- Hardness: 5, Flexibility: 7, Flammable: 10, Aging: 3, Bouyancy: 8
My thoughts on MMO Design. (If you followed a link from an EVE blog, blogger hates my wordpress ID so go to http://TritaniumBackbone.wordpress.com)
Friday, January 27, 2012
How to build a game on crafting.
Thursday, January 19, 2012
Content Post: Player and Org Housing
Here is the defining difference in MMO’s today. Most, if not all, feel they must have a major villain. Even EVE tried this at one point with Sleepers. However, EVE had completely missed the boat. They already had a massive villain in game. Sovereignty I feel is definitely the way to go when you think of PVP. But what do you do with PVP? How can you take the sovereignty system and turn it into a PvE system?
Well, let’s focus on the facts. Sovereignty works by ‘owning’ an area. You do this via several steps, such as deploying X amount of things. There is a far easier way to see this though, without months of work and research. There is an RTS out there that used the sovereignty idea, and it’s called Rise of Nations. As you built towns, your area of ‘national sovereignty’ extended. As you researched more levels of the ‘Civic’ technology, your reach expanded more. Forts and strongholds expanded this. The goal in expanding your area of control was to reduce the enemies. For anyone scratching their heads trying to figure out how this could work in a PvE pure setting, you’re forgetting the other half of the RTS market.
You can play vs. Computer AI.
So, by making each ‘colony’ its own sovereignty, each building made will expand its region. Yes, I said building. A vastly under-estimated idea in MMO’s is player property. There should be enough restrictions in place however to make sure it doesn’t look like an old UO shard, but relaxed enough to not feel like it’s not worth it. Such as one residential building per account, and one fort per org/guild/whatever, I feel that’s a close proximity to fill things. Now, with the stipulation you can only build on Sovereign Ground, and the fear of loss will keep people from building too far from a fort. Yes, that’s right, there will be environmental variable that will make it useful to build near a fort, rather than off on your own in the middle of nowhere.
For those Asocial, you will be able to build away from a fort, but you do so with the knowledge that there will indeed be many issues with this you will need to deal with. Just because the planet is barren does not mean it’s devoid of life. On the contrary, it’s teeming with life just below the surface. Sometimes, this underworld life comes to the over world, and depending on what it is it could be quite hard for a solo household to fend this off. The only plus side is solo-households would be low-value targets for anything major.
If you notice, though, content right there was made. Not only content, ‘hardcore’ content. Living near a Fort gives you access to higher ‘level’ attacks because a fort is a much higher value target. The more houses around a fort, the stronger the fort, the higher value the target is. This creates very strong enemies to deal with, depending on the amount of concurrent people at the fort. Now, the fort itself can be ‘toppled’, but not destroyed. Toppling a fort would simply remove it from sovereignty, shrinking buildable area around the fort until it’s repaired by the owning party.
See what just happened there? Bam, crafting system that has real world impact. Building creation, repair, and upgrade will be a large part of the system. Also, by taking an EVE ship-fit approach to buildings, you can make it so all building upgrades are viable on all levels, making the market for them always moving. Guards also become a commodity. Initially, Guards will be ‘created’ by these households. The more grouped households, the greater the guards created. However, these guards go to the main colony, not the fort. In turn, these guards ‘mature’ and become novice guards. If left, they continue to get better, though costing more in the long run. A cap would be put in though to make sure a single guard would not become so powerful that it would be too costly to ever buy.
So, just by adding a small feature like player and org housing, you’ve added Over world-raid content (raid is meant in the MMO style of raid, many players against strong mobs), opportunity to add in specialty items from said content, crafting needs for building, and a self-fulfilling protection ability based on pop size in areas and making sure that the guard amount only becomes an issue if orgs don’t buy it, and it makes sure that it’s based on players on to tailor fights to be challenging, yet not overwhelming or destroying things when people are offline. Oh, and of course, this won’t be the only content, this would be a small piece, but a very important piece.
Story So Far:
In a post-apocalyptic universe, the barren world your colony is on is slowly building up, desperately trying to expand its resources by providing incentive to build outside the colony walls. Markets are slowly springing up, along with well-fortified buildings to protect from the denizens below at night. You have the choice to forge ahead on your own, carving out a small wilderness living or staying near one of these large forts for safety and the chance at personal wealth in fending off the hordes of under beings.
Thursday, January 5, 2012
How many is enough?
MMO size is something that I believe is always left out of things. First off, you’ve got two very basic options at the start, single-‘server’ or multiple ‘servers’. I use ‘servers’ in quotes because in this day and age, you aren’t talking about real hardware, you’re talking about how the players are parceled out. Anyone who has given EVE a serious go has learned the upsides and downsides of single-server. However, EVE was not the first single-server MMO I had played. My first one was Anarchy Online, and technical hurdles aside (Let’s just say they had a bad launch), they had much the same separation of players as EVE has done. I wouldn’t be surprised if the EVE devs learned the strategy from AO.
AO was separated into rather decent size quadrants separated by zone lines, and each area had essentially a designated mission hub where people joined up at. Of course, there were cities with large amounts of people, however, chat was separated by level, meaning you could turn off level 1-20 chat if you were 30, or 20-50 chat if you were 70. Trade channels were designed this way as well, making sure that players were given ways to stay as separate as they’d like. I think this is key to actually fostering an environment, especially in a single-server. Single-server also is a better design for the new players, as they get readily accessible experience and economies.
So, single-server or Multi-server? Well, think about it honestly. If you indeed do single-server, the game world has to be large enough to pull it off. Single-server also removes any need for server transfer, mitigating costs down the road for the player base somewhat.
For a single-server to be in my design, the single-server becomes one single planet. Oddly, this is convenient and makes it even easier to control the environment. So, how to add in the separation brought about by servers in a single-server design? Well, you have to make communities, and sometimes the best solution really is the obvious one. Make a community. I’ll separate the barren surface into many communities. Say, ten total. Then, it’s time to give each community a look and feel. Here is where a lot of ‘race’ designs fall flat. In a game like World of Warcraft, Races are there to give a choice, but you do not choice a race based on ‘where’. The same can be said of EVE somewhat, Race is just starting space, which ultimately isn’t really useful in the grand scheme of things. I’d prefer race/society to be a choice that will actually funnel like-people together. So, that’s is what I’ll do here, with each community, or ‘Crew’.
Each ‘crew’ will be the remnants of the crew of each mining-colony ship that contained more than just miners looking for the fuel to repair interstellar travel, it would also contain the families, scientists, farmers, essentially everything to be sustainable in case things go south.
So far:
You are a colonist, your colony can not leave the planet, cannot call for help, and there is no space travel due to a universal (literally) fuel outage. Your technology is running out of its own fuel, and soon your society itself will be required to become self-sustaining. Your colony has been operating for 60 years without incident on a barren world we’ll call ZG-1287. It was never given a formal name to keep hope of leaving shortly alive. There are 10 colonies, each has developed its own sort of personality, ranging from gregarious to xenophobic and paranoid. The planet to date is a barren waste-land of sorts, with water only being found underground. There is a large distance between each colony making travel long and hazardous between them, making trade caravans their own communities as well.
Next, we’ll answer the original question with the new direction, How Many People?
Thursday, December 29, 2011
That's Crazy Talk
Probably my favorite line from Dilbert. It’s usually right before that statement that is so alien and out there that it can only make sense in bizarro world. So, why start with that?
You start at the end of the game:
Yep, there’s the crazy talk. Most games, you start before a great war, at the time of a great catastrophe, a new era. Here? Nope, all that already passed. Your living standard day to day life AFTER everything went to hell. So, what was with my talk of letting people play through the calamity?
Training. Above and beyond normal training. Because it’s in the past, and a different time, I’ll let them have access to most everything in the game. Imagine the newbie missions in EVE letting you use a fully outfitted Drake or racial similar ship? Maybe if the newbie zone in WoW let you play an 85 through a simulation raid? That’s what I’ll do. You start off as one of the colonists in the landing of the ship, you pick your name, and you do your best to survive…
Only to flash forward and it’s an old man telling the story to his grandson or old woman telling the story to his granddaughter. Then, you’d choose whether to keep the first name to honor them, or change it. This gives you a real tangible connection to the story. Let’s be honest, In a situation like this, training someone with some tutorial based around ‘solving’ small day to day tasks with in-game functions is, well, overdone. EVE does an acceptable set of tutorial missions, as well as Skryim/Oblivion. They attempt to teach you the skills you will use in the way you use them.
However, as part of the tutorial, I’d like to throw in a feature that I don’t ever see. Keybind-on-the-fly should be part of any tutorial. If you are learning to do X by hitting the b key, but instead you want to use the h key, then you have to interrupt the tutorial and figure out how to change keybinds, usually something tutorials don’t even cover, much less explain how. By adding in something like when it says ‘Press the WASD keys to move Forward, left, back, or right respectively, or hit the F4 key to change the default movement keys’ I feel could give some quality of life to some people. Also, at the end, a quick sheet to say what was changed and if you’d like to move them around. After, it would give you the keys on how to get to the game control configs for later.
So, there you are, you are just an average joe/jane. Two hundred years after any real action. The environment is essentially set here with this, and you can go any way with it, from all out war to straight-up survival. Which way to go?
Well, wait right there, a very important key is missing. Size. That's the next topic.
Thursday, December 22, 2011
Environment Driven Story
This is perhaps one of the most basic concepts that has been born out of the MMO industry that, for some odd reason, they keep trying to run away from. It, I believe, is solely responsible for EVE’s rise as an MMO, despite its spreadsheets in space description. For these systems, the ‘end-game’ is not a boss, it is a place. Moving to that place is the ‘goal’. By making this a place, you remove the ‘Well, I killed the last boss, guess I beat the game’ mentality that is rampant in World of Warcraft, and any other game with a boss-focused-raid-end-game. But the question is, how do you implement this?
Well, the simplest approach here is best. The side effect is also very nice, being able to forgo balance as a whole. If you are finely tuning a single encounter, yes, balance is needed to make all classes feel useful. However, if you expect players to act as a community, you can skip balance because skill itself becomes your balance.
The Story So Far:
You are a colonist, your colony can not leave the planet, cannot call for help, and there is no space travel due to a universal (literally) fuel outage. Your technology is running out of its own fuel, and soon your society itself will be required to become self-sustaining.
From there, you can easily craft a variety of devious environments to continue the story. However, here we run into the first technical hurdle. How large a gaming world? Well, we are hoping for planetary based, so we’re looking at land-mass. Above ground and below ground should be considered. Now, a way to add some suspense factor is to go underground. Underground is always an under-used bit of the sci-fi genre, one need only think of Pitch Black to see how effective underground can be used.
So, now that I’m at the first technical aspect, we have to start thinking player amount. That will be tomorrows tidbit, since it will take a bit of math and some hard thinking to get right.
Sometimes, I need to end posts a bit early when there is way too much going on inside this brain. I'm trying to go over environment layout and I'm already designing individual zones in my head. At times like that, slowing down is best.
Wednesday, December 21, 2011
Logic or Lore?
So, Logic, or Lore? Which is the basis for the game is a very…hard…question. I feel one always ultimately wins out. Most, if not all games, EVE included, always fall back on Lore. This is what gives us the MMO’s of this generation, belief that the story itself pulls in members, and not mechanics or features. Wait you say, feature bloat and constant balancing our everywhere, how can that be? Well, it’s like that now because of this flaw. When you focus on your story and then features, the story will drive the features. Let’s take WoW for example, and then EVE.
EVE, Loreless Lore:
This is where people give WoW a bit less leadway than they should. EVE can make sweeping changes and revert a bad program choice a lot faster than WoW. You could probably add all the lines of all the personal, in game, and website spreadsheets for EVE, add in EVE’s database, and you probably wouldn’t even be close to the size that the Monster that is the WoW server databases. This is why we see games like Rift, F2P games, or EVE make fast changes to player needs, and games like WoW (and most likely SWTOR due to content quality) take much longer to adjust.
Striking a balance:
Now to make them feel really important, you are part of a ship designed to go to planets that are as similar to the environment the mineral was found on, and replenish the resource. However, let’s add some tragedy. Whole families are used, because there is no guarantee that a resupply will be found, and then the realization sinks in that none is found at all, space travel ends. This forces our environment to be planet side. Now here is where we can get some interesting ideas as to what ‘kind’ of game.
So, Lore or Logic?:
Project so far:
I've always enjoyed using this tactic, I consider it the "silent apocalypse". It's much cleaner than a plague. Plagues always feel too convenient, like divine intervention. Doesn’t fit for me in the series of science fiction. There’s a reason zombie movies begin with things like a falling satellite. So, now to figure out one of the most important parts of an MMO in the next post. The rest of the Hook, otherwise known as the starting experience.