Tipping the Scales

Tipping the Scales

Tipping the Scales

One of the aspects of gaming that Fran Kosac, the co-host of the No Prisoners, No Mercy (NPNM) show, and I discussed with Doctor Bartle yesterday was the reason that he and Mr. Roy Trubshaw created MUD (the original text based multi-user game).  Doctor Bartle has said that he created the game so people would have a place to be themselves. There is an interesting interview where he speaks on the subject available here:

I would never be presumptuous enough to speak for Doctor Bartle. What I will say, is that no matter what one may think of his original intent, if indeed it was to create a place where someone can be themselves (and that includes those people who are just simply jerks) that not all game developers have followed in this line of reasoning.

There are some developers who have busied themselves telling the participants of their game world not to “be themselves” but rather “be who we want you to be.”  We saw this downfall with Warhammer Online (WAR) when Mark Jacobs and his staff saw the main focus of WAR as realm vs. realm. Unfortunately, no mater how Mythic Entertainment (or whatever they are calling themselves these days now that they have been reorganized by Electronic Arts) saw it, the players didn’t see it that way.  No matter how Mythic tried to create incentives to cajole players out into realm vs. realm warfare, for most of the game they chose to stay in battlegrounds (scenarios as they are called in War).  Just as with the proverbial horse, you can lead a gamer to water but you can’t shove the water down the gamers throat.

Yet I still see games worlds hit the shelves where the developers feel the need to “educate” the gamers on how to properly play their game.  My reply to which is this:

“Thank you, I already have been playing games on computers since they were programmed with punch cards.  I already have two master’s degrees and a 126 IQ and I am doing just fine thanks. I know what I want out of a game.”

But even if I were dumber than a box of hammers and  couldn’t put 2 plus 2 together without it equaling  a multiple of 3 doesn’t mean the developer has the right to “educate” me.  The whole point of marketing (and this is a lesson I learned in Grad school from the head of marketing of a Fortune 500 company) is MAKING YOUR PRODUCT MEET THE NEEDS OF THE CONSUMER.

Not the other way around.

Say it with me…make your game meet the needs of the gamer, not try and bend the gamer toward how you want them to play your game.  

Several cases in point: It is popular these days to slam World of Warcraft (WoW) and their incentive for playing the game. What is it? It’s the same game mechanic that Richard Garriott once called a “system of inventory management” and that is keeping players interested in better and better armor.  It is done several ways, including creating situations where players need the armor from one “dungeon” to effectively conquer the next. However it is done, no matter how anyone feels about it, the simple fact of the matter is IT WORKS. Tabula Rasa has gone the way of all things; I wished it hadn’t. ( I miss “Lord British” - if you are out there we want to interview you). Yet WoW still has more players than Switzerland  has citizens.

Next case in point:

Games that try to “encourage” team play to the point where it is shoved down players throats.  Two games immediately come to mind.  The first is Lord of the Rings Online by Turbine before they saw (at least to some degree) the error of their ways and allowed the game to have a solo friendly path.  The second game, sadly, is my new favorite game Aion Online.  If you venture into the lands of the Tower of Eternity you will reach a point at about level 16 or 17 where NCSoft has created what is effectively an impasse for the solo player.  It is as if the developers are trying to cram team play down the players throat with a funnel and a hydraulic ram.  I reached that point and felt as if NCSoft was there in the background cackling gleefully saying:

“Be part of the group or CHOKE ON IT YOU BITCH.”

It is at this point that the emails will no doubt start calling me anti-social (it wouldn’t be the first time).  The simple fact of the matter is that I work a 10 and a half hour day and often keep odd hours.  Even if that were not the case I enjoy the challenge of being the “Rambo-esque” scout who faces impossible odds and comes out on top.   I also don’t mind hurling myself against the wall for a bit, but even Rambo would have heard the words of W.C. Fields at some point:

“If at first you don’t succeed, try, try again: Then quit – don’t be a damned fool about it.”

Now somewhere in the back of our virtual room here, someone will raise a hand and say “but if all that is the case, you need to be taught how to be a team player for pvp.”  My reply (in my best Yoda voice) is simply, “not so my padawan learner. PvE and PvP are two entirely different animals. You can be the best raider in gaming and still get your ass handed to you (and that is only after the opposing player has worn it around as a hat for awhile). 

Be a team player?

Sure…the United States Army did a fine job of that.  And I am, before anything else, a nun and I have no problems whatsoever following orders.  But not everyone enjoys raiding (I don’t). Given the option, I would rather level through pvp. Actually, given the option I would get rid of classes and levels altogether.

So in the end, the message is this:   Make the game suit the needs of the player, even if that means putting more than one path toward what the ultimate goal of the game – whether that goal is pvp or pve orientated.

 

See you online,

Julie Whitefeather

6 Responses to Tipping the Scales
  1. Hirvox
    October 1, 2009 | 2:04 pm

    The devil is always in the details. In this case, in the definition of “the needs of the player”. Which player?-) As Mike Darga points out, you’ll have to decide which type of player your game is for, and you can’t change your mind after the release. If you try to please everyone, it’s very easy to paint yourself into the proverbial corner, where any change (or lack of change) will be condemned by a part of the player base.

  2. Sr. Julie
    October 1, 2009 | 4:22 pm

    “which player” is a valid point, and yet one of the many quandries of game development. This was on of the main complaints that Paul Barnett seemed to have when he was on the show. However, there is a significant enough segment of the player base that like solo-friendly games that it should be an option.

    Where I disagree is on the concept that you can’t change your mind after release.

    Case in point. The level 16 Campaign quests in Aion Online designed for level 16 characters is nearly impossible even with 4 level 16 characters trying to accomplish it – it usually takes five. However, if this means you are forcing players into pickup groups then NCSoft will lose more American players than they will gain by not making the game solo friendly.

    Making a game solo friendly is addressing a large portion of the player base. If Warhammer Online had listened to the community, instead of talking at the community, they wouldn’t have tried to cram RvR down the players throats when that is so obviously not where the game was going.

  3. Hirvox
    October 1, 2009 | 10:48 pm

    Perhaps I should have phrased that differently. You can change your mind, but if your game already has an established player base who at least tolerate the game as it is, changing the target audience will result in your old audience becoming disillusioned with the game. At least WAR was consistently marketed as an RvR game, so people who like RvR subscribed to it. If you re-engineer the game to be more solo-friendly at this point, some of those players are going to be angry. However, anger is still manageable, and they’ll continue to subscribe if they think that they can convince the developers to undo their “mistake” by flaming in the forums. Apathy is the real dealbreaker, though.

  4. Sr. Julie
    October 2, 2009 | 1:10 pm

    The problem is not one of whether or not to restructure a game.The problem is a lack of communication in the first place. In fact the majority of players who subscribed to Warhammer Online were not fans of RvR and thereby lays the problem. What they were fans of is the scenarios/battlegrounds. The conflict, amongst other things, is that Mythic wanted the game to be something that the players didn’t want. They wanted the game to be RvR centric and the plaeyrs saw otherwise.

    Amongst the many other problems was the reasons they created to keep players interested in the game were simply not sufficient.

    The issue I have is not whether or not the direction of a game can be changed after it has been released. The issue is that the direction of the game must be changed (either before or after release) if the market before hand and/or the players after release want a different game than you have provided.

    In the end it is more important to talk WITH your customers and not AT your customers. Mythic was good at talking AT thier customers.

    Julie

  5. Hirvox
    October 3, 2009 | 5:08 am

    But why did people subscribe to WAR if it was clearly marketed as an RvR game and they didn’t want an RvR game? If you want an apple, why buy an orange and complain that it isn’t an apple?

    One possible explanation is that for majority of people, MMORPG is the same thing as WoW. After all, it did increase the size of the market by almost two orders of magnitude. If that is the case, then it makes sense that if an another vendor starts selling fruits called oranges, people are going to complain that oranges aren’t fruit-like: They’re bitter, wet, stringy, hard to cleanly divide into arbitrary chunks and hard to peel. If the vendor starts to peel his oranges and squeeze the extra moisture from them, he’s not going to please the large population because his fruits are still going to be bitter, stringy and hard to divide, and he’s also going to piss off people who did like oranges as they were.

    So, the vendor faces a choice. Clearly, he can’t compete against the appleseller because an orange is always going to be an inferior apple. So he could swallow his pride as an orange-seller, throw his entire inventory into the trash, start an apple orchard and hope to survive the winter. He could continue with the impossible task of turning oranges into apples. Or he could let the appleseekers complain all they want and try to make do with the orange-lovers, getting as much of his investment back as he could.

  6. Sr. Julie
    October 5, 2009 | 12:53 pm

    A very valid point indeed. No matter what anyone thinks of World of Warcraft, if nothing else, just by sheer numbers of subscribers alone, it increased the market by making it acceptable for people to play a game who never would have even considered it before. Sadly, World of Warcraft is the standard by which many people compare a game even if, as you pointed out, they are comparing apples and oranges.

    Another factor to consider is the whole “Virtual tourist” idea: people go to take a look at any game that is the latest greatest “it” place to be and once the free month (or so) is over they move on. A few weeks ago the “it” place to be was “champions online”. After that it was “Aion Online”. Soon it will be something else.

    Thanks for the well thought out comments.

    Julie