Category Archives: Simulation

Achievement (Hate), Exploration and Mystery

The epic quest of kill ten rats has humble beginnings. Once upon a time the explorers of virtual worlds received hardly a hint of where to go or what to do but such are not the times we live in. Those who embarked on this journey before Blizzard’s time will remember that era of glorious uncertainty but early WoW players too, know how considerably the questing experience has changed over the course of a decade. The “kill ten rats” of yore and the “kill ten rats” of today have precious little in common.

Kill ten rats: a history of epic questing

Year #1
Player X overhears NPC talking of a special breed of rats with silver pelts that may exist “somewhere”. Player finds said rats by accident one day. Player kills rats, loots five pelts in 30 minutes. Player feels special. Wahey.

Year #2
NPC asks player X to find rats with silver pelts and deliver them. Player finds said rats one day, thanks to friendly advice in zone chat. Player kills rats, gets money in return from NPC.

Year #3
NPC asks player X to find rats with silver pelts at the barn northwest of the inn. Player finds said rats after some searching, kills rats, gets money in return from NPC.

Year #4
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. Player finds said rats, kills rats, gets money in return from NPC.

Year #5
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! Player can’t miss rats, kills rats, gets money in return from NPC.

Year #6
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! Player can’t possibly miss rats, kills rats, gets money in return from NPC.

Year #7
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC.

Year #8
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

Year #9+
After reading the achievement tab, player X finds NPC with an exclamation mark, also indicated on the mini-map. NPC asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and epic pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

..Such explorers we are. Paradoxically, the shorter, the safer, the more navigated and convenient our questing has become over the years, the more MMOs have felt the need to reward us for it. That makes no sense whatsoever but it’s not a coincidence either. More on that later.

Why I hate Achievements

A fair warning: I don’t like achievements. I get why some players like, nay love achievements but I really don’t. More importantly, I don’t think they have any business in this genre.

The unconditionally worst thing that has ever happened to MMOs are achievements. Hate is a strong word and applies for my case of die-hard explorerdom although it need not be yours. Nothing feels more counter-intuitive, more obtrusive or immersion-breaking to me than the flashy achievement fonts and in-your-face achievement tabs that greet me in most of today’s MMOs – yes, even at the bloody login screen of once-great Guild Wars 2. Sic transit gloria mundi virtualis. When did all this happen?

While that’s achievements on the surface, repercussions reach much further. Several times on this blog have I raised the question of why virtual worlds need to save time, why players need to be told what to do and where to go by which path when developers have spent years creating vast open worlds of beauty. What’s it all for – just a pretty, expensive paint around a game telling me what’s an achievement?

Who would wish to complete a world? Completionism, pre-defined paths and goals, extrinsic motivators – none of these go with my personal sense of exploration. Every time unwanted and un-asked for achievements pop up in an MMO, my chosen modus operandi is disturbed or hindered. Every time that happens, that delicate illusion of virtual world is shattered. Worse, there’s no opt-in (why?).

The greatest RPG I’ve ever played was a game I didn’t complete. Where things happened at random, sometimes or never again. Where going south was as good as going north and an endless sense of mystery added depth and immensity to the world.

Even if you can’t design endless worlds, you can create size through mystery. Exploration feeds off mystery – and mystery is neither excellent nor should it be fully solvable.

Mystery resists.  Mystery refuses.  It will not yield.  Not to me.

Mystery resists closure.  It resists completion and clean getaways.  It, instead, insists.  I’m not done with you yet.  Get back over here.

Mystery is not merely the unknown.  It is the impossibility of knowing and yet the continual attempt to know.  It is unknowability itself.  It is futile and essential.

Why do we diminish our own experience?  Are we afraid of not connecting, of confirming our solitude? [T. Thompson]

No really, go read the whole thing.

When the journey is no longer the reward…we need more rewards?

Whether you agree with my passionate sentiments or not, what most design critics can agree on is the relationship between journey/effort and goal/reward in games; the required balance in order to make either feel significant. Long and hard journeys with never a memento to show for feel unfulfilled, just as easy and plentiful loot won’t be remembered by anybody. More than that though, whenever players think back on their greatest achievements in MMOs, they don’t usually name purple swords and special titles but rather the road that led there, the obstacles that had to be overcome in the company of comrades. Naturally, loot matters too and we’ll keep those special items forever – yet loot like an epilogue, is only the last part of that story.

The journey is the reward. Knowing that we did it, that we’ve accomplished something. The shiny purple sword is a representation of that experienced, gratifying victory. It means nothing if we got it for a bargain on the flea market. (Okay maybe if there was an achievement for that….)

So, if the journey becomes ever shorter, ever more straight-forward and without mystery, what will a game attempt in order to compensate for lack of win? Will it pile on the rewards, the titles, the achievements – desperate to convince us we achieved something anyway?

I don’t need to be told I achieved something in shrill and flashing colors. I should be able to feel it and to judge it was a worthy cause. That’s when you may reward me with items, sometimes, so I may carry them with me to tell the world about my adventures.

And whither there? I cannot say. For now, let’s leave it a mystery!

NextGen Sub model or B2P launch? A Desperate Thought Experiment

The blogosphere is abuzz with next gen subscription analyzis. MMOGC reminds us that subscriptions aren’t in fact back and she’s not alone in her suspicions. While some MMOs in the past were forced to revert to f2p, by now we have reason to believe such moves may be calculation. Tobold calls this new generation payment model “The bait & switch business model” and apparently it’s what any smart (and ruthless) business person would do given the current market. Others have chimed in on twitter how there really is no disadvantage here profitwise – subs must win by a landslide. Meanwhile, Tesh is full of eyeroll over the TESO sub and declares personal boycott. While I have a soft spot where Tamriel is concerned, I agree with every last word in his article; I would sign up for that MMO utopia yesterday.

May I raise a question here though? How superior is this route really, compared to the buy-to-play (and cash shop) alternative many expected? Especially given the crazy competition 2014’s AAAs will be facing, somehow I have my doubts this is such a clear winner. If anything, re-introducing a subscription-barrier in this particular scenario seems weird? LET’S THINK OUT LOUD HERE:

Let’s assume for a moment both Wildstar and TESO are going live sometime during Q1 2014, with Everquest Next on their heels in Q2 – and let’s completely ignore that Blizzard too may have a big expac up their sleeve around that same time. For the first time in years, the MMO mainstream is bewildered by too many AAA-choices and as we know, hardly anyone cares to pay for two subscriptions at a time. For the two sub-MMOs that essentially means a guaranteed loss of the usual potential playerbase. Alright, TESO have come up with a 1-month freebie but there are still box prices to pay too and it’s already bad enough these games launch so closely together. I don’t know anyone who appreciates that.

I doubt the mutual exclusivity of this situation is beneficial to either Carbine nor Zenimax. It’s the nature of MMOs that communities will form during the first few months into a game and that after a given time, players don’t care to join games that are already advanced in progress. They might dip a toe in but they’re less likely to settle and therefore less likely to purchase any virtual goods. We’re itchy to make decisions early when committing to new MMOs.

It’s also not very realistic to assume either game may go free-to-play after the first 3 months. The Secret World was special in its swift conversion for various reasons. Assuming a switch is already planned for both Wildstar and TESO, there’s no reason to believe either would switch after 3 months, given the much bigger hype around these titles and risk of bad PR (switches so soon after a launch are generally regarded as failures). Personally, I think a switch is way more likely to happen after 1 year – just like ArenaNet announced the first ever trial weekend for Guild Wars 2 only this August 2013.

12+ months are a lot of water under any virtual world’s bridge. It’s very likely players will test the other game as soon as it goes free – yet, that means they never payed subscriptions on the competition and they’re less likely to have spent a dime yet on virtual goods anywhere. For those switching from one sub to the other halfway through, both titles basically share player base. However: how many players were lost completely to one title due to community, or to both due to box+subscription model fatigue? How would GW2’s buy-to-play model truly compare to this assumed “early gold digging” scenario, considering a heavily contested launch?

An entirely hypothetical, simplified and sadly flawed calculation

Let’s assume 4 million players are ready to jump into either TESO or WS early 2014 and that neither turns out to be a clear “winner” (as I am not interested in that particular outcome). Why 4 million you ask? Given what Rift has managed in the past (pre-switch), that seems a very generous assumption.

2 million subscriptions each during the first 3 months, before players start dwindling. After that, let’s assume 50% of said players remain, while another 50% move on; 25% leaving for the other sub for another 3 months, 25% leaving for a f2p game for good. Between months 7-12, only 50% of overall players are retained while the game is still on a subscription. In this hypothetical scenario, box sales (60$) and subs (15$) for TESO/WS would yield the following for each:

chart1

Variables not accounted for: double subbers and/or box buyers, shop items. The first group adds marginally towards outcome and shop items are less eagerly bought in MMOs with subs. In any case, I am ignoring them for simplicity’s sake but you can add your own number if you like.

From here, it only gets more complicated when attempting to simulate a comparable B2P/shop scenario after GW2 fashion with a (better) shop like Rift’s. Unfortunately developers hardly ever make numbers public when it comes to cash shop habits and revenue – just like we don’t hear about active account fluctuations for subscription games. But since I am feeling lucky punk today, I’ll give it a go anyway and assume two different and hopefully somewhat realistic B2P/shop scenarios.

cölint

(Already I regret this whole idea!)

This time, we will assume 5 million players are ready to jump into either or both TESO or WS early 2014. Why 5 million this time? Because I am generously assuming that B2P games attract a wider target audience than sub MMOs. One reason why GW2 has sold 3mio copies by now is the one-time cost. Some players always stay the hell away from sub games. There is also a second difference, as I will assume 50% of the entire potential player base are “cross-buyers”. It’s rather likely that over the course of a year, a big part of that community will buy both WS and TESO, given it’s a 120$ in total and no more than that (in comparison one game with 12 months of subs would cost 240$). Means, 3.75mio boxes/account sold each. After that, we venture deep into hypothetical morass…but I’m already 11 paragraphs in and it’s too late to stop now!

Cash shop scenario 1) is more even-spread; it assumes that over the course of one year, the total of players per game will spend the following on micro-transactions: 30% spend 50$, 40% spend 20$, 30% spend nothing.

chart2

Cash shop scenario 2) is more radical; it assumes that over the course of one year, the total of players per game will spend the following on micro-transactions: 10% spend 100$, 30% spend 20$, 60% spend nothing.

chart3

As you can see, even with a lot of goodwill and no small amount of simplification, the subscription-model seems superior – by some. We still haven’t accounted for several more factors though where B2P is concerned. Variables not accounted for: whales, cross-shop purchases and box sales after year one. Especially that last part is worth taking note; B2P MMOs have the tendency to keep being sold longer than sub MMOs. Of course that argument is redundant if the sub games also turn B2P after one year, duh.

So that was a lot of effort for nothing?!

What was the point of all this? Well, it looks like especially in the short term, subs are more profitable. Still, the difference between the two models isn’t as drastic, considering there is a huge margin of error in all of my calculations. And this is in fact good news! Why is it good news? Because from here, one could think of ways to tip the scenario either way.

So, help me refine this: was I too generous on cash shop sales or not nearly generous enough? Would a B2P maybe attract twice as many box sales than usual? Under which circumstances could we still see the B2P model win the upper hand? Where did I go wrong the most (real data would be awesome)? I guess that’s where a proper business analyst would come handy, for once.

QOTD: Virtual Worlds

The “G” in MMORPG is the one letter we could do without. I’m not here to play games. I’m here to see worlds. (Bhagpuss)

I don’t do quote-of-the-day posts often, in fact this is maybe the second time ever on MMO Gypsy. That’s weird considering how much I love words and quotes but the reason is probably that QOTDs don’t create discussion. They do however spread words worth spreading and that is one hell of a quote-worthy statement right there. Happy Monday, all ye MMO world travelers!

Back to Minecraft (and my first video documentary!)

After the longest break since my first, very intense Minecraft spree over a year ago, it was decided last week, somewhat collectively out of the blue, that a revisit to Mojang’s prodigy was due. Truth be told, my absence from the game has had much to do with the unrestrained pace of my first encounter; I was completely and utterly hooked to MC for some weeks, spending nights in front of the PC exploring its depths (and creating my big ass castle dream). As a result, I burned out too quickly on what was still a limited game at the time, struggling with pre-release issues. Thus the last block of cobble stone set in my castle wall marked the ending of that first chapter.

But oh, have the times moved forward in Minecraft! With the arrival of the (approved) Spoutcraft client, Bukkit server mods, myriads of fan-written plugins and customization features, right down to some amazing and downloadable adventure maps, Minecraft has burst into what can only be described as (even more) baffling heights of community effort and player creativity. All the while, Mojang have kept improving and adding to the game, offering even more possibilities and freedoms to shape your unlimited, virtual space.

With great freedom comes great variety. While there are no default player classes in Minecraft, the game certainly brings out all sorts of playstyles and character types in its audience – from nutty engineers, to brave explorers, peaceful settlers and diligent carpenters. There are even MMO servers now with all the textbook MMO/RPG features you can think of, for both PVE and PVP, in a sword&sorcery, steampunk or zombie apocalypse themed world (where poisonous rain keeps falling…which you could’ve known if you actually read the tutorial).

I’ve visited a few public MMO servers and was duly impressed; after being run through a detailed starter/tutorial area, I was amazed to see item shops, teleport hubs, vendor and questgiver NPCs, PvP mini-games and more. Maybe a small detail but no less enjoyable for a soundtrack nut like myself: any designated area in Minecraft can now be attributed its own background music, hallelujah!

Public MMO servers

This is where it gets particularly interesting (and scary) because a “Minecraft MMO” can potentially offer the kind of tools and impact the current MMO market can still only dream of (known sandboxes included). It’s also where we see best how gameplay, fun and freedom trump everything else, top graphics first and foremost. The biggest woes of public MC servers right now are stability and bandwidth related, which is where big business MMO ventures will always have the upper hand.

Still, if a visit to Minecraft was highly recommended before, by now it is an absolute must! If you have any time to spare between your MMOs, RPGs and other games (and you know you do), have a look at MC! You will never install any game faster than this one.

My first omg-video documentary

Starting off on a fresh, customized server with friends, I quickly realized how behind I was on MC’s current flora and fauna, which inspired a small project called “the underwater greenhouse”. I am also still working on a much bigger scale hedge maze challenge but that’s for another time.

At completion, it struck me how I always wanted to give video commentaries with fraps another go (back when I was playing WoW my old PC was hopeless) which is how my first ever Minecraft (and for that matter first ever videogame documentary) came to be. In hindsight, I should probably have rehearsed this more…but I am a lazy person and easy to satisfy.

And yes, I am fully aware that everyone can hear my voice now. Oh noes!

Creating this video was actually so simple and fun that I am definitely doing more in the future. Maybe next time I’ll also manage to make less silly noises with my lips.

Quick Fraps how-to

Without exaggeration, making a video commentary like the one above is as easy as blogging. I was surprised how simple a tool fraps really is, with minimal setting up involved. My smartphone is more complicated than fraps! Together with a youtube account and two more, free tools, you are fully equipped to create your own gaming videologs which are lots of fun to do. And here’s how:

– Get a full version of fraps to be able to record more than 30secs videos
– Capture your ingame video (I use custom 15fps setting and record voice via headset)
Watch this guide on using Xvid and Vdub for file compression
– Upload your compressed video to your youtube channel

Works like a charm! And you can add extras like a title pane or annotations with youtube later. I love learning new things by myself, so it’s not unlikely I’ll look into Sony Vegas or similar video enhancement software soon. So I guess that’s one more way how Minecraft can boost your creativity!

[GW2] Of Lost Shores and Found Hopes

In 2001 when I was still for the most part playing console games, I became enamored with a so-called social simulation game called Animal Crossing on Nintendo’s Gamecube. It was the first of its kind for me and slightly ahead of a time of many more social sim, build-your-house farmville-whatnot type of games to come – even if not necessarily on console. AC was offline and it was mostly a game about building your own little animal town and community, planting different types of plants, collecting bugs and butterflies and digging up fossils for your personal museum. It was typical in triggering collector’s drive but rather evolutionary and unique on several other accounts which kept me playing with a passion. I am not one for pure Sims games; I love decorating my house in Skyrim as much as the next person but I won’t spend weeks doing that same thing in any game.

What AC did in remarkable ways however was introducing a sense of real time to a classic console audience grown with offline and limited session gameplay. Not just that, AC had unqiue (!) events, impact and a sense of punishment that was completely unknown in that time and space continuum. It blew my mind at the time with its merciless “internal clock”. Just few examples of what would regularly happen to you in AC:

    • Numerous seasonal events to be celebrated with the town folk. The events were announced in advance, either on the town board or by gossip you needed to overhear. The events were entirely restricted to a specific date and time frame synched to your console’s system clock.
    • Unpredictable one-time (or very rare) offers of certain NPCs such as the mayor, to re-arrange roads or bridges for you. Appointments where you were ordered to be “at the beach at 5pm next Tuesday evening”.
    • When neglected for too long, your town would be overtaken by wild plant life, your house needed cleaning from vermin and the townspeople would move away for good (sending you angry goodbye letters or rant at you for having been away and never call). AC’s NPCs had the uncanniest AI in general; they would build different types of relationships with you depending on what you did, how you spoke to them or what “you ONCE promised me!”.
    • If trying to trick “game progress” by resetting the console without saving your game, you would be visited by “Mr. Resetti” at your doorstep. While this angry mole would let you off with a very long speech about integrity and morals the first time around, punishment for such behaviour would increase drastically with every consecutive reset. (He actually once repainted my house in puke green!)

…While this might sound trivial by today’s standards, it was absolutely HUGE in 2001, given its platform. I actually put down a note in my school agenda back then so I wouldn’t miss meeting erm, “my town mayor at the beach next Tuesday evening”. Within two weeks I had my room mates thoroughly hooked to AC (and how glad I was the town had room for four player houses).

Today, I think back very fondly on this particular sim title. It introduced a sense of time and impact in a way that only few games did with such limited means. And that gets me to the core of this slowly unfolding argument, on why things like unpredictable or rare events are exciting in games and why MMO players keep talking about missing impact or punishment all the time. The common denominator behind all these features – impact, consequence, punishment, you-name-it – is time. It’s a sense of time passing and progressing. It is what gives things meaning, not just in games but actually in our short-span lives too. All these different features are mere consequences and side-effects of a notion of time flowing; “impact and punishment” are always after-effects. They cannot exist without introducing progressive time in an MMO. They cannot exist in limbo.

Time adds meaning to things because it creates a before and after. This is fundamental for any game world that is designed to simulate, feel alive and authentic. A world where randomness, consequence and lasting effect exist. A world where memorable stuff happens, events happen.

The amazing Mr. Resetti

On the Lost Shores event

I’ll not bore my regular readers by pointing out again how much I applaud ArenaNet for daring to be different and sticking to one-time events after this Halloween. Apparently the outcry after last night has been significant once more but it’s my very personal hope that three time’s going to be a charm and these loud players will have given up after Christmas, moving on to other MMOs catering to their every wish and personal real-life agenda. One more thing I love about a subscription-less MMOs in that context: not feeling the same pressure to constantly “appease the irritated”, turning game design and direction into loudest-whiner-whack-a-mole.

On to the Lost Shores, I was actually there for the full thing. Mixed is a very mild way of calling an experience that I would otherwise describe as two thirds horribly boring, repetitive grind and one third epic encounter. Now, I don’t know how many players ANet had in mind when they designed their one-time scenario, but I happened to be on an overflow with about 40 more players in that same spot. And for a good 2.5 hours it was painful drudgery, as we slowly escorted Mother Karka across a map swarming with the same bunch of normal, veteran and champion bugs coming at us over and over, wave after wave after wave, while the world’s slowest progress bar mocked us in the right-hand corner of our screens. 50% of the time players were ressing each other, which is one of the remarkable things that keep happening without fail in GW2 – players paying attention to one another. Other than that though, there was wayyy too much of the same…and after two hours it started showing. The “raid” lost focus and got increasingly chaotic. Some players quit, no doubt finding a good night’s sleep (Sunday night too) more appealing than another wave of one hundred karka. I have to admit I was tempted to leave myself but stubbornness to see this through got the better of me (hardcore raider remnant, no doubt).

Silithus – I did not ever wish to see thee again! The Lost Shores came awfully close to those bug nightmares of yore. While I cannot complain about lag like some other players did, I am once more marveling at some of the design choices ANet made in preparation for this event. How many players out there would seriously find several hours of more or less the same bug-slaying remotely appealing or at least epic? Was the event actually designed with smaller groups in mind, banned to overflow servers? Could there not have been (better) ways to address group size and pacing issues?

Like with GW2’s dungeons (on which I have my personal observations to share soon), I am cringing at the discrepancy that is “a good idea vs. execution” in some of ANet’s gameplay and design choices. I am starting to wonder if this company actually still believes in the old fashioned virtue of suffering? Already the badly designed Clock Tower event for Halloween showed this ambiguity between what constitutes difficulty in games vs. what is actually just bad, lazy or broken design (even if it results in some particularly torture-proof players feeling horribly challenged and thus rewarded after attempt 501).

And I get it: mass events and zergs can be lots of fun and certainly feel epic in scale. I’ve no issue with such events in GW2, in fact I find them quite enjoyable. I could’ve lived with one part of the Lost Shores event being a zerg against the same few bugs, but there was nothing epic in that as the night stretched before me and all I could think of was to “get this done with”. Maybe I just put my expectations too high?

On the bright side (yeah there was some of that) our little troupe of the persistent found back to a hysterical sense of humor in zone chat, which is always one of the nicer social side-effects in MMOs – that “bonding through pain” effect when things look dire or simply beyond reason. There were some great laughs later into the night although I doubt the developers would’ve shared any of it. There were also some parts of the battle that were more challenging and fun (such as the veteran karka “steamroll”) and for those who actually made it past the final battle there was – wait for it – some nice loot! I couldn’t believe my eyes when the chest dropped several exotic armor pieces, a 20-slot bag and exotic accessory upgrade!

This must have been the first time in GW2 when I actually got a useful reward for doing something special – especially hard or long or painful. So just maybe ANet are learning their lessons step by step as we go along and sooner or later we’ll not only get to see epic scale, one-time events with good loot, but also enjoyable combat with great stories to tell on top? As long as things are going somewhere, one can always hope!