usually up to the designers to provide their players with ways to limit the "inconvenience" to those who do not wish to PvP or to set up a smooth learning curve so the barrier to entry isn't too brutal. Some games succeed at it better than others. And some, by design, not so much. Darkfall is the perfect example.

I want to believe I'm not wimp when it comes to taking a beating (in game!). But when I tried Darkfall, I experienced exactly what PvMers describe feeling when forced into a PvP situation (that they usually lose) when simply trying to PvM. In Darkfall, there are no safe zones even in noob towns, anywhere, period. When you die, you lose absolutely everything (except your noobie weapon that you can't gain skills with). And every time I would step out of town to fight the (much too rare) goblins or trolls to level a bit, one or two PKs would show up and rape 10 noobs in the blink of an eye with us barely doing a scratch to him/them. Some nights, you couldn't even reach the goblins without getting PKed again. It was the most frustrating experience ever. I felt like the sacrificial lamb offered to slaughter for the greater amusement of relentless bullies.

I toughed it out for a while, knowing from the get go I wouldn't renew my subscription. It was shocking to see myself cussing out those PKs. But in truth, what bothered me wasn't getting PKed. It was the fact that I was helpless, the fact that I had no way of honing my skills before I was thrown to the wolves. The fact that these guys knew it and abused the heck out of it. Those PKs were a minority, but their presence was overwhelming. And because Darkfall's UI is so different (quite unique and interesting), it's an extra barrier that made things even harder.

In the end, it just reaffirmed (to me) what I've always believed. When it comes to PvM and PvP it's always about choices. I chose not to be farmed by the PKs in Darkfall and cancelled my subscription. It's both my gain and my loss. Many others have toughed it out and experienced some of the cool other content in the game. To me, it wasn't worth the aggravation and I'm ok with that "loss". Similarly, players in UO and most other MMOs out there, can make the choice to exclusively PvM or to PvP as well. It is your choice whether or not to expose yourself to danger. If you choose not to, then you also choose not to have access to certain rewards (other than buying them where applicable). But be grateful that in those other games you at least have a safe environment where you can learn and grow before you face the beast. Because at the end of the day, the beast is really just another Joe who has been doing it a bit longer than you and has learned a few tricks along the way.