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Just churned out a blog at mmorpg.com - not sure if it's viewable yet? . It's starting with some background concepts, reading and sources to "set the scene" before going on with some possible solutions to the mmorpg genre.
PFO has been a huge inspiration "presque-vu" nearly-seen master design to revolutionize this stale genre.
Comments
? - dunno if it's viewable:- c&p:-
A Confusion of Campaigns 1: A Review of Games Literature
I would like to attempt a new way of seeing Fantasy MMORPGs. To that objective, this article is a homage to the many articles and thoughts I've read, in particular on gamasutra and these will be referenced heavily throughout.
At present I think the cutting-edge wisdom of mmorpg development is captured in this talk by Goblinworks CEO Ryan Dancey, demonstrating a quick tour of the history of the genre and the major families within: Themepark vs Sandbox and the lessons of this applied to:-
[embed]https://www.youtube.com/embed/FUPrYVkdbc0[/embed]
Perhaps the most useful distinction between the two types of approaches to mmorpg development I continually refer back to, reposted via Gamasutra: Do you want your game to do everything or do one thing very well? in which Damion Schubert manages to define the categories more usefully:-
What is notable is that player-driven stories arise post hoc where the preconditions for emergence are present. The roots of modern MUDs and MMORPGs such as Dungeons & Dragons (D&D) appears to balance in an equally split manner between "Crunchy Systems vs Theatre Of Mind": Here's how Dungeons & Dragons is changing for its new edition:
This split is very well described and captured by Josh Bycer in The Abstraction Of Skill In Game Design:-
Cross-referencing "Skill Abstraction" with "Breadth vs Depth" leads to the mmorpg model of Diku-MUD/EQ and the Themepark model which itself appears to have led to the MOBA genre of small team/party combat mechanics and high player skill I would make the observation. Even GW2 developers when creating arena-pvp were heavily impressed with League Of Legends (LoL). The other direction MMORPGs with higher player skill can go is towards FPS perspective and possibly further VR for greater engagement and stimulation of our senses ie more directly "visceral" experiences. Star Citizen appears to be imo WOW 2.0 in terms of it's likely commercial success and technological break-through via more akin to MO- as opposed to MMO- but with much greater visceral combat via spaceships and FPS avatars in effect: Dual-Avatar representation and even including Team-Avatar representation via crew on-board the same ship controlling different functions. According to Keith Burgun Why I Hate the Term “Permadeath”:-
He's identifying this contention with RPG's persistence of avatar character power increase which allows the concept of story of becoming a more powerful hero; which if converted into story progression as per Christopher Booker's Seven Basic Plots: Meta-plot:
The so-called "character" (more apt to call the avatar "combatant") power curve is effectively a gamification of the above concept of a character's story arc in stories. You can see a lot of "dimensions" are lost in this translation: It's literally very one-dimensional. Tom Francis comes up with a superlative description relating Games Vs Story 2:-
It's a very useful progression and model (see pic) although it's interesting that he does not include a 5. Generate Emergent Story: a game like EVE Online where a useful distinction is made between:
EVE Online demonstrates this as the exemplar in it's field I believe:-
Tynan Sylvester in The Simulation Dream points out that this is actually quite a well known "idealistic destination" of game design, citing such fabulous games as: Dwarf Fortress Stories and more Dwarf Fortress Stories.
The Focus if we rely on using the model of understanding being "The Player Model Principle" is indeed, truly "where the stories are told" as exemplified by dwarf fortress and as applied with this core focus on "player content" in EVE Online ie social networks. And the warning that presents is of significant financial interest, for example CCP's attempts to create a new Fantasy MMORPG called World Of Darkness met with failure:-
[embed]
Interesting attempts to understand the "player model" via more reductive methods according to "neuroeconimics" by Ramin Shokrizade have also pointed in a similar direction via different approaches, The Rise Of Neuroeconomics:-
I think Richard Bartle's article The Decline of MMO's manages to sum up the major issues surrounding MMORPG development from a high-level point of view:-
Of particular note:-
I think these are the major culprits Bartle points out. But above all else, and instead of the deductive approach of "neuroeconmics" above, the "inductive" approach of Richard Bartle from the top-down as opposed to bottom-up: Richard Bartle: we invented multiplayer games as a political gesture. To use J. R.R. Tolkien's "Mythopoeia" as a literary allegory of the decay in mmorpg development:-
In The Musical Heart of the Lands of Narnia and Middle-earth by Dan Kinney:-
I suspect this echoes what inspired Richard Bartle to use the allusion of "singing into existence a virtual world" which itself had it's basis in a much deeper concept informing the creation process. Much like what George R.R. Martin's "A Song Of Ice And Fire" alludes to at this greatest of scales of story telling. Modern mmorpgs have all the training and tools to create "virtual worlds" but "nothing with which to say" or as per Bartle "why?"? This why question is indeed being asked such as the realization that many players don't have the time to play long hours of games particularly as they become older. In fact a great deal of research has been conducted to elucidate: Unmasking the Avatar: The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition by Nick Yee. I suspect following the pattern described above concerning Story with increasing understanding/maturity a lot of modern games fail to as per "neuroeconomics" match player needs in the market and such marketing research provides glimpses if not clear outlines of conclusions. Ramin Shokrizade again makes some telling observations concerning player motivation behind playing in MMORPG's: The Barrier to Big:-
Ramin Shokrizade further identifies: Group Monetization
What is striking about the above:
It should be notable that Nation States or Relgious Groups all share a sense of a "shared narrative" in creating bonds of trust for a society with which to create higher orders of organization necessary for human running of organizations at this scale of people included and in Democratic Western traditions where "property" and "habeaus corpus" form the basis of our civilizations' "freedoms and laws". What this is all building towards is encapulated by Chris Bateman's The Aesthetic Flaws of Games:-
My basis for this enquiry are the three Rules of Game Worlds that I discussed in my blog-letter to Dan Cook last year. These were intended to be guidelines for creating game worlds – that is, principles for how the fictional world of a game (where its narratives will be set) connect with its mathematical systems (where its mechanics operate). However, I sense that these rules may have some formal depth to them, and indeed might have more general forms that could include other artworks. For now, let us accept them as descriptive ‘rules’, so they can guide an investigation into how games produce aesthetic flaws of kinds that other artworks simply do not.
The three Rules of Game Worlds are as follows:
Each of these can be used to reveal a specific kind of aesthetic flaw unique to games – and indeed, can reveal a schism between different aesthetic values for play that lead to different kinds of aesthetic flaw. This is key to what follows, for we must appreciate that ‘aesthetic flaw’ is not an absolute claim, nor is it ‘merely subjective’: an aesthetic flaw occurs between a game and its player as a direct result of a difference in values.
The final reference on aesthetic I think is immensely useful as a "guiding principle" in the design of a Virtual World for the Simulation of Story-Generation on a Scale described as MMO-, which will be the subject of the next blog post.
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Indeed. But it's the few 1-5% that I'm putting this pt.1 out there for.
I'll post a follow up and that will be increase the % of people who take something from it, however that provides that "CLICK" ah-ha this is what we could do alternatively with the mmorpg genre (indeed that acronym may have to go atst as proposing revolutionary changes). This one it's so easy to get bogged down in "theoretical conception" (so many angles) of When We Play MMORPGS / When We Make MMORPGs" what in the hell are we actually doing and actually trying to achieve?
A good context to that:-
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Hi Mumbo Jumbo,
thanks for taking the time to lay all this out, and to contribute to the conversation. A few thoughts for you:
1. I agree with you that figuring out where MMOs should go to be satisfying, requires an analytical effort to understand where they've been, how they've changed, and the outcomes of those changes.
2. I was also inspired by Ryan's analysis. The reason I play PFO is because Ryan was the first person I heard articulate the problem and propose a solution. So even though PFO is extremely rough, I see where it is going, and the continuous steps in the right direction are confirming.
3. I would point out that Ryan's analysis, his proposed solution (PFO), and his character/likability are three distinct things. This is a particular issue here at MMORPG.com, where there are three very committed posters who harbor a strong personal grudge against Ryan. So for example, Ryan could be spot on in his analysis of the problem, but PFO be a bad solution. Or his analysis could be correct/PFO could be a good idea, but he's an evil liar who is running a "cash grab," etc., etc. I think it is helpful to consider those three things separately: A) what's the problem, what's the solution, C) and who's implementing in?
4. You could make this blog much more useful to readers if you added explicit argument claims, and made use of textual features like section headings. Right now, your blog has a lot of interesting stuff mashed together/buried as a wall of text, and its incoherence (in a compositional sense) is a huge barrier to entry for potential readers. If you took 10 minutes to add in a couple of lines at the beginning to lay out your main argument claims, and then added section headings in the form of what you want the reader to have as a take-away from the section, you might have 3x or 4x the readers make it through.
5. FYI I couldn't see the blog--I had to read here.
Do the RIGHT THING: come be a Paladin with us! http://ozemsvigil.guildlaunch.com/
Thanks for the constructive and most of all taking the time to provide very considered feed-back. That is not "free" which online communication often works off the underlying assumption that it is - with negative results for all !
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1. This blog is really a reference sheet for the background to the next blog.
2. I think Ryan's come up with a very strong game design and strong market analysis to calculate a strategy. My only suggestion is that a deeper understanding using all the above may lead to different more favourable approaches including more potential players. What's done Crowfall so many favours and Camelot Unchained is previous gamers from Dark Age of Camelot and Shadowbane then throw in the former dev names Jacobs and Koster etc. The other thing: They've hit the PvP MMO market too much much narrower and hence focused marketing and design. The results in numbers (higher) of apparent appeal is the outcome we observe. However as I'm going to suggest (borrowing a lot from Shokrizade's insights) expanding the game design would expand the market. Though the caveat is technological constraints at present (big dampener) but again I think graphics are superficial if you get the focus on social interaction in these games right.
3. I'd say that there has to be a bit of brazen marketing for PFO that may burn early players - if it succeeds in getting to the point where the quality suddenly is attractive and the dev sustainable. That tbh is one thing that did put me off Early Enrolment. For one example "The Goblin Squad" concept from the Kickstarter really failed to deliver imo on weekly dev insights for that portion of players. That said, Ryan Dancey has provided loads of information far more than other kickstarter mmorpgs and it's a bit unfair not to take that into account despite what people think of all the pricing options already in PFO: Box Fee, Sub Fee, Cash Shop and all after Kickstarter too. I also tend to think Crowdforging is not really that significant in mmorpg development: There's way too much overheads due to the WOW-Engine that almost all mmorpgs use to make it possible. Unless there's a big list of successes that prove me wrong on that, somewhere? And yes the other problem is the "COMMUNITY BUILDING" of mmorpgs: Because they're expensive you have to open the gates to all. This is a shame: I think if PFO could have been closed-gated for the original subscribers with small trickle of new players it would have succeeded much more. Here again I'm going to propose that that's the fault of the Design and Tech implementation of the WOW-Engine. It seems there's many people interested in mmorpgs who also enjoy moaning about them - and tbh rightly so; I've given up on current mmorpgs (bar Star Citizen) as old and out-moded conceptions of the original impulse = Social Interaction. I think that does echo something Ryan and Lisa have discussed: quote-unquote: I'd rather shut-down PFO than turn it into a PK-simulator." They know the right goal but I'm not sure via the WOW-Engine it's viable... on to blog #2 as shortly as I can.
4. Yes. I did try that but I got far too bogged down and decided a simple copy and paste of the key information to THEN refer back to in my argument's development which starts in blog #2 was simply more expedient. You're criticism is high quality btw and it grates that it's very incoherent, but that's too bad, the next blog I hope makes strong amends using the this material as "guiding principles".
5. Ta.
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Addendum: Interesting the "Pricing Wars" is nothing unique to MMORPGs here's a mobile (very cool potential) game that I've followed struggling with the same principles as a social-competitive game:-
Designing Subterfuge: We Think We’ve Decided on a Monetization Model For Subterfuge (again)
Interestingly this did not work! So they came up with a new Concept:
Monetization Model Update
(1) Game Access Clearance To Play = INVESTMENT + SOCIAL INFORMATION
In my design to present, the realization is simple for new players:-
Growing Pains Followup
(2) Strong Group Cohesion = Stronger Retention of New Players
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Mumbo,
Having good market analysis is only useful if you actually see it for what it is saying and use it effectively.
What Goblin Works is trying to do is build an MMO that has appeal for both TT players and PVP oriented MMO players, and do it on a shoe-string budget. No one tries to do that, because no one has ever done it, even with a AAA budget.
When Ryan had said that the future of MMOs is the sandbox, he may have been correct or maybe not. MMOs are not declining as a genre, as he seemed to claim, but individual titles are certainly experience the transient nature of the MMO player community. This is possibly the result of players being far more "casual" than what developers seem to believe, and would also explain the mentality of the solo player in the Massively Multiplayer Online game.
This also might explain the growing popularity of the MOBA, where it focuses on casual play in small teams.
The most recent example I have, and I base this only on having played the game as part of its alpha, is Albion Online. Albion Online is an MMO / MOBA hybrid that has many of the goals that PFO has (territorial control, pvp focus, some restraints vs. zerg pvp, some places where players can be safe, etc). It has 18,000 active players in its current alpha stage. It has clearly discovered a niche that attracted a decent number of players.
PFO on the other hand, did not attract nearly enough players from either of the player bases it targeted and the question needs to be asked, why didn't it?
Somewhere is the process, something was not correct, otherwise the outcome would be different. If that mistake was made at the analysis phase, it would clearly have a domino effect throughout the rest of the process and be a much more difficult problem to overcome. If the problem is implementation, that is an easier fix, but it takes time and money to do it. If the problem lies in the end goal not having enough appeal, than the vision needs to change.
Even if "stay the course' is the correct answer, but the game still fails to meet a sustainable number of customers, than the marketing has failed. That may also go back to the initial analysis phase as well.
I had started a thread a couple of weeks ago that asked, "What does PFO need to do in order to attract more players"? I hope your blog focuses on what needs to be done, more so than what they hope to do down the road.
Played: E&B, SWG, Eve, WoW, COH, WAR, POTBS, AOC, LOTRO, AUTO.A, AO, FE, TR, WWII, MWO, TSW, SWTOR, GW2, NWO, WoP, RUST, LIF, SOA, MORTAL, DFUW, AA, TF, PFO, ALBO, and many many others....
The market analysis I think is appropriate for PFO:-
1. The financial sense of investing
2. The lower ceiling to hitting positive revenue based on the possible pool of players
3. Choosing MMO instead of NWN genre style for example
4. Understanding different players will be drawn to PFO at different stages
etc. Much more thought here than you might see in other mmorpgs. However, the 2 areas you point out are concerning:-
The vision here has been poorly sold: As Pathfinder Adventurers (imo) when the actual GDD = KINGMAKER. Albion Online has trundled along relatively well because it's sort of MOBA-NWN style focus on simple combat gameplay with the expanded context of Clash of Clans style territory/defending - and the core basic combat moba-rish works too.
The stay on course is the idea that as more dev is put into the game, it will open up to more of the market which I think is big enough for a game like PFO to find some numbers and become sustainable. No idea if it will ever hit it's full vision however, in fact I don't think it will due to the WOW-Engine design which was specifically chosen for it's MARKET EXPECTATIONS value.
Now that is where I'm arguing it's going always be "up against it", just like all the other mmorpgs that players are bored of as you say are much more casual as a consequence.
There's 2 things that will create a strong attachment to a game:-
1. Tech break-through such as Star Citizen providing a unique experience you will not get anywhere else (when it releases)
2. Community quality of social interaction
Those are going to be the key differentiators in the market. 1. is expensive and 2. is at the mercy of mmo- requiring thousands of players... SC I think has come up with the goods for 1. and I'm going to come up with the goods for 2. (I hope).
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
The TT Connection was a false success and resulted in the Kickstarter being a false success.
How many TT kick starters signed up just to get the PDFs and other extras?
How many would have signed up without them?
There were close to 9,000 kick starter pledges, but maybe only 15 - 20 percent of that number ever played the game.
Played: E&B, SWG, Eve, WoW, COH, WAR, POTBS, AOC, LOTRO, AUTO.A, AO, FE, TR, WWII, MWO, TSW, SWTOR, GW2, NWO, WoP, RUST, LIF, SOA, MORTAL, DFUW, AA, TF, PFO, ALBO, and many many others....