Showing posts with label MMOs. Show all posts
Showing posts with label MMOs. Show all posts

Friday, September 3, 2010

Quick Response to Gevlon re: WoW's market


I'm going to leave the rest of Gevlon's post on feminism alone because it would take forever to talk about, but I do want to address one point he made that I think is patently false:

Now the game design being sexist seems a different issue but it's not. The game is exactly what its audience wants it to be. Blizzard is an ethic-less company, responding only to market factors. If the audience is a bunch of morons who jerk off watching cybering blood elf girls, then the blood elves are designed to be sexy. Anything else would be bad business.

The problem with this idea is that the demographic he's talking about is only part of the game's audience. 

There is no comprehensive research about female MMO/WoW players.  The BBC did a survey that estimates that 40% of EQ2 players are female.  Nick Yee used data from WarcraftRealms that showed only 16% females, but that's only people who gave their gender on that fansite, so it's surely an under-representation.

Even if you think the BBC's estimate is high, Blizzard's chosen imagery still turns off millions of potential players (not just females, but also males who don't like this art style).  The current state of the game is bad business.

But if they are an ethic-less company that only responds to market factors, why would they do this?  Because their art choices are driven by their own preconceived notions, not market factors.

Blizzard is a boys' club.  Guess how many female artists, out of at least 16, worked on Starcraft 2, according to the behind the scenes DVD?  One.

Blizzard's elite art team, responsible for most of their concept art?  Zero females.  In fact, it's called Sons of the Storm.

Remember that photo of the entire community relations team that came out a while ago (y'know, where Netheara became a sex object for thousands of frustrated internet teenagers by daring to allow her photo to be taken?).  There were 2 women in that crown of 2 dozen.

So a bunch of  boys make a game.  Of course the art will cater to boys, because that's what they think looks cool.  I'd also argue that a lot of socially insecure guys end up devoting their lives to video games to the point that they work at (arguably) the top developer in the world.  We could go on and on all day about why there are so few women involved, and I'm going to sidestep that issue for now.  What I will say is that it's hard to put out something females would like if you don't have a single female on the team.

They have no proof that their portrayal of gender "sells" or doesn't.  The game might sell just as well or better if they had more variety.  They aren't responding to market forces in this case.  It just doesn't occur to them how unappealing some of the art in this game is to a huge chunk of their potential audience, because to them, half-naked buxom women and burly, inadequacy-soothing men have "concentrated coolness".

If they really wanted to improve business, they would give a wider range of options.  And in a lot of ways, they have (dwarf and troll females, gnomes, goblins), but those options are poorly represented by NPCs and especially by major lore figures.  There's absolutely no need to get rid of the impossibly-burly males and buxom chain mail bikini babes that appeal to the insecure boy market.  Don't take anything away from them.  Instead, add more variety to appeal to a bigger audience and bring in even more money.  How about a dwarf female faction leader in heavy armor, built like a tank?  Or a trim and cut human dude in nothing but a chain loincloth (and a bow tie) as a faction leader (just to make it even given sylvanas's outfit, after all)?  Why are the worgen led by some old guy when they could have a young topless male werewolf with washboard abs (talk about a ready-made audience!)?

As it stands, Blizzard is failing to be an ethic-less company responding to market forces, at least when it comes to their representations of gender.

Tuesday, April 20, 2010

Ghostcrawler on Population and Perception


Now that you've read what I have to say about population and perception's role in MMO design, here is Ghostcrawler's take. He says a ton of stuff that backs up my points. I came up with the idea for the post and wrote most of it before reading this. I swear it's coincidence that they share some similarities.

It's too long for me to quote here, so follow the link and read it. He makes a few specific points I'd like to touch on:

In GC's second post in the thread, he talks about why they don't balance around population, and how it's OK to not have all 10 classes at a perfect 10% balance.

I want to be clear about this: I agree with him that there is no need to strive for exact balance. There are devoted fans of every class and spec. They all appeal to some people. Just because fewer people are attracted to demonic wizards than they are to shining holy knights is no reason to simply nerf Paladins until their population is even with warlocks.

I also agree that simply nerfing a class to balance population is yucky.

But, I do not agree with his entire post. For one thing, simple aesthetic preference, or even game mechanic preference, are only responsible for part of a class's population. There are always people flocking to classes perceived to be overpowered, and avoiding a class they love because it seems underpowered. Acknowledging personal preference does not excuse you from having to consider population in your MMO design.

Also, he's thinking too small, just in terms of obvious numeric buffs or nerfs. To borrow GC's own phrase: there are more levers you can pull.

How about the races? Blizzard has already taken good steps in this direction by not allowing either of the new races to be Paladins, and allowing the new races to feature most of the less popular choices. But why can't Night Elves be Shaman?

How about group buffs? Being a hybrid is too desirable at the moment. Let them keep the current advantage of role switching without also piling on the legacy of buff variety that you held over from TBC in the name of not rocking the boat too much. Give BoK to rogues. Have Ret Paladins only give one bonus buff instead of 3 (yes, by simply being there and specced Ret, you give 3% crit, 3% haste, and 3% damage on top of replenishment, a blessing, and the aura's base effect. I'm not kidding. Currently, a rogue can bring, at max, ONE buff to a raid.) and spread some of them out to pure classes a bit more. Inviting a Paladin to your 10-man should be a trade-off: flexibility for utility. Balance it so on his own, a Ret Paladin does damage close to the rogue, and can switch roles if needed - but the rogue brings 5 buffs and the paladin only 2. So every Paladin you invite to your 10-man raid gives you more reason to add a pure class to make up for the buff deficit. Right now it's the other way around, exacerbating the population problem.

How about ease of play? Blizzard is pretty on-the-ball about balancing the potential dps numbers each class can reach. But they haven't done much lately to balance the ease of playing each class. It sounds like they may make strides in this direction in Cataclysm, especially by forcing Paladins to have a rotation that matches the others more, and by giving DKs, Rogues, Hunters, and Warriors more user-friendly resource systems, and simplifying the Feral Druid rotation. Make Paladins apply an array of debuffs while reducing the prerequisites and build-up time of "pure" dps specs, while leaving all specs with similar mathematical damage potential. Make Paladins and Druids have to wrangle their abilities carefully and thoughtfully to hold equal aoe threat to a Warrior or Dk who isn't even looking at the screen (ie reverse the current situation). All 4 classes should have the same threat potential, but it should be easier to reach that potential for the less flexible class, instead of the other way around.

Some example changes: Crusader Strike does less damage, but applies a debuff that increases the Paladin's holy damage. Divine Storm is no longer cost-effective on single-targets. Holy Shock becomes a go-to nuke on a longish cooldown, but Exorcism does more damage but requires an Art of War proc, which is harder to get. Judgements do more damage to enemies with the Righteous Vengeance dot ticking on them, so it makes sense to plan when you use it. Tanking Paladins find that Consecrate has a longer cooldown than its duration, meaning you -OMG - actually have to think about when to use it, god forbid!. Meanwhile, rogues spam SS and SnD/Evis.

OK, went off on a bit of a tangent there. Back to GC's post:

At one point, GC objects to a player who suggests that the classes at the top "should be made miserable" I object to that idea too! I agree that the goal is to make sure everyone has fun. But the problems I see with GC's stance are:

1) It's not a dichotomy. You can make moves to help balance class representation without making anyone miserable. In fact, the net result of such changes can actually be to increase overall happiness! I think it's disingenuous to suggest that population should be discounted as a balance concern because you don't want to make people sad.

2) Representation differences can often mean there is a real balance problem, or a dangerous perception problem. Either way, it may need to be addressed in a way that makes some players have less fun, temporarily, in order to make the game better and more fun overall.

He seems well aware of perception and population as issues, but I'm not sure he takes them as seriously as they warrant.

I'd like to close with the best and most perceptive GC quote of the whole thread:

"We know (and so we have to be very careful about it) that players will do monumentally unfun or even self-destructive things if it conveys even a small advantage."

Yet another reason why the developer's caretaking of the playerbase is so important, and why population balance should be a bigger consideration.

Friday, March 12, 2010

Tuesday, January 26, 2010

"Strike Teams" - A Substitute for Raids


So I was thinking about SWtoR, and realizing that even if I played it, I probably wouldn't be in for the long-term because of the potential endgame. When it comes to raiding, I'd play WoW. That's Blizzard's wheelhouse, and you should do something different if you want to compete. Plus, a dozen smugglers and a dozen jedi all facing a single sith lord with 1 trillion hp or whatever just wouldn't fit with that world. Han Solo wouldn't be part of an MMO raid.

But if the endgame was just more 5-man stuff, it wouldn't seem like a "serious" game to me. There needs to be some way to step it up at max level, and the option to play with more than a single group should be there. However, building an endgame around 10- or 25-man groups is, frankly, not a good idea, especially considering how scheduled and job-like raiding becomes.

Then I had an idea that would fit perfectly in the Star Wars universe, and could be used in other games as well:

Strike Teams.

Instead of a 10-man raid on a dungeon, you have a pair of 5-man teams that are linked into a Strike Force, with a shared chat channel and some other ui components (scale it up for larger groups). Then, each Strike Team of 5 goes into the dungeon from two different entrances or angles, with two different goals that link together. You are still playing in 5-man groups, but you're also getting a more shared and epic experience akin to raiding.

Let me walk you through an example. I know some of the elements I'm about to describe aren't part of the ToR world, but let's pretend for this example that we are in the time period of the original Star Wars films:

You form a Strike Force out of two Strike Teams: Red and Blue (oh, oh, let us name them in-game!). Blue Team approaches an Imperial Battleship in a millenium-falcon type vehicle pretending to be a cargo delivery. Once in the hangar bay, they begin to take out stormtroopers on their way to disable some of the security measures of the ship. Meanwhile, Red Team sneaks up on the Battleship by hiding behind asteroids, and launches an attack in a set of x-wings just as Blue Team opens fire inside the ship, creating a mutual distraction for each other. Once Blue Team takes out some of the defenses, Red Team boards in a different section of the Battleship and progresses towards the brig to rescue a captured rebel leader. Meanwhile, Blue Team takes out security and creates distractions that help the enemy from noticing Red Team, utilizing constant communication between the teams. As the mission reaches its climax, Blue Team unexpectedly faces down a Sith officer who has appeared to put a stop to their sabotage, while Red Team is pinned against the locked door to a cargo chute that leads down to the hangar bay, fending off wave after wave of security bots while protecting the rebel leader. Once the Sith officer goes down, Blue Team can activate the hatch allowing Red Team to reach them, and both teams escape together on the Millenium Falcon. Perhaps they lay explosives before they leave, leading to a dramatic ending as the teams fly away from the exploding imperial ship.


What do you think?

Thursday, October 8, 2009

Why MMOs aren't holding me.


We've all heard the accusations leveled at the dreaded WoW Tourist. For the first few days of Aion, nothing was discussed in general chat other than World of Warcraft. It's the big elephant in the room that somehow simultaneously feeds other MMOs while pushing them out of the way.

I very much enjoyed Champions Online and Aion. I purchased both, and thought they were both fun, well-produced, streamlined takes on the genre.

Notice the past tense there.

I let both accounts lapse. This was partly because of my life-consuming addiction to League of Legends, which, by the way, makes terrible blog fodder because it requires so much specialized knowledge to have a discussion about. But my lack of continued interest in other MMOs is mostly because of how grindy they are. And I don't really mean that as a criticism, since they are exactly as grindy as World of Warcraft has always been. It's just that I can't healthily have room in my life for more than one grindy game. I already went through the grind in WoW to get where I am today, and I just can't stomach another grind to reach an endgame that I don't even know will be exciting. At least with WoW, I know I'm going to enjoy instancing and raiding and gearing up and learning my class and playing with my established guildies at 80, so I know that the grind of an alt is going to be worth it. But I really have no idea how worthwhile the effort I put into CO or Aion is going to end up being, and that makes it very difficult to put in the effort required.

(note: I played both games extensively in beta for months. So even though my live account only lasted a month, I actually played the games for longer than most current subscribers have had enough to time to. So I'm not sure I can really be called a "tourist" at this point.)


The core of the grinding problem is the same complaint that was leveled at WoW, even in its first year: it's two different games. After 60 levels of solo questing through an exciting world, perhaps sprinkled with the occasional 5-man group, the transition to max-level play was jarring, as it was suddenly completely dependent on grouping, and to a large extent, raiding, which is a very different activity from leveling. Very little of the WoW leveling experience prepares you for the max-level experience; it's almost like starting from scratch. CO and Aion felt the same to me.

So far, the MMO genre has suffered greatly for grafting together a grind engine (leveling and questing) with the actual game (grouping, PvP, raiding, etc). It's starting to feel a lot like saying that you can't play Team Fortress 2 or Starcraft unless you do 20 hours of Minesweeper first.

So I'm calling for MMOs to all start giving you the "real" game UP FRONT. From 2 hours in, at the latest. Questing can be fun (though this is highly dependent on setting and art direction), and I'm not saying you need to get rid of it. There's a reason it's been so successful as a grinding device. But Cataclysm will need to let you go to Deadmines or whatever around level 12. Champions needs to have some kind of real grouping content starting as soon as you get to Millenium City. And Aion needs to find a way to open up PvP and grouping sometime in the mid-teens. Hopefully, APB will let you engage in its core mechanics early, and SWTOR will launch you into the core story immediately, and STO will let you have some Starfleet battles and away teams right after the tutorial. Those activities, not questing, are the reasons why those games are interesting. Let the players actually play, instead of requiring they invest hours and hours of time to grinding first before being allowed to start the game they actually paid for. If you must have grinding, let me grind the actual game instead of some unrelated pre-requisite.

League of Legends has a progression system, called the "Summoner" system, where you as the player gain meta-levels outside of matches, allowing you to unlock talent points and rune slots to augment your in-game abilities. And how do you gain experience for your summoner?

Playing the game.

Let's have more of that, please.