Showing posts with label GROUPING. Show all posts
Showing posts with label GROUPING. Show all posts

Monday, December 1, 2008

Too Many Games, Too Little Time

Some fellow bloggers have given up trying to find the One True MMO and are now playing multiple. I don't blame them. I've been like that for some time, flitting about between multiple MMOs, with a handful of single player games thrown in the mix.

This weekend was a good weekend for gaming. Most everything my wife and I have on "The List" for this year have been completed, so we had little to do around the house. Which meant, for the first time in almost a year, I actually had a lot of time to play games. In fact, I had so much time to play, I didn't know what to play. It was weird. So I ended up playing a lot of different games this weekend:

Eve Online

I decided to try out Eve Online. Every time I complain about leveling games, people mention Eve Online as something I should check out. I spent a few more hours than Xfire shows because I learned early on that I'm spending more time watching the game than playing it. So I had Eve Online on one computer and the screen next to it had me shouting LFG in level chat for a mission in EverQuest II until I got bored of not doing anything and I shut down both games.

Hopefully Eve Online gets more interesting than this. I guess I have to join a Corp because so far I'm not seeing a whole lot in the game I like. The mission descriptions are confusing and one of the early tutorial missions seemed to send me against overpowered enemies who destroyed my ship in almost one shot. Unless those weren't the NPC enemies. Its hard to tell.

So I went and decided to do some mining. That went well. I guess. Mostly I click on a menu and find an asteroid. Then the screen turns into a pretty screensaver while I mine concentrated veldspar and refine it into Tritanium and dump on the market. Rinse, repeat, grind.

I'll give it some more time later, but it seems like it would take forever before I'm battle ready to try on factions or PVP. And a good Corp could help me out but I don't know if I can do that... Is that fair to them, given that I'm not even sure if I'm going to stick around?

Given that the gameplay felt like this (yes, I know its a screenshot, but that's what the gameplay felt like), I'm not sure I want to.



But maybe screenshots are more fun in groups?

STALKER: Shadow Of Chernobyl

This is an FPS game that I read good reviews for. Unfortunately, none of the reviews for that game warned me about the excessive head bobbing the game does, and I spent the first half hour getting seasick. Head bobbing is not that realistic people... Sure our heads go up and down and around as we walk, but our brain compensates.

So I spent more time looking on the Intertubes for a patch that would remove the stupid head bobbing than I did playing the game.

For an idea of what the gameplay felt like before this, print this screenshot out, hold it up in front of you, and then shake your arms madly like you're having a seizure:



After the patch, the game was more fun. I did a few quests and saved a few grateful people from bandits. The game has a lot of bugs. One time, when reloading a game, the bandits apparently lost the memo that told them they had been defeated as they started respawning like crazy. But a subsequent reload did not have the same problem. Quality.

It's fun now that it doesn't induce nausea. The headbobbing I mean. The number of bugs and the lack of polish is a little nauseating. Playing the game just makes me want to restart and replay Fallout 3. But I like the story so far, so I'll tough it out.

Warhammer Online

I jumped into Warhammer for a bit. I actually found a good, solid PQ group going on in Chapter 14 and managed to get the second bar filled for my Chapter Influence. It was a lot of fun and reminded me exactly what drew me into the game in the first place. You see, this is when a game doesn't feel like a grind: when you are having so much fun, you almost don't even notice that you gained a level -- because you would have done what you were doing anyway, even without the reward.

I also joined a few Scenarios, and actually had a good time there as well. One of the things I like best about Warhammer is the fact that I can just log in and instantly be doing something. Well, I can instantly be doing Scenarios. I guess the thing I don't like about Warhammer is that they still haven't made it easier to find instant action in RvR and that the PQs (this weekend notwithstanding) are usually dead.

Neverwinter Nights 2

I tried to play this but I encountered a bug early on where even though I found the quest item (a silver shard of some sort) that I needed, the game wouldn't trigger the cut scene and I couldn't continue. Even after running the autopatcher, the game still wouldn't work right. I ended up having to reinstall the game and run the autopatcher all over again, and now suddenly, magically, the stars have aligned, and I could finally continue with the quest.

I progressed a few baby steps further into the game and met the dwarven monk. I'm really early in the game, and I've owned this game for quite some time, but I never really played it. I think, this time, I'm going to give it a chance.

Guild Wars

I also hopped into Guild Wars to try to get a few quests completed. I had not played this game in over a year, but I decided to dust off my Dervish and see what happened.

Apparently I own a Guild Hall all to myself now that (*ahem* almost) everyone had quit the guild I was in. Somewhere along the way I was made leader and there were two people left when I logged in. *Click*. Make that one person left: me. (They hadn't logged in for over two years, I don't think they'll mind.)

I'm trying the Nightfall campaign, and my character is stuck at level 7, and the main quest doesn't progress until I get to level 11 or earn some points. It seems to me like they took shortcuts in the Nightfall campaign, as I don't recall any point in Prophecies where I was basically forced to take a break to run the more mundane non-story-based quests until I got to a certain level.

Guild Wars, during the Prophecies campaign, was for me the ultimate example of a game without the grind, but with Nightfall I'm actually feeling like I'm forced to grind out those levels just to do what I want: follow the story.

EverQuest II

I like the new expansion pack: The Shadow Odyssey. It's a lot of fun. When you can find a group. Hopefully its just because of the holiday weekend, but I must have spammed level chat LFG all weekend without a single bite.

I did join a pick up raid in Protector's Realm that went really well until we tried to take on Doomcoil. The way PR works, there are four named mobs you have to fight earlier and each one drops a charm item in a random raid member's inventory. Then we need to trade them to one person who can then trade them to an NPC to trigger the next fight. Only three people could find the shards in their inventory (even though we killed all four skeletons.) Apparently someone in the raid had poor inventory management skills... or we were bugged perhaps... but we couldn't continue without the fourth shard, so we called it a night.

The rest of the time was spent spamming LFG and duo boxing the soloable quests in Moors. Unfortunately, I'm very tired of quests, and really want to do more missions and instance runs. That's the kind of game play I enjoy the most.

I Can't Be Satisfied

So that was my weekend. I also spent a little time in LittleBigPlanet (on the PS3), Blue Dragon (on the Xbox), and the Wii Fit (I had to make sure I was at least a little active.) And I still had time in there to meet real life friends out on the town for drinks and dinner.

Going forward though, I'm not sure what I will continue playing.

EverQuest II has been my main game since it launched because it has more group oriented activities; it has more raids and more group instances than "the competition." That's what I enjoyed about the game, and they are a blast when you find a group. But that hasn't been the case lately.

EverQuest II is also a much more time consuming game. And it also has a habit of having multi-stage quests that are partially soloable up to a point, and somewhere in the middle of the quest there will be one step that requires rounding up a group of people, dragging them to the middle of nowhere, and killing a heroic that doesn't reward them. I've always thought that was really bad design, and its commonplace in EQ2's signature and heritage quests.

So there are going to be plenty of times when I EQ2 frustrates me (usually when I can't find a group) and I need a break. Or times when I only have 15 minutes to spare. And I'm searching for a game to fill that gap.

For a while that was Warhammer Online. When I started out in it, it was easy to get into the action instantly and play with other people. But as I mentioned in previous posts, I'm getting tired of that game. While I had a great weekend, good times like that are increasingly rare. Its harder to find those people, even after all the server merges going on. On the new server, Scenarios pop quickly, but the PQs where I'm at remains dead.

I know some members of my guild have moved from Warhammer Online to World of Warcraft. I would follow them (most of what makes an MMO fun is the group you play with), but I simply can't get into WoW. Every time I've tried to play it, I think "this is ALMOST a good game... its ALMOST like EverQuest II."

I thought I'd try out Eve Online, but that's not winning me over.

I guess its time to play a few more single player games. (I guess I sound like Openedge1 right now... :) ) I've collected a few over the last few years that I simply haven't played, since I spend so much time in EQ2. But I think I'm going to try to finish off Neverwinter Nights 2, Blue Dragon, and STALKER.

And maybe on the MMO front, I might pop back into Guild Wars. I never did try the PVP in that game when I played it. But now that WAR has given me a taste for PVP I never had before, it might be worth seeking out elsewhere. I also want to try to finish off the Nightfall campaign for good this time. At least in Guild Wars, with the Heroes and henchmen features, I can do tasks that require a group by myself if I can't find one. This is a feature I think more MMOs should have.

One of the things I'm afraid Guild Wars 2 will do that will ruin it is removing the henchmen from the game, forcing people to group. I love to group, and I prefer to group, but one of the nice things about the current Guild Wars is that you have the choice to do either.

Another thing I love about Guild Wars is that it has an ongoing story with its mission system. I guess that's a large part of why I'm frustrated with being stuck having to level up before I can go on. I like to follow the story and having to run around doing mundane quests to level up ruins the experience for me.

Too many games, too little time...

Sunday, November 2, 2008

Proximity-Based Groups

As much as Open Groups are a step forward in allowing us to feel more like a community that works together on its objectives (primarily RvR), they are still very flawed. If the idea is to enhance the feeling of community, perhaps segregating us into little 6-man groups (even if anyone can join) isn't the right idea. Wouldn't it better if we just got rid of the idea of "groups" entirely? Or reframe the party concept so that we are effectively grouped with EVERYONE in our Realm, always? Why can't we just see the nearest 6-, 12-, or however many people that are closest to us?

Since most of us feel that Open Groups were a great idea, why not take them to a whole "nother level." What could be more Open than the entire Realm?

To make it manageable as people filter in and out, maybe the UI would give us mechanisms to "pin" people of interest (friends, the main tank) up to the top. That would also allows us to keep track of someone who wasn't nearby. The idea of a party would still be useful, though it would simply provide a private chat channel and "pin" party members to the top of each other's lists. But instead of ONLY seeing their health bars and buffs, we'd still nearby Realm-mates filter up to the top, so we see who is in need of healing or other forms of assistance.

I don't envision this type of feature for healing alone. I would also prefer to see ALL other party-based mechanics, such as buffs, switched from having party-wide effects to having a proximity-based radius centered on the caster. In a game designed around "proximity-based grouping" (or Global Groups), people might generally communicate in the "global" /say channel; those nearby could get their text highlighted or tagged in such a way that they can be more readily identified and filtered to a special tab (to prevent channel spam.)

Another benefit I can imagine is better immersion. In the past, our characters sat still or soloed, with LFG flags or a LFM screen up, spamming global chat channels that spanned continents. Nowadays, we run up to whatever it is we want to do, stare at an LFG screen, and then join up (if there is room in the arbitrarily size-limited party or warband). In the future, I just want to run up to wherever it is I want to do, and we're automatically grouped. Done. Though, if I'm PVEing, I might talk in /say chat to see if I can tag along.

I realize this feature is probably not entirely feasible. All the checks to determine who is "nearby" could be taxing on the server-side CPUs; even though the client could do some of the work, such as sorting and filtering the list, much of it would have to be done server-side, to determine how much information to send to each client, and who is affected by whom's buffs. A Global Grouping concept would complicate other game mechanics such as combat where the XP and Renown reward factor the party system into account; without a party mechanic, you'd need to keep track of individual contribution on a much higher scale. If too many people "contribute" to killing a monster, then there should be no reward since its trivial. Only those individuals who contributed to killing that monster (so freeloaders who stand around the action don't benefit simply because they are grouped). If you change one game mechanic, every other game mechanic that depends on it is impacted as well, so this is just the tip of the iceberg of what would have to be changed in a hypothetical game that abandoned the traditional party concept.

But the advantage of removing the artificial party concept could be a more cohesive community that more readily works together towards its collective objectives.

Saturday, September 20, 2008

Shhhh... Chaos Might Hear Us Thinking

I'm starting to notice that there's something missing from the (non-guild) Warhammer groups I've joined. In other games, people actually TALK. This was more frequent in games like Final Fantasy XI where fights were followed by lengthy downtimes. But even in EQ2, groups chatted far more often than they do in WAR.

In WAR, people join randomly, do their own thing, and drop out when they feel like it. Of course, this varies from group to group: I've joined friendlier groups that did talk a little, but the majority of them are silent. Its worse than silence. Most of the groups were unorganized and everyone acted as individuals; even though we were "grouped" from the game mechanic's perspective, we were still playing on our own. Even if someone tried to talk the group into utilizing a strategy, maybe by helpfully suggesting that someone (not me) pull (because I'm a Bright Wizard and fall apart in one hit) and that we pull maybe at most one monster at a time and focus on it instead of everyone running around pulling all fifteen champions all at once which might be a bad idea because we have no freaking healers or if we do they haven't found the heal button yet , people went about things their own way with no reply and no acknowledgement that they had even the slightest understanding of basic English.

It goes beyond just having quiet groups; the whole world is quiet. I guess that's because there don't appear to be world chat channels? Do people think that is a good thing? I know a lot of people discuss rather stupid things in world chat sometimes; but -- especially when I'm soloing PVE -- I like the distraction. And if the groups I join aren't talking, with world chat, at least there's another channel somewhere that is. Even when I don't feel like taking part in it, I like listening in.

Maybe its just me (nope, I guess not) - but Warhammer feels really, really quiet compared to other MMOs... Anyone have an idea why? Could the lack of downtime inherent in the games 'community building' Open Grouping/Public Quest model actually has the opposite effect?

(If everyone else's game sessions have been going like mine, it may be because we're all so distraught from being constantly slaughtered by Chaos that we're cradling ourselves in a corner, crying, and telling ourselves it will all be alright..... it will all be alright...... it will all be alright.......)

Wednesday, September 19, 2007

The Recipe for a Tasty MMO Community

The age old classic recipe for a delicious MMO community requires two, classic ingredients:

Encourage Player Interdependence

If people aren't encouraged to come together, then everyone will just be playing all alone, together. You don't get a very solid community when everyone just runs around like they are the only ones who matter. Other players must be more than simple decoration on the screen. Getting people to interact builds a community and the social bonds is what makes these skinner boxes interesting. Without community, the very spirit of these games dies a little bit, as Kevin from "The Server is Down" said.

Traditionally, MMO developers attempted to do this through forced grouping. And people hated it, for good reason. There are lots of logistical nightmares involved in getting that system to work. Even with decent tools to facilitate looking for a group (and we still have a long way to go there), its still too difficult to find a group for a forced grouping system to work.

My ideal game would be one that minimizes the number of restrictions available in grouping; if you can group with ANYONE, its not really that inconvenient to be forced (for some quest or encounter) to group with SOMEONE. Its often hard to find a group because most MMOs force you to find people within a) your level range, b) your zone, c) on the same quests you are (especially if the quest is in a chain, as Bildo points out), and d) that are a needed class. As level ranges increase, as new zones are added, as new quests are created, and as new classes are introduced, the player base is further segregated and grouping becomes harder over time.

Give us ways to transport new members to the party more rapidly. Give us better tools to find those parties. Forcing us to group doesn't work if:

  • we can't find a group,

  • we find a group but can't get to the group,

  • we can get to the group but it will take all day (we've got lives to live),

  • we have nothing to do while waiting to find a group (some form of soloable activity)


Flatter level curves (so people of widely disparate levels can still group together), mechanics that temporarily change peoples levels (like in City of Heroes), and/or an ability to let characters assume multiple roles (such as the ability to change classes), could all help make grouping easier. Or just get rid of levels: skill-based games that don't have levels can avoid some of the issues with grouping if they are designed so that new players can max out on a few needed skills early on; while they may be less "flexible" than a veteran, they can still make a contribution when grouping with one.

Encouraging player interdependence doesn't have to mean that people can't "solo." In fact, being able to solo helps foster grouping. In Final Fantasy XI, I would sometimes have to turn down a group because the camp site was impossible to get to alone! And, at any rate, players who want to play the game should always be allowed to do so without being forced sit in a corner shouting 'LFG'. And since grouping itself is simply a combat mechanism to prevent zerging in encounters, if a game could be designed where zerging was acceptable then a major obstacle to grouping is removed right there. No Holy Trinity, no elitist min-maxers, just lots of people coming together for a common purpose.

More importantly, though, we need game mechanics that encourage player interactions outside of the combat system. Give us zone-wide quests that give everyone a shared goal (such as a quest to build something where some players can harvest the raw material, some players might craft, and other players might individually fight off monsters that spawn to interrupt the activity) would force people to interact as a community, which is what we want, but could still allow the players the flexibility of finding a role that fits their playstyle. Give us quests that randomly group people together and scale the difficulty based on party makeup.

We should have game mechanics that encourage players to obtain the services of other players (such as work item requests for crafting). Require a moderate degree of interdependency in crafting (not so much that it is annoying -- if people just start building alts to avoid having to deal with anyone else, its too much --, but not so little that everyone is their own master craftsman island). Provide opportunities where crafters can work together to create something that one person alone can't (like building a ship which might require metalwork, tailors, and carpenters together.)

There must be many other ways to encourage players to interact besides forced grouping. Solo players can make contributions to a vibrant virtual world; give us ways to make each player affect the world and each other besides tanking and healing in parties.

Down Time

Simply getting people together doesn't automatically form social bonds or community. We are forced to interact with one another in the real world but that doesn't mean I'm friends with the grocery girl, bag boy, gas station attendant, or my dentist.

If the pace of the game is too fast paced and frenetic, players won't have a chance to actually talk to the people they are grouping or guilded with. If they don't talk with each other, then at the end of the adventure, they log off none the wiser about the people they just spent the last few hours adventuring with. They don't form friendships or bonds. Without those, you don't forge a community; all you get is a static, stale theme park world where people show up on occasion to go ride the grindfests. And that's fine -- I'm glad there are different games for different folks. Not everyone wants a virtual world. Some people just want a game, and an online game doesn't need a community to succeed. But a virtual world does, and thats what many of us are yearning for.

Down time doesn't have to mean excessive time sinks, or lots of waiting. It just means that the game can't be constantly go-go-go nonstop action. It was implemented excessively in past games, but it isn't entirely without merit. A little breathing room gives people a chance to chat, make friends, strategize, and do something other than mindlessly mash the buttons.

Directions

Mix well, stir. Add salt and pepper to taste.

Like any recipe, you don't want too much or too little of any single ingredient. And I guess thats the trick. Maybe I'm an old curmudgeon, but I think too many newer MMOs are eschewing these ingredients in favor of fast-and-furious all-action gameplay.

That's not to say I think that NO MMO should be like that. Different strokes for different folks and all that. But some of us would rather have something a little more like a world than a game. And things like the leveling mechanics, the questing mechanics, button spamming combat systems, and all the other hallmarks of the modern MMO just seem to take us the other way.

Apologies to Hechicera for 'borrowing' an idea or three. (You really need to start your own blog.)

Sunday, August 26, 2007

All Alone, Together

There's a great post on West Karana about how recent MMOs are less social than before. That's something I've also been frustrated with. When I played World of Warcraft, particularly, groups would form very rarely, and people would simply drop out without a word as soon as they got what they needed. The guild I joined lost people as quickly as it replaced them. It wasn't like that when I played FFXI. People would actually take the time to get to know each other. People NEEDED each other to advance in the game, so they worked hard to help each other.

Why are newer MMOs less social? Part of the reason, as Tipa points out, is due to the ease in which a player can solo through the game.

Another reason, in my opinion, has to do with quests. Once upon a time, when all we did was grind mobs, you only needed to find players in your level range in a handful of appropriate zones. Now we have all sorts of additional barriers: we still need to find level appropriate players who want to adventure, but now we also have to ensure they have the same quests as us. That's often more frustrating than its worth.

EQ2 has improved a lot lately by improving the LFG tools and introducing quest sharing to encourage grouping, but it still seems to be much rarer than it used to be. But even with quest sharing, quests (as they are implemented right now) are still problematic because they typically involve multiple steps that take you throughout a zone, and backtracking doesn't reward anyone who has already done the quest. So quests in a sense just divide the playerbase up further, making it harder to group. This drives many players to pursue soloable quests instead, which means they no longer have an incentive to group, which further reduces the available playerbase for those that do want to group.

That doesn't mean I think we should return to the days of old, when we were forced to group and grind mobs. Quests are good in that they keep players moving through the game world instead, experiencing more of the content. But the way they are implemented in MMOs right now is simply broken.

I think a true next-generation game will try to address those issues. Warhammer Online may very well be on the right track with its concept of public quests: this type of quest is available to anyone in the zone at the time. That has the potential to help foster a sense of community giving players a common goal to work together towards. I don't know how they have it implemented, but if they do it right, it could be that revolutionary design change this genre of gaming desperately needs.

Its too bad for me I haven't been impressed at all with what I've seen regarding Warhammer Online's gameplay, nor do I care much for PvP. But they do have some great ideas regarding the quest system that I hope will be stolen by other game companies (*cough* Sony). I think if we shifted the emphasis away from stupid, boring kill and fetch quests towards more public quests, or something that builds off of that idea, we could end putting the multiplayer back in these games.