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Chaos in MMORPGs

The topic of “chaos” came up in the discussion we’ve been having lately regarding things we want/don’t want in a next-gen MMORPG.  I thought I might share my thoughts on the subject and get your input.  First, what is meant by ‘chaos’?  I like the second definition available from Google: “Behavior so unpredictable as to appear random, owing to great sensitivity to small changes in conditions.”

EverQuest Sand Giant

This poor fellow is about to experience chaos first hand.

In terms of class mechanics, a little bit of chaos can be fun.  A very static game is predictable.  An ability that does 5 damage will always hit for 5 damage.  Throw some chaos in there and that ability might hit for 5-10 or activate an effect.  Some ideas I have for implementing chaos include a bit of RNG (random number generator) and skill.  Imagine if you could hit someone with a sword on the leg.  First you do some damage, but since it was a sword you might also inflict a ‘cut’ to cause the target to bleed.  If you hit hard enough maybe you also hurt the target’s ability to move (snare or something).

Chaos can also be added into content.  Forget about randomness for a second and consider the ‘experience’ or ‘atmosphere’.  In EverQuest there was almost always an element of danger and unpredictability within a zone.  Desert of Ro and Oasis were plagued by Sand Giants.  For the majority of players in those zones, a Sand Giant would one shot you because it was a high level mob. This meant you were always watching your back in case a Sand Giant came up behind you. Unrest and Guk were infamous for ‘trains’ of mobs being dragged through the tight spaces of the zone.  One wrong step and a train might wipe you and your group.  This ‘chaos’ was more dynamic than it was random, and greatly increased my overall enjoyment of the game (even if it sucked hard dieing to a train).

In terms of RNG or unfortunate events, chaos can be really frustrating if it doesn’t go your way.  But you can also have amazing moments where the stars align and the game’s fun factor shoots through the roof — even if only for a few seconds — and uncertainty or chaos can create an atmosphere 10x more immersing than a linear and predictable experience.

What do you think?  Does ‘chaos’ have a place in MMORPG’s?  Should everything be apparent, expected, and linear or should you be surprised every once in a while?

PvP rewards without a cost for failure

Let’s start the new year off with a discussion about PvP.  I was thinking about why PvP — more specifically RvR/WvW — hasn’t succeeded or ultimately been a lot of fun for me in the past few years.  We had a brainstorming session on our Ventrilo server, and I think we nailed it.

PvP has too many rewards in all the wrong ways, and there is never any consequence or punishment for failure.

Take Guild Wars 2 where taking a keep grants a huge sum of points.  What happens when that keep is lost?  Nothing that matches the bonus for taking it.  What happens when you retake that keep?  You get another huge sum of points.  Why defend?  Why would anyone when there is more to gain from losing it and taking it again. Players will always seek the path of least resistance where they gain the most reward.  Then there’s the fact that death means nothing.  Die and you can be back at the keep in 4 minutes tops.  You probably miss out on next to nothing.

Here’s why taking and holding keeps in DAoC mattered: Losing them sucked!  The frontiers were a great place to exp.  When the enemy owned the keep near my favorite spot, guards would patrol and often kill me.  More players were also likely to be in the area.  Losing that keep also meant losing a bonus to experience; Leveling in DAoC wasn’t easy.  Losing a keep also meant losing relics with bonuses we wanted.  All of that might have been enough, but there’s another reason losing the keep sucked: Darkness Falls.  Whoever owns the most keeps has access to a dungeon with the best loot exp’ing locations.

Here’s a way to start fixing WvW/RvR and that type of PvP:

  • Remove immediate rewards for taking keeps.  No point gains, no experience.
  • Implement more indirect rewards like a dungeon for having the most keeps and meaningful/sought after rewards for being on the winning side.
  • Create ways to indirectly punish players for losing them. For example: Guard spawns I mentioned or not having access to an extremely desirable location.  Losing ground also means you probably won’t be killing as many players, so you probably won’t be on the winning side gaining points for killing other players.
  • Make keeps/holdings more difficult to siege.

The lack of risk and indirect loss for failing in PvP is game breaking for me.  If you’re not happy with the PvP in a game you’re playing, see if the rewards outweigh the penalties.  Chances are you’re not actually PvPing at all — you’re just gaming the system.

Elder Scrolls Online Introduction Video Analysis

We’re finally getting a better look at how Elder Scrolls Online plays.  In the video above, we’re given a glimpse at some combat, PvE, PvP, and a vague description of what we can expect from the game as a whole.

The biggest takeaway from the video for me was that Elder Scrolls Online will be a themepark.  The giveaway:

“Once you hit level 50, that’s where the game really opens up.”

Elder Scrolls Online Introduction Desert

I hope for a world that is vast, ‘alive’, and true to the nature of Elder Scrolls.

Probably a poor word choice, but revealing nonetheless.  Exploration is mentioned in the video, but in the sense that you’ll roam to find quests or points of interest.  Public quests are mentioned, and from what I gather it sounds like there might be a mix of WoW and GW2 questing models.  Not enough details to really say for sure.

The world is so beautiful, and so rich with story and detail from so many past games, that I wish it were going to be more ‘virtual world’ than what it sounds like so far.  I want it to be a game world where I’m actively utilizing the entire continent at once instead of progressing through content.  So many neat towns and places are forgotten and never visited again in a game that progresses players down a path.  I want those hype statements about the world being ‘alive’ and ‘lived in’ to be true in Elder Scrolls Online.  I certainly get that feeling from their RPG’s.

I think the Mega-Server technology mentioned in the video can go two ways: Huge open-world so big that we can accommodate everyone, or highly-instanced and phased.  There will only be one server, but I fear that means we will have instanced zones and areas with only a few people in them at once.  Technically, if they stay true to Tamriel, the world is large enough to accommodate everyone.  Given enough starting areas, there would be minimal overcrowding.  My gut and common sense tell me this is not a reality, and we’ll see instancing and lobbying.

Elder Scrolls Online Introduction Sieging

Elder Scrolls has always been about the sandbox PvE world. PvP will be so easily messed up if it fails to capture that same open and permanent feel.

The PvP details included sieging keeps, controlling territory, and having hundreds of players on the screen at once.  Vague, and awfully scripted in the video, but I’m eager to see it in action.  Again, my gut radar (which is almost always accurate when it goes off) is telling me to be wary of this PvP.  I can imagine an open-world PvP environment of owning territory and squaring off against other kingdoms.  I can also see something like GW2 (less permanence) or worst case scenario like WAR where it all feels shallow, temporary and arcade-like.

I hope they can maintain the sense immense scope of Elder Scrolls.   I want to go on journeys, travel to truly distant lands, and feel like I’m a visitor when I travel too far from home.  Being totally honest, when I watch the video I do not get that feeling.  Granted, that video is so vague — and rightfully so at this time — that I can’t glean much.  I want so much from this game.  My fingers are crossed tightly because we’re going to need it.

GW2 Outmanned Buff

Guild Wars 2 Outmanned WvW buff

“We notice you’re outnumbered 4 to 1 in World vs. World.  Please enjoy this magic find buff while you die.”

I had to laugh tonight when I saw this buff.  We’re holding out against both servers attacking us at our last tower in the zone, nearly pushing us to our spawn point, and the game is kind enough to give us an experience, karma, and magic find boost — But not too much magic find!  Because 33% would be just unfair to the enemy.