Showing posts with label WAR. Show all posts
Showing posts with label WAR. Show all posts

2008/11/19

How Game Interface Comforts can destroy MMO's

Community is about communication, that’s obvious right? Richard Bartle in his book "Designing Online Worlds" clearly defines the stages of communities and one of them stands out: community of interest. The members share a common interest and hook up together.

In a MMO it is important that players get connected real soon as they meet people and start friendships. This will be the major reason why they stick to the game later on. If you fail designing your game to support this people will leave with less resistance compared to players who already met friends.

Now lets see what starting players communicate most: questions either about the game mechanics or the game content. The first is quickly resolved when they learned the game and its functions, the second however never stops unless they played through the game's content.

Players ask where a mob is, how a quest is being solved or simply if people want to help them for particular content. Other players will gladly help or players with the same quests team up as they share the same interest. And quickly bonds are forged and friends are met. To design your game to enhance meeting people is key to build up a strong bonded community so people won't leave the game behind easily.

Now game designers think in game mechanics, not in community mechanics. That’s the first mistake they do and unfortunately the negative feedback is coming very late to correct it.

Wrong game mechanics get immediate feedback and correction is mostly easy. Community building mistakes are much harder to read and to analyze.

 

Lets look at an example. Warhammer Online (WAR) has the tome of knowledge and an intelligent map. Both will tell you where to go for each quest and what to do exactly. In fact the map marks the areas of quests you accepted and also tells you which quest to finish in that region. That eliminates most of the community connecting questions people will ask. That is the number one reason why the chat is so silent in WAR besides the chat interface design.

The consequence: people will not find online friends as easily as in other games. In other words the user interface comforts is limiting the community growth of the game.

Note that World of Warcraft does not support any kind of that feature but there are add ons who do that. But their use is entirely optional and you need to install an Add On to make it work, a major obstacle for starting players. As soon as those players have advanced knowledge they are fit to use it, but at that point they met enough people online to have connected and stay.

So listen designers: carefully consider your game design what it does to community growth and stickiness, not only in term of game mechanics.

2008/10/03

WAR Patch 1.01 - Fix and Break

If you ever wanted to know how complicated it is to operate a MMO you just touched the surface. Its a huge task to operate the servers, the customers, the billing, and the development.

The development has to service at least 3 versions of the game at once. The current live version might need emergency patches (exploits, crashes). The current patch you are working on is another and is very near the live version. And there is the future large patch you are working on, new features and expansions. Can you imagine how complex it is to merge those versions to make a stable patch? Its tough and to be honest if there wasn't Perforce I wouldn't know how this can be done.

But developing a new version is one side. The other side is worse: Testing is a nightmare. A MMO is a complex game, so if you change fundamental things how do you test the beast? It's nearly impossible to test all sides of a live MMO and it gets worse the older the game gets: complexity is added nearly every month.

So it is natural that bugs slip by, some hidden ones and some obvious ones where you ask yourself: why did they overlook this one?

A blog has some aspects listed of the recent Warhamemr Online Patch 1.01, and if you don't know this blog check it out, its pretty nifty: Keen & Graev's Gaming Blog

2008/10/02

Western View on MMO Population

There are serveral statements from important people among the MMO creators that a launch of a new MMO doesn't hurt their player base. There is Age of Conan which didn't hurt World of Warcraft, Lord of the Rings was unimpressed too. Now Warhammer Online shipped and neither games seem to be impressed or are loosing players, still WAR claims to have 500.000 players only weeks after launch.

Why are people worried about players moving? Because they see their own view playing their favourite MMO and maybe switching with their friends. What they seem to forget is how many MMO's are out there. We see our western created MMO's as the prime of the market, but to be honest they aren't. Measured on population there are MMO's in Asia which are far bigger than World of Warcaft. If you count non fantasy MMO's too the population of Warcraft seem to be small compared against the playerbase of for example Neopets Online.

There are many fantasy MMO's free to play out there too. And every week I am stumbling over more. Many of them are localised versions of Korean MMO's, some aren't. Still there are so many free massive online games out there that you might wonder why they didn't hurt the population of WoW, WAR or AoC. 

The answer is simple: target audience. Casual Gamers vs. Hardcore vs. "Hey I am new here, what is a MMO?". I heard once a statement from Blizzard that many of their WoW gamers claim that WoW is their first game they have played. Thats a big statement and worth considering why WoW attracts those people. Some hints: WoW runs on old machines, its very easy to use and explains everything you need to play it. At level 1 you need 3 buttons and a mouse, thats all. Compare that to the complexity in WAR or AoC.

Anyway, my summary is simple: no new MMO launch will hurt the player base of an existing MMO much. If a playerbase is diminishing look for other reasons.

2008/10/01

WAR(hammer) Online, MMO in silence

As some of you know I am a WoW addict. Yes, I admit it. As my main character is level 70 with full T6 epic I got really nothing much to do in the current edition of WoW. You don't know what I am talking about? Then this article might be not for you.

Anyway, after having reached my goals of all important  items for my level 70 priest (healer)  I got interested for a while in my old character, a hunter. After some "twink runs" and other instances he got decent equip. My raid invited him once as we had too many healers and I reached top spots in the damage meter. So he isn't quite as bad as twinks used to be.

So its natural that I needed some small distraction from WoW. One weekend my girlfriend and I got bored from playing WoW  (yes she plays MMO's, what a woman! And yes she looks good :). So I rushed to a local game store before it closed and bought two copies or Warhammer Online (WAR for short) just to test the 30 day free trial.


Yes, WAR is good, but it is very different from WoW. The first thing you'll notice is that its not as deep as WoW. Less details, a lot of shortcuts. For example when you accept a quest your map will show you exactly where to go. You can even click on the quest marking of the map and a tome will open explaining you the quest. Its questing for noobs. In WoW there is always a lot of talk in the chat about "where can I find XYZ" or "Anyone want to help with quest ABC?". The intelligent map in WAR got rid of that. 

Result: Silence. Utter silence. No one talks. Its strange. 

Yes, if you group or raid there is talk but even then less than in WoW. As many things got "noobyfied" in WAR there isn't a lot to talk about, not even boss tactics. Tank and spank, thats it most of the time. No special talents needed, strategies etc.

Silence. Thats strange for a MMO isn't it. Don't get me wrong, WAR is a good game but appeals to a different crowd. If you like a complex MMO with deep story, tons of stuff and tactics to discover and lots of things to do go for WoW. If you love PvP, large scale castle sieges and tons of stuff to kill go for WAR. Its hard to compare these two but luckily WAR isn't competing with WoW.


The major concern I havewith WAR  is questing. Its boring as hell, all quests are identical: go A, kill B, collect C. Yes, in WoW many quests are like that but looking into the expansion Wrath of the Lich King the quality of questing has risen tenfold. Even compared to questing in Burning Crusade the WAR experience is lacking.


Additionally my major concern is that questing isn't necessary at ALL in WAR. You don't need to. Go PvP instead, you get more experience for loosing battlefields than for 3 quests! "But the drops and equipment ..." you say. Well, more PvP means more faction level which grants you access to equipment far superior to all quest items or drops. Believe me, don't quest, go PvP, its faster in levelling too.

So WAR is a PvP levelling experience and it does it well. Go for it if you love PvP and specially open PvP or castle sieges. They rock.

Want an experience like a single player RPG but the added social component and end game raids? Go for WoW.