Showing posts with label Ultima Online. Show all posts
Showing posts with label Ultima Online. Show all posts

Monday, June 2, 2008

We are all Individuals

There is a very weird empirical result of online game design:

The more freedom you offer in character creation and customization, the more everyone will be the same.

It is sort of a contradiction, but it is part of the reason why there are so few "classless" MMORPG systems out there. Now this isn't entirely true as there have been successful Classless games. It all has to do with the amount of freedom of character design is useful in the game. Yet, in the last two years, every major MMORPG release has been class-based.

So how do Classless Systems fail? And why are developers cautious around them?

Back in Ultima Online and Asheron's Call, you had the choice of picking any skills you wanted and create your character freely. Over time, it turned out that there was really only one build that the great majority of players used. AC was worse since there were skills that you could specialize in that were in the end completely useless except in the rarest of cases. A player may have an alt for some of the lesser used but profitable trade/craft skills, but for the most part it was one build or death.

Class based systems suffer a similar fate. WoW has all its classes and feat trees, however, there is usually two or three "accepted" builds for each class in order to be competitive. Now for the single/solo/small group player, you can get away a bit from not being optimal. But when the end game is competition with other players (though Raids and PvP) you have to get every last edge you can.

EVE and Star Wars Galaxies (Pre-NGE) were able to have open ended character design with limited similarities.

In SWG you could easily become a Master in multiple professions. And there were usually multiple professions for different tasks. For example, you could become a specialist in pistols, carbines, rifles or heavy weapons. Ideally neither one of the ranged combat groups was always better than the other. Same for the Melee combat groups, and the different Support/Buff, and Crafter Professions. (There also hybrid professions like the Bounty Hunter and Creature Handler, and they had their own interesting bits.)

The problem with SWG is that there was a point that you were "done" improving your character.

EVE has an open ended character creation and it is also functionally limitless. Your character can always learn more.

There are limited number of skills needed create a nice Raven Missile boat with a solid passive shield tank for missions, but a different set of skills are needed to fly an Apoc armor tank. Both ships fit the same general role, and have certain advantages depending on the specific task at hand.

But then if you want to go in to mining that is a whole different set of skills, not to mention manufacturing and a host of other tasks that are profitable in game.

Over time your character can learn multiple different fields and specialties. But what you are doing at the moment depends on the ship you are flying. Your character's combat skills mean nothing when you are piloting a freighter.

In order for a classless system to succeed it needs the following:

1) There are multiple ways doing one thing. With no one way being always the best.
2) There are many different thing that one can do.
3) Ability for continuous growth.

The problem now is make sure that each method of doing something is equivalent. In EVE there are 4 different type of primary weapon systems. Though it took a while for the devs to finally make sure that each weapon system had its place. And no one weapon system was best in all cases. SWG had the same balance problem between its ranged weapon groups at start.

Having many things to do means a lot more design. You can't just create a crafting mini-game to churn out products if those products have no use in the final cause of the game itself. Or what is the point of being stealthy and have the ability to avoid combat if in the end the game is all about combat?

In SWG it was all about the Galactic Civil War. Most professions had something that could directly contribute to the cause. But a few (entertainers) had very little direct impact on the war.

EVE is much more open ended. Your personal goals are yours alone. Though even in the game of alliance domination, everyone is needed. Building a Titian, requires many different professions, not just the industrialists to make them.

Friday, May 23, 2008

The Mythical End-Game of MMOs

When EQ first came out there was no formal concept of a Raid. It was all about just enjoying playing the game and getting more powerful to see more wonderful things in the world. Getting to level 50 was a real long term goal.

And it was almost a year before the first great dragon of Norath was finally defeated.

Then it happened. Enough people got to level 50 that the crys for "what's next" were heard. In response the first few real Multi-Group areas (aka Raids) came to light. No instead of needing 6 players, you now need 24 max level players to take on these zones. So these zones were designed to be "impossible" but give enough gamers enough time they will break anything you put in the game. And thus the "End-Game" was born.

Suddenly, the game became a race to level 50 so that your character could participate in these raids. The leisurely journey though Norath was gone. And almost every MMO since then has been built on the idea that leveling was just something to do to get to the "real" game itself.

Now lets go back and forward at the same time. Ultima Online and Asheron's Call never succumbed to the Curse of the End-Game. Ultima Online did not have a formal end game. The power difference between a noob and a fully spec'ed out character was not too great. After maybe a few hours to get your skills up to a basic level, you were only limited by your own fear.

AC Just had more levels. And even then after a certain point the levels had less and less meaning. But you did not have to be max level in order to go anywhere. Two characters of different level could still work together and be productive.

So get rid of the race to max level by getting rid of the concept of the "End-Game." Players should be able to participate at any level. For example, in the pre-CU Star Wars Galaxies, you could start taking a part in the Galactic Civil War after getting a few skills for your character. You did not have to be a Master to be a threat on the battlefield.