Category Archives: Game Design

F2Ps are more social?

Related topics: Tesh, Nils, Tobold, Syp.

Many of the current free-to-play arguments are based on assumptions; on certain player mindsets, on certain items up for sale that then can, will, could, should,might affect somebody somehow sometime. Or not. I’ve a bit of a problem with that in general because I believe MMO players are grown-ups and if they are not, they shouldn’t be handling credit cards. Either way, it’s not for me to tell somebody how to live his life, real or virtual or how to spend his own money, in “right” or “wrong” ways. Down that road there are only double standards wherever you turn.

That aside, common misconceptions about the F2P payment model are “players will buy items because they have to” or “if a player buys nothing, it’s clearly because he couldn’t afford it”. My favorite is the classist fallacy where really poor players are apparently excluded from F2P, but not from sub-games. I hope you perceive just how many hypothetical assumptions are needed for this to be true.

Instead, let me elaborate on why I actually believe that F2Ps might be the more “social” games like that, social in the sense of caring for more people than yourself. For argument’s sake, let’s assume too that there is such a thing as a poor MMO player in desperate, existential need to optimize his money, rather than players who are simply unwilling to shift around priorities (for whatever reason):

1) F2Ps are open to everybody. Unlike a sub-based game that already pre-selects the player base from the beginning and excludes players who might not be able to afford subs, F2Ps actually let everybody partake. In some MMOs this means almost a full access, few extras excluded (such as endgame relevant boosts) that a more casual player might not even care for. In other MMOs, the item shop matters more but either way everyone gets to play the game first and a casual player can still hang out with his more dedicated friends. No money doesn’t mean not your party!

2) In F2Ps, some players pay for others. Realistically the percentage of players spending any or much money is (currently still) low, compared to the mass of “freeloaders”. Since the game can be played for free by definition, some players will finance a system others benefit from without same contribution. Now that might vex you, if you belong to the big spenders. OR you could look at it this way: Those who have more and/or want to spend more, fund those who will not and/or cannot afford the same. This would be called the principle of solidarity in a social state. You can’t afford to play an MMO? Well, I can and I’m happy to take you along! (This is very European!)

3) By offering you to buy that backpack rather than to grind for it, F2Ps make it easier to include players with less time. Time is a currency; in fact it is the currency in MMOs; if you have more time to play, you have more time to progress and more time/opportunity to make money – potentially. The player who works a lot more or simply has more on his plate of real-life “duties”, is at a disadvantage. The item shop allows him (if he so chooses) to turn some of his real money into a time gain, by buying a useful item straight away, avoiding a grind someone else might enjoy. While I’m no fan of short-cuts in MMOs, there are “grinds and grinds” and there are good and bad types of short-cuts. Here, it’s an added choice that caters to different players and makes for happier co-existence.

Still think sub-games are fairer in handling players, when our circumstances are not equal by nature and never can be?

Three popular counter arguments

A) One popular counter-argument in this context is the question of meritocracy; players should earn their achievements without any “assistance from real money” in the game.
This type of reasoning is based on the assumption that MMO players aren’t already affected by real money or time to begin with. I’m not sure how I “earned” that access to the sub-based game other than with real money. I’d also argue that purchased items like backpacks or cosmetics don’t equal a heroic reward or actual ingame accomplishment. Items are not the same as achievements, although that is a common mistake as they usually correlate in MMOs (certainly do in WoW). You can rest assured nobody will confuse them so easily in a game where everyone knows which items are shop exclusive (if this exists) and which are raid epics for example. Anyway, meritocracy is no social concept to begin with.

B) There is a particularly cynical argument, that goes something like “an item shop is disingenuous to the players who can’t afford it”. – So much more generous to exclude the person right away, assuming subscriptions are the alternative? If we assume a “poor player” like that, we should assume he can either afford a sub OR some ingame items. There’s no reason to suggest an F2P is forcing players to spend any or more money than that, in fact I wonder if you’d even get up to those 140 Euros / year which are roughly what you would pay for 12 months of WoW subs plus half an expansion. If you do, it’s likely that you were “tempted” by extra shinies in which case you don’t qualify as a poor player. Case dismissed.

C)F2P will disadvantage the less liquid player at later stages / endgame”. Still assuming this was a pro-subscription argument: if an F2P is designed to require (and that in itself remains questionable) micro-transactions in order to be competitive in endgame, we might as well assume the same player would never get to see end-game in a sub-based MMO to begin with. We established that he was already turned down at the door. If however we agree this awfully poor player doesn’t exist, B) applies once more: the player would only be excluded at endgame if the item costs greatly surpass what he’d otherwise pay for subscriptions. For such an F2P we could actually say a player gets everything for free but endgame, whereas in WoW he gets everything for free, full stop. Only that in WoW’s case there is no choice to skip paying for an endgame he might not care for.

Now, Nils would tell me how this last line is faulty; while you might pay for everything by default in WoW, it actually means you get everything. I’ll explain:

The F2P player might choose what he wants to pay for more consciously – but that also means he has to pay for it. If you skip endgame, you will spend that money elsewhere because the game offers the best RP items in the shop too, or the best PvP items. The WoW player on the other hand can play just as selectively, but he never gets asked to pay more or less anywhere. If he wants to have it all, it costs the same as if he only chose to RP. From this point of view, paying a sub wins IF

  • the player gravitates towards many play styles and has generally lots of time for the game
  • the player plays in that same way consistently
  • the total costs of required or interesting items for his purposes are higher than the subs

In this case, a subscription is the best deal for you. If you’re however part of a wider player base who has restricted time, exclusive interests, changing schedules, then F2P might suit you better. Not surprisingly, this gets more popular with an aging audience. It can create choices where a subscription cannot. Which is why both models have their up and downside, or rather their target audience.

On Matchmaking in MMOs (and Bartle)

Once upon a time, in February 2004, I embarked on a journey into the vast world of Azeroth, knowing little about just how long my stay there would last. I did not start this adventure alone, no – I brought my trusted tank with me, so he would be my shield on the battlefield. You know, it’s such jolly good fun to play the game with your RL friends and family. Such an advantage too for leveling up together.

Yeah, riiiiiight!

Let me tell you that none of this is true. I’ve been there done that and while I still love them all (most of the time, anyway) “playing with teh friends&family” is vastly overrated. What’s saying that what clicks in most areas, needs to work for all? Sometimes it’s better NOT to share every hobby together!

Now, my partner and I have hugely different gamer profiles to begin with and a completely different history when it comes to genre. Playing WoW as long as he did (vanilla raiding) was a bit of a freak accident as far as his FPS and RTS heart is concerned. When he nicked my beta account though, I figured he needed a key of his own – and why should we not play together? Truth be told, we had some epic laughs in those first weeks and months when the game was very young. However, we also realized rather quickly that we were erm….not meant to do much questing together. Or anything much outside a raid really. Some ideas only work on paper – and some I gladly let go of in favor of a peaceful relationship.

I’m exaggerating of course, but not by much. There’s such a thing as opposing playstyles and oh, we haz them! Although you’d think a holypriest and furywarrior are the perfect leveling match (and we really looked great on paper), our adventures together would develop like this within a few minutes:

B: Where did you wander off to, now?? I am still fighting here!
Syl: I was just gonna talk to that NPC!
B: Great, now I’m dying!
Syl: Why do you always have to pull everything? We don’t need to clear everything here!
B: It’s faster, it’s money, it’s loot, it’s EXP!
Syl: We get more EXP and gold from actually pursuing the questline!
B: AAuGgh…..&%!*”!/%ç – Can you rez me?!
Syl: No I can’t! There are respawns here now and I just took a boat to check out the other side of the river!
B: I hate this shit!
Syl: …..did you loot the staff at least?
B: What staff??
Syl: ……………………
Syl: You were supposed to pick up the staff from the boss we killed. For the quest!
B: I hate this shit!
Syl: *SIGH*

….From there the bickering would continue, an equally frustrating experience for both sides. Some people claim that what happens ingame stays ingame (lol), but I’m sure that many of you who have played together with a partner or person they live with, will know how quickly a foul mood can spread from the screen into the living room……..(Right?) As silly as such arguments might be, they can wear you down when you were supposed to wind down. No thanks, not worth it. You can still play the game together without playing it together.

Why good matchmaking changes everything

What this little anecdote shows in vivid colors is that gamer profiles matter. You can bring your best person to the game and it might still not work out in terms of cooperation. Now imagine this with strangers you’ve never met before and care about little: are you even surprised if a group falls apart?

We know how much good matchmaking can increase our fun in playing – to an extent where the boundaries between “people you like for themselves” and “people you like because it’s fun to play with them” become very fluid. Personally, I need both to wanna teamplay with somebody long-term. I strongly suspect too that I am not the only one out there who will only ever befriend a stranger in MMOs when my “basic playstyle check” is positive. After all, I’m not just here to socialize; I’m here to vanquish and conquer, arrr!
Funny enough, it works the other way around too: our tolerance to do “boring content” will increase if we’re doing it with or for certain people. As long as it’s not all the time, mind; our profiles don’t have to be a 100% match, but they need to be similar enough.

One logic answer to the matchmaking dilemma in MMOs are guilds. The guy who only wants to “roleplay” in Deeprun Tram, the gal who wants to clear every raidboss on hardmode – they can find a suitable place for themselves as long as they aren’t hoping to stay together. The more transparent a guild will make its goals and requirements, the better. Not to say that everyone in a guild always gets along brilliantly on a personal level heh, but you have a few fundamental hurdles out of the way, at least.

Still, a lot of cooperation fails in MMOs, inside guilds and outside. Blizzard reacted to grouping issues by implementing meeting stones and later the dungeon finder, by cross-server grouping and arena rank matchmaking. Oh yes, and such joy did people find in LFG….We’re provided with groups fast now maybe, but in terms of quality, or rather matching our intents and purposes, WoW has not solved any issues, no matter how tanks are getting bribed. Even the arena matchmaking is poor (and there you’d think it’s relatively easy).

What to do here? MMOs are all about cooperation, so this is a big deal. Considering where things are going in this genre, there will only be more MMO players in the future and many more people playing solo and casual, therefore relying on spontaneous grouping.
It was Tesh who called my attention to this issue in recent design debates: what if many current player grievances are not so much about a lack of variety and dynamic content etc., but a lack of matchmaking tools first and foremost?

The challenge that is matchmaking

I’ve thought about possible ways to create matchmaking on a “quality level” in MMOs and frankly I find it difficult. How do you make good intentions work in practice where so many individual and conflicting factors coincide? For a moment, I had this image in my mind of a person filling out ten tedious pages of personal questionnaire at a dating agency, just so the likelihood of meeting the right partner increases by 1%.

Luckily, finding the perfect MMO “date” is not quite as complex. We’re not looking to find prince or princess charming to get married with kids after all. However, there are various external and intrinsic factors determining every player’s outlook, goals and preferences and while the game can do little about external circumstances, it can try and bring people together who have the same purpose and playstyle for a specific activity. Chances are, if you end up in a group a little more tailored to yourself, you will add one of them to your friendlist rather than your ignorelist.

One obvious solution could be to add more search parameters to LFG tools. In addition to asking for roles and dungeon mode, offer check boxes for things like “speed run”, “achievement run”, “casual/fun run” and so forth. Maybe even allow players to create their own criteria. But then, how do you avoid misunderstandings? How do you prevent a casual run from translating into a lol-fail run for somebody? Does a speed run include content skipping? So, I wonder how much this really solves; and how many questions does the average player want to go through in order to join a group, anyway? How do you prevent freeloaders? It also raises a question about how restrictive parameters should be – would you like to see “GGG?” among them?

Another option might actually be a detailed personal profile you must fill out at the character / menu screen, maybe even per toon. Have the game store this intel towards any future matchmaking, similar to how some MMOs will ask for individual history or attributes when creating your character. Maybe run a refined version of the Bartle test even? I think you could do worse.

No matter what you come up with, there’s still the issue of numbers: how do you handle profiles that won’t correspond with enough available players? This strikes me as the biggest dilemma. If the system cannot find a match, it will go for the next best or random match. Before you know it, you’re back with GOGOGO-guy, the rogue looking for a particular achievement and the two mages who only came in to look at the tapestry. True story. /doom

I clearly lack imagination in this area, so please help me out: How could future MMOs implement a smart way of player matchmaking, without doing more harm than good? Any suggestions? Also: would you even want features as the above mentioned – or should we rather go back to good old, simple general chat grouping? Maybe I am over-thinking this.

To finish, two fun links

I am convinced that there is a lot of untapped potential for matchmaking in MMOs; not just on a grouping level, but content in general. Far too often do we mistake general design issues or errors with an actual lack of matchmaking / successful grouping opportunities. The discussion leaves a lot of questions though and at this point I cannot quite conjure up enough ideas that might stand the test of time and practice. To be fair, if it was such an easy undertaking, somebody would have succeeded by now. At the end of the day, no matter how intelligent the system is, a lot still comes down to social skills and communication between individuals.

Matchmaking, I look forward to see more of you! I am sure you can provide much in terms of more enjoyable, individual experiences but also cooperation in MMOs. Some oddly hilarious encounters too maybe, once the system “fails”(?)

Unfortunately you won’t be able to solve my initial, most pressing issue here: what can we do if our playstyle and our partner’s simply won’t match? Oh, well – some frustrating or silly experiences still make for fun memories in retrospective. Maybe even the best (yes, that’s us in that video!). A little disaster here and there lets us remember and appreciate the really smooth runs. And also how much it matters to have good company with you, nevermind how bad things are going.

The Four Travellers (and Bartle)

Art by GC Myers

In the middle of all things there is a secret place. A place of comings and goings, where all roads meet up eventually before parting again for distant and strange lands. And in the very middle of that crossroad stands an oaken table, an ancient work of formidable craftsmanship inviting the weary traveller and offering him a place to rest for a while. There is a tin cup too, filled with the sweetest water to cool the thirsty and wash the journey’s dust from their throats. So potent is its effect that some say it holds magical powers.

It so happened that one day, against all odds, four travellers from the four corners of the world would reach the mighty crossroad of all things together. Each grabbing a wooden chair, they eyed one another suspiciously as they took a seat at the massive, round table. Almost simultaneously they realized that there was only water there for one. Their moods darkening, the four men started measuring each other up more closely. Each man looked curiously exotic to the next: different complexions, different hair, different eyes. They wore different colors and clothes, their bags carried different treasures. A different weapon dangled from each traveller’s side.

The man of the North was the first to speak, nervously drumming his fingers on the polished wood. “I should get to drink the water. I have a long way to go still and no mount to carry me there fast”, he said. At this, the man of the East sitting beside him, replied: “I need the water to deliver it in the next town where a young maiden is lying sick with pox fever!” But the man of the South had already raised his voice, “The king of my country is paying every man his weight in gold who will bring him proof of this strange crossroad. I cannot return from my journey without this!” To which the man of the West was only shaking his head, “No. The water belongs to me. I arrived here first and I might as well kill my horse without any water to refresh him and ease his mind.”
And so a great argument arose among the four about who had more claim to the water and whose were the best reasons. As their quarrel dragged on, the sun began the second part of her day’s journey while the cup on the table remained untouched. All the while, quietly and unnoticed, the water within started fading away.

It was near dusk when the shriek of a strange night bird woke the four travellers to their surroundings. Only then they realized with a shock and gasp that the water had evaporated completely from their midst. The man of the North rose furiously from his seat, eyeing the three others with seeming disgust – “Now I will have to shorten my road and miss half of my journey!”. – “I should have left the water to you three. A great deal of good has this fighting done me”, the man of the East murmured gravely. The man of the South was already on his feet, “Wish I had grabbed the cup quickly while you were quarrelling and ridden fast for my homeland!”. Only after a longer silence did the man of the West add with the darkest stare: “I should have slit your throats. That way, one of us would have some water”, he hissed before leaving the table.

And with that the four travellers turned their backs on each other, leaving the great crossroad behind. Each was bound for his own destination, following down a different road, in his own pace. Soon their dark silhouettes were lost on the horizon, fading into the distant lands beyond, towards a different life, a different future.

On crossroads and gamer blood types

There is a strange quality to the atmosphere of crossroads. For a moment it seems as if we were indeed stood at the middle of the world, the middle of all things – and that everything is possible from there. Life is holding its breath as we consider the options before us. We can almost hear the distant rolling of our destiny. There is magic here, in allegory if not always in reality.

In online worlds more than ever, the player becomes the traveller. We are drawn towards the unknown that’s waiting at each bend of the road. We are the master of our steps. Every now and then, we chance upon another adventurer, sometimes to share a part of our journey, sometimes to part ways soon enough. Most of the time, we don’t get to know who the other person is, where he is from and where he’s going.

I’ve always been fascinated by gamer archetypes. No doubt most MMO players have heard and maybe taken the famous Bartle Test based on Richard Bartle, in search of a basic attempt to categorize their own playstyle in comparison to others. And while there is a lot more to be said about such categories and there are many more, complex aspects and variables factoring into a personal gamer profile, it is not a bad way to define four larger groups of players and player motivations. Most of all, there is a basic truth to be found here that we easily forget when we discuss our wishes and preferences. A truth that we might not even consider to be a reason for more fundamental disagreements between ourselves and other players; be it that we loathe skipping parts of a dungeon in a party, be it that we come to entirely different conclusions on our blogs sometime. We are different; and this reaches a lot further than just the mere subject of subjectivity, or things like demographic and external factors. We come from a different place and we are headed into a different direction. Everything we discover on the way, we look at with different eyes. We might simply not share the same gamer “blood type”.

It is an intriguing thought that more than anything else, it is fundamentally diverging intrinsics that present MMO developers with their greatest design challenges. While many aspects of game design can be discussed objectively and only leave room for few or even one best solution, different gamer blood types are an inevitable fact, an undeniable reality to deal with.

When I took the Bartle Test for the first time, I was surprised at the accuracy of my result. Sure, the questionnaire is rather straightforward and predictable in places – that’s not really the point though. I never attempted to profile myself or my gaming buddies in such a way before. We always knew there were discrepancies in our playstyles here and there, but we never thought to try and pin them down in such fashion, evaluating basic mindsets and outlook. The test was a good laugh too, and a lot got clearer as each of us received a spot on analyzis. I can say for myself that my outcome couldn’t be truer, especially in terms of percentage spread.

The test never gets old. Now that we see so many interesting, basic discussions on MMO design while an increasing part of the audience is turning away from WoW, I feel it has regained some significance. If you’ve never taken it, I suggest you have a go sometime out of curiosity if nothing else. It’s not too long and a fun thing to do on a boring Monday morning. Maybe it will sharpen your sense for other people you play with in MMOs a little, be it a guild mate or simply random acquaintance, and remind you that while the water on the table cannot be denied, we all want it for different reasons and to do different things.

As for the achiever, killer, socializer and explorer in my little tale – I leave it to you to spot them.

Requirements, Restrictions, Read my lips

Today, just briefly.

You want meaningful choices in your MMOs?
Then you have to accept that the game will come with requirements and restrictions.
It will have hard caps and benchmarks, it will have overall lower accessibility and bigger punishment. To some extent. Choices have no meaning when anything goes, no matter what the variety in choice is before you. If everything is flexible, your choices matter shit and it ain’t even their fault.

You want memorable content?
Then you have to accept that the game will come with requirements and restrictions.
Content feels less generic if it appears to be more unique – to state the obvious. How can it feel unique? For example by being unexpected, random, less obvious, limited, exclusive, not easily accessible, especially taxing or God forbid, almost out of reach. Oh, you don’t want to miss anything and you don’t want to deal with random or taxing? Then don’t expect anything to stand out in your memory. It doesn’t work that way.

You want rewards to be epic?
Then you have to accept that the game will come with requirements and restrictions.
An epic reward is the opposite of easy and numerous. If you want items to be special, expect them not to be a dime a dozen. Expect to work long and hard. Expect to miss out because you cannot always own everything that is special out there. If you did, it means everybody else does too and we both know you don’t want that.

…You want everything always with everybody?
Then you have to accept that the game will come with requirements and restrictions.
You can’t have any of the things mentioned above. But hey, at least you got everything always with everybody, right?

Balance, such a beautiful thing. Almost we forgot that everything comes at a price.

A new age of players for a new age of games

While MMO players discuss the next generation of online games in terms of post-WoW era, innovative concepts, market saturation and whatnot, a rather striking occurrence has somewhat slipped under the radar: the great player age shift creating a completely new set of challenges for future developers. That’s right, we’re not just harder to please and more experienced, we’re plain older!

The MMO players of yesterday are grown up and “their kids” have joined the market. This is quite the precedent for this industry; yes, there used to be older players before, but not nearly in the same way as there are today. If we look at the age of when MMOs actually became widely popular, we cannot really talk of much longer a span than maybe 10-12 years. Mainstream? No more than 7 years.

That means, for the first time the MMO market faces an audience that has grown with them – and they still want to play MMOs! They’re the teens of yesterday, now joined by the kids of today. Slowly, we begin to realize just what this means, especially in terms of a whole new world of player variety and new expectations.

A relatively young, average audience is easy enough to manage; back when we were in our teens and early twens, we had loads of time. We had a high tolerance for repetition and grinds. We easily worked in teams and committed to regular guild runs. Not so a decade later. The young audience is still there, but so are we – and now, we have lives to run, checks to pay, families (and lazy cats) to look after who cannot so easily “fit around” other schedules and cannot be second priority to other people. And we need our sleep, regularly (darn…). So, we try to make the most of our time online, because it’s preciousss. Somehow, we realize that we cannot and should not quite achieve the same under such limited conditions – still we’d like to feel like we’re not missing out on too much. I still want to have the cake and eat it too.

How will the MMOs of the future deal with this changing, more mixed and demanding audience? Will they grow past us, leaving us behind or will they try and benefit from this huge opportunity to appeal to a wider circle of players? Might they even change their focus drastically in favor of this older generation?

P.S.: For the record, I’m still young – just so we cleared that up!

When do you get to that point of enough is enough?

A comment Liore left on my article of last Friday got me thinking about a question I have visited in the past, but never quite found the ultimate answer to. Or rather, I have found too many answers for myself to only stick to one. I’m talking about the question of what exactly it is that finally triggers our often very difficult conclusion to quit a long-time MMO completely and with that, leave our social ties behind (which is sadly the truth for most), putting a stopper into our bottle of fond memories.

In the light of many recent blog posts I’ve read on the topic of quitting WoW, I don’t believe I’m the only one still struggling to answer this question. It’s tough to leave a virtual home of many years behind; it hurts to wave that final goodbye to people you have played side by side with for so long, sharing victories, real laughter and tears together. So, why would the answer come any more easily, anyway?

The more I thought about this, considering different players’ experiences and my own, I came to the conclusion that there are mostly the same three basic reasons involved when long-term MMO players pull the plug on the game they used to call a second home – and that these reasons all need to be present to some extent (some more or less) for it to happen.

Reason #1: The game changed
We feel that the game has changed over time, fundamental design aspects of it having been altered to a point we can no longer tolerate. World of Warcraft for example DID change in many ways and there’s no denying that some of it were drastic changes. Yet, there’s a question here of why we are willing to put up with changes in some areas and not in others. Or rather, why we are often willing to go along anyhow, until we don’t. What causes us to make the call of  “enough is enough”? While we might have valid qualms with the game, what influences the time of our final decision-making truly?

Reason #2: People changed
While many of us start out solo in a new MMO, our continuous enjoyment of the game will soon be generated by playing and interacting with other people. It’s a gradual shift we hardly notice, until bonds have been established so thoroughly that we play the game because of others just as much as for ourselves. However, our social environment is constant subject to change: our friends-list, our guild will never stay the same forever, no matter how stable they may seem for a while. People come and go, some leaving for pastures new with a different guild or server, others snatched away by real life. For a short while only, we walk side by side. It’s completely out of our hands but it affects us deeply, especially when those start leaving (or changing) who we consider the main characters in our story. They leave a painful gap behind which sometime is too great to overcome.
So, as we go on complaining about how much the game has changed since the good old days, what we really mean to say is: “it’s not the same anymore because they are missing”. That realization comes sooner or later – and with it comes a feeling of general disillusionment maybe, a melancholy or wistful sigh over the things beyond our control in life. That is not to say that we cannot make new friends, but there comes a point when we just don’t have it in us any longer.

Reason #3: I have changed (or: the nature of time)
While we might believe that we never change in our gameplay wishes, we do change. We might not change much on “the surface”: we still want to go on adventure with our friends, raid a little, do some PVP – but there is that elemental quality of time itself. Experiences change us always and as we grow (older) we have more and more of them. There are only so many times we can find joy and wonder in the exact same activity, there are only so many maps to travel, dungeons to run and even items to gather in the same game. Inevitably even the new will feel old – everything feels like a repetition, the same thing with a new coat of paint. Not even the best MMO can last forever, been there done that will find you sooner or later. You’re getting older, the world feels smaller. It’s the way of life, as cliché as it sounds and nobody is to blame here.

This concludes the list of the three main reasons. And it is rather striking how often we actually mistake the reasons 2) and 3) for the first one. I’m sure you know exactly what I mean.

The glue that holds it all together

In “The Mexican”, a rather frivolous Hollywood crime/romance movie from 2001, the protagonist Samantha struggles to find the answer to her fundamental question for the full duration of the film: the question of “When do you get to that point of enough is enough?”. In her case, a question about just how much more she should put up with in her life because of her rascal partner, an endless trouble on two legs constantly getting her mixed up in dangerous business. While chased by a rather unusual assassin, Samantha tracks down her heart’s answer as she sets out to save both their lives. More about that in a minute…

We never leave a beloved MMO behind over just one reason, exceptional cases and acts of nature aside (someone’s life changing drastically, financial struggles, moving to Mars etc.). The game has to change and always in more than one way. We have to change. The people around us have to change or leave*. All these factors need to coincide.
Funny enough, it’s people too who have the power to bring us back. And why is that? Because we long to share our time and adventures, we long to pick up arms together once more. I believe that especially social ties have the power to keep us for much longer in a game that we otherwise wouldn’t enjoy; other people generate new and countless ways of content (and fun) in MMOs. Our joys and victories get bigger when we share them, our worries smaller. Our friends make our best moments memorable and thus our virtual experiences all the more immersive and real.

No developer can code this fundamental aspect and mechanism into their MMO, none of them can “produce” this powerful effect they benefit from so immensely. They can only set the stage and create enough room for us to do it – to really “live” in their worlds. And if they achieve this, then we’ll likely be their guests for a long time to come.

Which brings me to my final, simple conclusion: we don’t leave a long-time (!) MMO just because it’s gone bad. We don’t leave it because we changed. We don’t leave it because it’s just old.

…Samantha’s question is finally answered by the unlikeliest person imaginable, namely her persecutor Jerry, at the end of “The Mexican” 
(Samantha) “I have to ask you a question. It’s a good one so think about it. If two people love each other, but they just can’t seem to get it together, when do you get to that point of enough is enough? – (Jerry) “Never.”

We leave an MMO for the combined three reasons mentioned above. Most of all though, we leave because of the missing glue that held it all together for so long: people. Friends. The world looks completely different when they are around. Maybe we even manage to bring them back, sometimes just to realize that we still fail to reproduce that feeling of “back then together” today…but it was worth a try, anyway.

And that’s why future developers must never under-estimate the significance of social interaction and (enforced) cooperative play which ultimately sets the stage for meeting people. You really want to make sure players can and must play together in your MMO!

*P.S. While I use the terminology of “people leaving” to simplify, the loss of your social environment does not necessarily require an explicit, absolute “physical” distancing. Just as much, we can lose important people in our picture due to a changed relationship, a disappointment (the loss of an idea of somebody) or overall new in-game conditions. In terms of personal loss (and reason #2), they all come down to the same.

Friday reads for the community

It’s funny how a thought or idea can deeply occupy you at times and after you’ve finally brought it to paper and pushed that publish button, you find it echoing back at you wherever you go. It’s probably partly a mental mechanism; like back when you were thinking about buying that white Volvo – lo and behold, you started seeing white Swedish cars everywhere you went. A subconscious, biased shift of focus.

That’s only half of the truth though, because sometimes a topic just “lies in the air” like that – it’s weighing ever so heavily on the minds of a certain group of people, a social or cultural circle. It’s there waiting for you already, biding its time in subtle hints and signs, quietly dripping into our collective consciousness. It takes one well-articulated thought, one clear voice stepping forward for things to break lose. Or one conflict too many.

I’ve felt as if we are truly approaching a turning point in the blogosphere lately, which is only a mirror for a greater one approaching in the MMO industry, of course. It’s almost tangible now, although we cannot put our fingers on it just yet – it’s pretty clear though that WoW holds a significant part therein. There’s been talk of the (symbolic) death of WoW everywhere and there are exciting times ahead in terms of new and big title launches and promising new concepts. There are those who can’t wait and those who are still skeptical.

Most of all though, I feel that there’s a great fatigue around: people are tired. Tired of the black&white thinking still around in this “community”, fed up of fighting petty battles over who should get more attention from (future) developers. Fed up over having to justify what constitutes their personal enjoyment. Will our discord never end?

Frankly, I am tired of it too. I don’t get why one side needs to actively belittle the fun of the other, just because they feel that their own enjoyment has been ruined. For the record: I don’t play WoW anymore, no I’m not happy about how things have gone there, so I unsubscribed. Still, I keep reading and enjoying WoW blogs and I don’t blame the remaining players so much for my loss as I blame certain mindsets and developer choices that disadvantaged me when I am not convinced it needs to be “all or nothing”. I can disagree and will keep disagreeing on things like short-term thinking among players or how devs like Blizzard handle the current market – but my wishes are my wishes. If developers for some reason (money – surprise, surprise!) prioritize other playstyles over my own and can keep “enough” players happy with that, well then I’m out of luck! And oh, I hope things will change in my favour someday. I don’t blame other players for what is ultimately their preference though. No matter our differences, in the end it’s about priorities, implementation and catering to variety or not. I happen to be on the wrong side, for the moment. Personally, I don’t think Blizzard’s “trend” will continue forever though and the signs are already there.

So, what can I do? I can dwell in the past and lament the negative changes I perceive in the genre – but then, I’m not one for opposing reality much. I’ve written about the things that bother me plenty of times and by all means, we should keep criticizing as long as we discuss mindsets or design aspects, not people. Big difference here, obviously it’s about how you do things. Personally, right now I’d like to hear about solutions rather than finger-pointing or arguments over subjective matters. I’d like us to accept reality and focus forward. I want to consider objectively and constructively, how the mixed crowd that MMO players are today (and they are here to stay) can still be united under one big roof – without anyone’s individual enjoyment “suffering” from it. I don’t know about you, but that would be my ideal MMO future, anyway… It shouldn’t be that we consider other people a nuisance in a massively multiplayer game. What is this genre about if not about playing with different people? I am not actually interested to live in a “playstyle monoculture”: how many times have I discovered content in an MMO thanks to friends with different approaches and motivations?

Not possible you say? Well then, maybe you need to think bigger. There’s nothing to suggest that this genre has not lots of room for growth still, technically and in general approach. This book has a long way to go; there are still plenty of chapters to be written. And I’m still hopeful; hopeful that the difficult will be attempted and achieved. And if not, well what’s the worst that could happen? That our differences were so great to overcome that we’ll see a lot more niche products in the future. For better or worse.

In the words of the wise Oogway:

Quit, don’t quit? Noodles, don’t noodles? You are too concerned about what was and what will be. There is a saying: yesterday is history, tomorrow is a mystery, but today is a gift. That is why it is called the “present.” 

Today, I am sending a /wave to all of you living in the present. Those challenging past values and inflexible minds and those who manage to find the butterfly no matter where and when they are – that biggest of all talents. A special weekend mention goes to –

  • The Big Bear Butt; for still enjoying WoW and being sick and tired of those trying to ruin it for him and everyone else. For demanding you to open your eyes or unsubscribe already.
  • Gazimoff; for asking what MMO players really want and highlighting the importance of playing with friends. That little detail powerful enough to over-throw any no matter how otherwise perfectly balanced game.
  • Shintar; for pointing out that content is constituted by enough players enjoying and spending their time on something. You don’t always have to like it too.
  • Tesh; for having visited the topic of playstyle diversity and allowing for more player flexibility within the same genre/game many times on his blog (and generally being wise like that).
  • Scrusi; for being a Vork and embracing critical debates as long as we don’t condescend to each other. In essence we all want the same, namely have fun (together).
  • Issy; for “…as long as I’m not hurting anyone else, I will play how I fucking well like, and enjoy it.” – Sometimes one line is worth more than a thousand words.

Nobody is saying you have to like all change, but change is upon you, whether you like it or not. So, the only question remaining is: how are YOU gonna handle it?

And with that, I wish an enjoyable and challenging weekend to all of you – no matter where you’ll find it.

On the subject of subjectivity

Several weeks ago I discussed the ending and entire first season of A Game of Thrones, the adapted TV series from George R. Martin’s fantasy classic, with two of my best friends. One of them has been a big fan of the author’s for many years; the other was mostly curious and in for the ride. As for myself, I watch pretty much anything that comes with a high fantasy label on it and promises an above-average production quality and cast.

As we drew our final conclusions, we didn’t necessarily agree on what we liked/hated the most about the series. I for one, felt that it had had a very slow start, picking up on pace and depth only after the 3rd or so episode. I also found the script somewhat lacking in places. However, I absolutely loved the setting, the care that had gone into authenticity and atmosphere – that alone justified keeping watching for me, and then there was the character of Tyrion, so brilliantly depicted by its actor, a joy to observe. Unlike me, my book-savvy mate loved the pilot and first few episodes the most. His overall praise was all on how the film makers had respected the original material and how well a lot of it has been put onto screen. I’ve no way to judge this because while I did read the books a long time ago, I frankly didn’t enjoy them at the time (don’t tell him) and so I’ve forgotten most. As for my other friend, he did apparently not notice the dialogues, nor does he care for nice settings in general; he loved the gore and naked skin and that “Sean Bean lost his head in the end!” Right…

Subjectivity can be a beautiful thing. Despite the fact that we all enjoyed different aspects of the series, we arrived at the conclusion that we definitely want to watch the second season when it comes out. We had fun with the first and never did it come to our mind to try battle each other over which one of us had truly found “the correct or better reason” to enjoy the series. How pointless and silly would that be?

For the film makers, the outcome couldn’t have been more successful; instead of only appealing to the book nerd, or the fantasy geek or Conan, they managed to get all three types for an audience. Had they focused on just one of us instead (not to call this a realistic option in this context, but anyway), they’d have cut down their success by 66% and might never afford that announced sequel. As for us – we would’ve had a lot less to talk about together and missed out on the chance to share an experience. I don’t believe I would prefer to watch the series all by myself.

Why we gravitate towards absolute truths (and think we have them)

It’s human nature to assume that our own needs and values are essential and absolute. That’s how we start out in life and got by for a very long time, on a more primal level where survival is a struggle and everyone needs to push through his own needs first. While resources are limited, everyone else is the enemy.

Today, we are a lot more cultivated than that. For one, we don’t live in caves anymore and we enjoy the luxury of having our food carried over for us from across the planet. We still have slaves, but we call them “third world” people, as we enjoy our first-world after-work cocktail at 5AM in the afternoon. We can afford to relax about social pecking orders, a little, and we can dare to switch perspectives – as long as we’re on the safe side and it’s halfway agreeable (there be dragons). Oh yes, a lot more cultivated.

For all our displayed culture and intellectualism, we’re not so far away from our cavemen ancestors. We’re still the most important person in the world and have to be, and we’re still kinda right when others are wrong. Most of all we are still subjects and as such subjective. It’s harder to disagree with yourself than with others, objectively speaking.

Why we don’t want absolute truths (even when we think we do)

When we’re discussing video games, design aspects and what developer teams “should and shouldn’t do” (for us) in our future MMOs, we can only ever hold our stance from a very individual point of view. We’re convinced of what we call fun or challenging or meaningful because it’s fun and challenging and meaningful for us. We play the same MMO, but we do not necessarily play the same game, so our strong opinions easily clash with others. However, it’s exactly this diversity that makes MMOs such a great experience. Yes, I actually believe that.

MMOs are vast worlds, by nature appealing to more than one type of player. And while I am pretty sure I know what I want from them, I’m not sure I’d like things always designed completely in my favor. Frankly, if I was to determine the “3 top focuses” of the next game in development, I wonder if that would really make for a lasting experience. Would I feel entertained enough to play it for months on end?

I myself am no gamer “stereotype”: some days I’m a raider, a theory crafter, a guild leader. On other days I’m a PVPer, utterly uninterested in PVE. I am an explorer always, looking for the next ingame secret, special landmark or beautiful tune. And then I am happy enough to spend a few hours on wardrobe as I chitchat away with friends in guildchat. Those friends again have different priorities than me but they’re an essential part to my gaming experiences – I want friends to be there with me.

So, how am I supposed to find one definition for viable gameplay motivations? Even for myself?
Absolute truths don’t necessarily make for fun games. They certainly don’t make for diverse games and p(l)ayer bases, or even for a game you would enjoy long-term no matter how clearly you perceive your own factors of enjoyment (this moment in time). Maybe you want to eat a Filet Mignon today, but do you also know how to prepare the best one possible? And would you like to eat it ever day, all by yourself?

MMOs have room; they have room for a multitude of playstyles and different players – players with different moods, preferences and priorities. That diversity is part of their selling point, letting us enjoy many facets and thus find something to do for years. It keeps our servers populated too, because it offers room for change and choices. Our disagreements encourage developers to maintain diversity and choices in their games. Did you ever think about it that way?

We can’t define what should be enjoyable to every type of MMO player. We shouldn’t even try and define it too much for ourselves, in an all-exclusive kind of way. This is why we cannot agree on fundamental aspects like “fun”, “challenge” or “meaning” in discussions either; the only thing we can agree on is that “having fun” means that a person is enjoying himself in some shape or form; that he’s having a good time and that this personal, positive outcome justifies his choices for him. Choices which are just as good as ours. Whether we’re watching movies together, playing games or ordering from the breakfast menu, we have valid preferences and motivations that govern our personal choices. If you love mushrooms with your Full English and I don’t, that doesn’t make me any “better” than you. It doesn’t mean mushrooms are lacking nutrition either, just because I happen not to care for them.

MMO players who find fun and meaning where I cannot, are not my opponents. While we might enjoy different things, there’s one thing all of us have in common: we want to enjoy ourselves in online games. We want online games to become the best they can be – and that is something that should unite us.
Now, if some of our wishes seem diametrically opposed, well that’s when I turn to developers: to create games that make room for everybody. For choices, for variety, for alternative, yet equally valid roads we can only benefit from.

In “A Beautiful Mind”, the biographic tale of John Nash’s life and his discovery of the governing dynamics theory, the ideal outcome of a game is being redefined in this not-so-serious analogy; the bottom line being that when looking for summary success (rather than a mutually exclusive approach), players should strive for solutions that are the best for as many as possible, rather than best for one individual. Transferring this philosophy to MMO game design, it means that we all benefit from games that appeal to a variety of players, rather than just one or two. It means that there can be subcultures and niches, all equally satisfied by the same game allowing its player base to define fun and meaning for themselves.

One of the biggest, monumental achievements of World of Warcraft 1.0. was uniting countless gamer types under one banner like no other MMO ever had before; there was something here for everybody! Not everything for everybody maybe, but something for all of us. Sadly, as is often the case, things started to change when WoW became so obviously successful. Today, it doesn’t feel as if the game still means to appeal to the same big crowd – in fact, it’s become rather clear that when Blizzard say “we want to make the game fun for the most players”, what they’re actually saying is “we want to make the game most fun to a group of players”. Apparently they have found the definition for fun in WoW? And so they take choices away from the audience, ultimately losing many of them (losing more and more of them still). There’s no room any more for all of us in Azeroth.

Their entire reasoning is of course a fallacy; they have not in fact achieved to appeal to “the most players”, current quantitative evidence speaks against that. Instead, they’ve reduced the room to co-exist in WoW, they’ve chosen to focus everything on somebody. From a financial viewpoint that makes hardly any sense either: there’s no such thing as making your audience pay for more than one subscription per month. If you want to increase profits, you need to create space for many, equally happy people.

Why my house is still your house

We are not competitors. None of us are in a race for the exclusive formula for fun, challenge or meaning. We don’t make MMOs worlds any more enjoyable by dismissing a variety of playstyles – and we shouldn’t have to. Developers are in charge of how much room their virtual worlds can offer to the audience, of just how wide they want to open the floodgates. They’re the ones responsible to prioritize and balance content – let them fight over how to achieve this. Easy or not, one thing is for certain: we get better games and more colorful communities if they manage this balancing act. If they succeed to create an MMO that defines as much as necessary, as little as possible. Where the player base can be more than mere consumers and all add to the world instead.

I want to live in a bazaar, rather than a cathedral. I prefer the house with different windows and paints, with arches and funny corners, secret tunnels and weird trees. Not a house built after a harmonized plan on paper, finalized a long time ago. I want to explore a garden where wild things keep growing and the next bend in the road is ever unexpected. I want my MMOs to be mazes and bottomless pits.

May be you are an avid RPer, taking joy from things like player housing and cosmetic items. May be you’re a raider who gets kicks out of optimizing his stats and gear. Or maybe you’re a PVPer, looking to gank both the RPer and the raider for equal reasons. Either way, we should be able to live in the same place – even if just to meet someday at a crossroad, to exchange a fleeting glance as we pass down the way.

If the house gets too small, it’s not the people in the room who are the problem.
I will see you there, I hope.

Storybricks: breathing life into NPCs

Jaina Proudmoore, powerful sorceress of the Kirin Tor. We first met her in Theramore Isle, doing her bidding in a series of quests, before she buggered off to save the world from the Burning Legion, following Medivh, falling in love with Arthas Menethil. Last we saw her, she had changed – “she’s become too whiny”, some said, her mind addled with the quest to save beloved Arthas, until she finally succumbs to reality during the Halls of Reflection scenario in the Wrath of the Lich King.

Remember Jaina? I’m sure you do.

Sheddle Glossgleam of Dalaran is a special little gnome. He resides in the Threads of Fate shop, just above Paldesse whom the clothwearers among you must surely know, so many times have you stood at her side and browsed her wares. I’ve talked about Sheddle in the past and why he stands out in a crowd of anonymous, faceless NPCs out there. I hope since then you’ve paid him a visit or two. Did you know that he has a secret thing for Paldesse? I wonder how they manage to maintain such problematic a relationship…

The truth is, it’s hard to remember much about most NPCs that co-exist with us in MMOs and frankly, it’s a crying shame. Unless a developer decides to promote a special character to hero status, we rarely remember the face or story of the innumerable characters we meet on our travels or visit frequently. If they even have a story. Our virtual worlds are flooded with characters of every size and color – they populate our towns and cities, they work in our shops providing the most crucial services, they hand us our very first quest as we begin to explore the new world.

Yet, we have no idea who they are. In fact, most of the time we don’t even stop to have a look around as we enter a new town or quest hub, let alone talk to every NPC or listen to what it has to say. Mostly because none of them have much to say, anyway – and so we click our way through loot and service windows, counting on nothing out of the ordinary to happen. And usually we are quite right about that.

MMO developers have a long way to go when it comes to creating more plausible NPCs in their games, characters that actually deserve notice and justify our attention over more than potential rewards alone. Why does such an omnipresent aspect of gameplay remain game “furniture” – at best making for an escort quest or popular quest-giver, more frequently serving as a shell for your average service window? Why do NPCs get so little impact on a world they co-inhabit?

Introducing Storybricks: more than just dialogues with NPCs

Namaste Entertainment intend to change the oversight that has been NPCs in videogames these past years. With Storybricks, a project in progress, they want to breathe life into non-player characters (and the entire world from there) and to make them a more engaging, fun and fundamental part of online gaming experiences. And not just that: they want you to invent your own NPCs and scenarios with them!

After having been invited to see a demo on Storybricks, I’d like to try and summarize for you what it’s all about in few simplified words: Storybricks is an ingame tool-set that will enable players to create their own stories about and with NPCs, allowing them to write complete scenarios in quest-like fashion by defining an NPC’s pre-determinants/history, basic attributes and behavior towards other players, down to more complex relationships, adding setting and even NPC inter-relations. That means you will not just set a stage and invent a story for other players to experience, but each NPC is being attributed his own, individual AI, whereby it reacts hostile or friendly towards you and will change and adjust its behavior long-term, depending on your actions. Not enough with that, your choices and actions might not only influence your reputation with one NPC, but other NPCs associated with it. There is no accounting for what consequences your actions might have!

Namaste intend for their Storybricks system to be an easy to approach, self-explanatory tool where the player/creator can choose between building a more simple scenario with help of a vast variety of pre-defined functions and actions, or defining every step down the road himself for a more unique experience. On an UI level, this means you will be working with so-called “bricks” that allow for an unlimited number of combinations for each NPC. It’s really up to you how far you decide to go.

When it comes to how such player-generated content could be implemented and made available for others to play, Namaste are still in the phase of evaluation. Technically there are many options: allow players to write scenarios for existing NPCs they enjoy, let players create NPCs and stories from scratch that can then be offered like a “module” – similar to downloading apps from an app-store.

There is great potential here in terms of tapping a player-base’s creativity and making for unique, non-repetitive questing experiences; if developers cannot put much time and effort into creating interesting NPCs and ongoing lore, why not make your player-base solve the issue for you?

There are concerns too of course – on the surface: dynamic implementation, choice-impact relation and realization, balance, polish and including the multi-player aspect. Also, regulating potentially conflicting NPC stories. However, Namaste are aware of these pitfalls and they have time to find just the right answers over the course of many months to come. The more feedback they are receiving at this stage, the better they can work out solutions.

Worried? It ain’t “all or nothing”!

Now, from a more classic MMO-driven point of view, you might have some justified doubts. Do you really care to know that much about NPCs? Are MMOs not much more about interacting with real people, rather than NPCs in Fable or Dragon Age Origins -manner? And what if you simply do not enjoy story writing and inventing characters?

The answer to concerns such as these are very simple: first off, Storybricks is entirely optional a feature. If you’re not one for creating content yourself, it simply means more quests and more interesting NPCs will be available for you to interact with. Or not. But if the successes of games such as Little Big Planet or Forza-I tell us anything, then a great many gamers actually love to add to their favorite games, to create content and share it with others. Think about it: just how much time do players already spend every day interacting with NPCs – daily quest givers, service providers? The number must be enormous.

Why not exchange that experience for a more unique one? Why not play new, player-created content all the time, instead of dailies and other repeatables? Assuming the content is dynamic, meaningful and well-implemented? It’s not all or nothing from here: Storybricks has the potential to add considerably to any type of MMO. It remains up to individual players how much they want to get out of it.

Everyone wins – A big palette of potential

For developers the advantages of Storybricks seem evident: get customers to add unique content to your game, in an area where you cannot necessarily spare the resources or focus in equal amounts. Provide for a long-lasting, almost unlimited source of new adventures, rather than adding more and more repeatable content, boring your players to death as they wait for the next expansion or patch. By this, make your world flow more naturally, feeling more alive, dynamic and exciting.

For the online player, it is an unprecedented opportunity to direct his own MMO experiences and to unleash his creativity and hidden talents. Once more, players become creators rather than mere consumers in their virtual home. The complexity of Storybricks, the far-reaching NPC relations add elements such as meaning of choice, impact and consequence to gameplay, making for an altogether more immersive experience. Add to that an unebbing flow of new quest scenarios to play through.

I fully endorse a project with the potential to add that much depth to MMOs and bringing players back to the table. It feels like we have finally reached the “post-WoW era”, with future online games needing to set themselves apart, improving and innovating in areas very lackluster so far. We can all feel a turning point in this exhausted industry – refreshing concepts such as Storybricks are exactly what we need.

What the team at Namaste needs from you to help them on their journey, is feedback: ideas, suggestions, critique. They have been reaching out to a variety of bloggers and gaming networks these past weeks and they want more, as many suggestions as they can possibly get this early into development. So, if you have any time to spare, are interested in demo testing and want your NPCs to become a more exciting and memorable part of online adventures, check out their website and get in touch. I for one, will definitely keep a very close eye on Storybricks from here!

Whereby I reconcile myself with micro-transactions

EVE Online is dead. It died on June 2011 when CCP introduced their virtual store with the patch for Incarna. Or so some say. RMT for virtual goods of purely cosmetic value. The player base has been ablaze, some proclaiming the end of EVE Online as we know it. Others not so much, as long as the items bought by real money aren’t game-changing, who cares? Well, plenty of people did judging from the controversy this stirred while oddly enough, the new items were not strictly speaking a first in terms of turning real money into potential ingame profits (hello Plex system). But then, EVE is srs bsns, not like the rest of them lowly MMOs out there, EVE players have standards!

I’ve never been a fan of RMT MMOs. I think one big reason for this is that the stereotype there is an FTP game with cheap graphics, horrible controls and dead servers. There are not exactly a lot of positive examples for RMT-based MMOs out there and even less of them manage to include the system in a way that won’t boil down to a divided society of those that choose to buy frequently and those that will not. Many of us feel that they make the better bargain paying subscriptions which ensure complete access to a game. Never mind that over the years we probably payed just as much in terms of fees, collector’s editions, server transfers, mini-pets et cetera. The psychological factor is huge. Also, ingame shops take self-control and we’re already spending enough money on Amazon.

One prime reason why players strongly dislike RMT though is when “game-altering” items come into play: re-sellables that might impact on the server economy, special guild features, raid power-ups or epic gear. We feel this messes up server “harmony”; we want a level ground between players and so do competitive guilds. Not that such harmony were existant in the first place in any MMO; we do never have an equal situation between individual players nor raid guilds, RMT or not. Or would you ever have called a game as merciless and elitist as EVE Online harmonic?

The classist fallacy

I’ve actually heard micro-transactions being called classist, as if virtual goods were somehow representative for the social rifts and injustices on this planet. As if there were truly poor MMO players, as if we were not all of us already among the most privileged, sitting in front of our PCs at night in comfy chairs, with our high-speed internet connections, our active subs and second accounts, enjoying free time in the safety of a warm home. There’s not one single WoW player out there right now who could not just as well afford to play an RMT-based MMO if he so chose. The classist argument is dramatic humbug and frankly offensive to those who are truly socially disadvantaged in this world. If you believe the lack of a shiny pixel horse makes you inferior to other players, you don’t have issues worth mentioning. Let’s forget too, that players who don’t buy pets don’t buy pets because they don’t want to buy pets. Duhh.

MMO “communities” have always been classist, always will be – but RMT has very little to do with it. Top guilds with high reqs are classist; hardmodes are classist; any sort of rare title/gear/achievement is classist. And a great deal of people think they are classist when they’re really just jerks with inferiority issues. As one commenter on an EO board added:

I’m sick of being beaten by people with more time than I have, more people skills than I have, having simply typed “spaced based mmo” into google before I did, or just plain old better game skill than I have.
Let me use my financial superiority to crush some of them into the ground. [*]

And while I don’t exactly agree with him because time spent should still have its place for me in an MMO, I fully understand his perspective. He is being out-classed and there’s little he can do subjectively. So, would the introduction of an item-shop in EVE, even a game-altering one, unhinge social justice? No, it wouldn’t. Would there suddenly be traumatic, social rifts because some can and some cannot afford a 10 dollar rucksack? Hardly. People will pay for these things if they want to.

Let’s be honest, if we don’t spend that money ingame, it means we’re spending it somewhere else like we do every single day. Maybe we’d buy an album less on iTunes in order to get that special armor, maybe we’d skip a cinema visit or buying that 5th pair of shoes. Outrageous? Maybe we’d even cut down to smoking half a pack per day instead of a whole one – you could do worse than that, I think. It’s a matter of perspective, more than competitiveness. You don’t “have to” buy tons and tons of items in an RMT-based game either, just like you don’t “have to” collect 400k gold in WoW in order to partake and compete. Developers want you to play their games long-term, they will always aim at a tolerable balance.

What the current, obvious trend of selling virtual goods in the MMO industry really is doing, is challenging players to deal with a new reality. Not a classist concept, certainly not in the sense of a more or less capitalist one – but a huge shift in paradigm. We used to pay for playtime, or so we thought. The new generation of games makes us pay for goods instead (or additionally), more explicitly than before. The acceptance of this indirect change is difficult to stomach. Really now, how’s 10 dollars spent on a mini-pet you enjoy for months “worse” than spending them on a movie ticket? Have we not continuously fought for the acceptance of our online worlds, adventures and friendships, pointing out how they are just as real as real life experiences because of the way they make us feel? Why wouldn’t / shouldn’t we pay for this more explicitly, when we’re already paying for it indirectly? And why can my co-worker spend a few hundred bucks each month for her horse-riding without wasting similar thoughts?

These are questions I have to face and frankly I’m running out of arguments. Am I a fan of micro-transactions all of a sudden? Hell no, my old-school heart is having troubles adjusting. Do I think that money could be spent much worse than on virtual goods? Absolutely.

Why the narrator in me keeps hyping Guild Wars 2

Blizzard recently dropped their bomb about introducing a real-money AH in Diablo III which, while “optional”, will impact on things like player progress in the game. My initial reaction was negative – that was before I actually pondered all the points listed in the above paragraph. It’s certainly not surprising in terms of where Blizzard has been going for years now and it’s a small step away from their Blizzstore and the virtual goods that already exist for WoW. Even if developers like to point out how items are purely for “vanity”, you could argue that things like a special mount are in fact game-altering. They undermine the achievement that used to be acquiring expensive, fast or rare mounts in the game, y’know back in a time when that was true. Mounts are loot and loot is social prestige. Now that prestige can be achieved by real currency as much as virtual, our two worlds collide.

Sucker for narrative and setting that I am for my MMOs, I actually still have a problem here: real money presents players with short-cuts. I’m not fond of that in the slightest. I would argue though that there’s a big difference between a sub-based MMO that introduces more and more RMT late into the game in order to make extra profits and one that is fundamentally created around that system. The fact that Blizzard promotes the feature as a purely optional yet powerful alternative, makes things worse in my eyes. Either we have an MMO where players are all meant to buy certain goods and that therefore balances content focus around it, or we don’t. To add the feature into a game as loot-/item-centric as WoW is worlds more problematic than for an MMO where the main focus lies on things like cooperative play or narrative for example. If epics are what your world revolves around, you don’t want a shop to sell more and more purples.

This is where my enthusiasm for Guild Wars 2 kicks in again. Already, GW2 has the complete looks, style and package to become the next AAA+ MMORPG and it comes free of subscription. Players will pay for modules/expansions and there will be micro-transactions. From everything I have seen, read and heard so far, NC Soft has every intention to heavily re-focus the game from the current classic MMO course out there. What added fuel to my excitement was a video I recently watched on youtube, summarizing pretty much every single reason why I personally look forward to GW2. I couldn’t agree more with all 10 points presented there, but see for yourself! I am a little weary of just how appealing the game is to me at this stage, I haven’t been excited like that ever since World of Warcraft. Beautiful art and music, dynamic content, no holy trinity, cooperative focus, a vast world with no flying mounts – music to my ears!

And yes, Guild Wars 2 will feature virtual goods. If the final game is nearly as good as it’s promising, I couldn’t care less.