Feb 20

Homework: Long-Standing Problems

Category: Design, Industry, WoW

When Psychochild put up his design challenge this past weekend, I immediately had an answer and sat down to write it out. Then … (?)

Anyway, a few days later, here’s my take on this week’s homework:

Inspired by my two olde tyme posts, Acting Casual About Casual Gamers and Why Socializers are our Comrades, this weekend’s challenge is this:

What long-standing problems do you still see in online games? Now, go a step further and propose a solution.


Sparked by the discussion of procedural content introduced by GameCareerGuide, Jason Booth, and Lost Garden last week, I’ve been spending a lot of time thinking about the content problem in massive games. That was in my head when I first read this question, and coloured my response a great deal. Also: I should point out that as a person who’s never worked in the games industry it’s really easy to me to construct castles in the air. My apologies if my approach here seems flippant/insulting/totally ridiculous. Just talkin’.
Problem: Massive gamers consume content too quickly. Game-makers spend big bucks on a game launch or expansion, only to have their content consumed by the majority of players in half to a quarter of the time they’d hoped.

I’ll use the Burning Crusade as an example. It took the hardest of the hardcore about 72 hours to hit 70, and it took Tobold about a month. I’d imagine the ‘average’ player is a little over that, then, clocking in at about 1 1/2 months to hit 70 from a standing stop at 60. Figure they make an alt and tool around in the new starter zones; maybe another month before they get bored with that character. They take their other alt, pre-BC, up through 60 and into the Outlands to hit content that they missed the first time through. Maybe another month? They’ve got characters at 70, so from a month and a half in they’re raiding with the other max-levels. Mileage will vary a lot there, but assume that once they’ve played a dungeon the content is consumed. Another month to experience all the high-level stuff. That puts us at about four and half months … which is far, far short of the year (or more) it’s going to take Blizzard to put out another expansion.

That seven and a half month gap is the problem. Everything is static, there are never any real changes, so players have no incentive to stick around once they’ve burned through your content.

Solution: Design Your MMOG To Have An Ending.

Don’t make ‘fire and forget’ games; every game needs a live team. But, instead of building a game and then working on it for the next five years, design your game from the get-go to have a limited lifespan. Then, give the players lots of things to look forward to. Have weekly events, shake things up. Make the leveling curve fairly shallow (ala Guild Wars?) so that latecomers can participate. Make sure people who have been in from the beginning still have some advantage. Most of all, be dangerous. Make heroes of your players: individuals swaying the course of in-game events. Individual servers have different outcomes!

Most of all, make news! Look at Perplex City. The first season’s over, and people are already looking forward to the next. ARG fans are always going to remember PC season one, though, because it was special. MMOG aren’t special because they’re always around. I cannot stress this enough: The reason events/people/things/memories are important is because they are fleeting. If I come back to your game, and it’s been a few years since I played, and nothing is visibly different … what is the point of playing again?

So: build a game that lasts for a year or two. Big events, important happenings, make news. Put a team on it to maintain it, but don’t let them rock the boat too much. You have your plan and you’re sticking to it. Meanwhile, get a team working on ’season two’ of the game. They’ve got the entire length of the current game to make a new story, new context, etc. Re-use your engine, because it’s going to be just fine in a year anyway. Re-use as much as you can, but make it a fundamentally different game. Do a fantasy setting the first year, and then a modern game set in the same world the second, and then a post-apocalyptic game in the same world the third. Make your players build new character, have new experiences. Make them care about your game because it won’t be there ‘tomorrow’. Use blogs and player sites to preserve character accomplishments past the end of the game, but otherwise wipe the slate clean.

EVERYTHING ENDS. Nothing shapes a community like knowing they have to face real trials. The ‘end of the world’ will get people talking like nothing else will. If you do it right, when your planned cycle is over and you want some downtime to think up new stuff, players will be begging you to charge them to play the first game in the cycle over again.
Any thoughts? The obvious holes here include frustrations of the hardcore, the problems with live events, making sure that players stay informed, and of course the good old asshattery of people.

5 Comments so far

  1. Alan De Smet February 20th, 2007 7:18 pm

    How does having an end to the game solve the problem of players consuming content more quickly than it can be created? Content is content. Instead of Blizzard spending 12 months to create 4 months of reusable content, you’re asking them to spend 12 months to create 4 months of single-use content. At least with Burning Crusade Blizzard can essentially sell it as something new to someon who joins World of Warcraft next year. When it’s done, you’re asking for a radical overhaul. Your proposal of shifting from fantasy to modern would necessitate massive new art assets, new game systems to support the change in world, and lots of balacing for those new systems. This sounds like a recipe for more work, higher development costs, and reduced opportunity for revenue for given work.

    Now, I do think there is a possibility in there. The key is reuse your content-with-ending. If it’s really possible for PCs to significantly impact the world and change what happens, the players essentially create content for you. You can just reboot the world, doing some tweaks and mixing things up for excitement, then rely on the players to create a different story. I think it’s a really interesting idea, but very hard to program for. Ideally the system should self-organize. Live teams are useful for tuning, but if they’re developing content on the fly you haven’t improved the situation, you just transferred the problem onto the live team and demanded that they deal with it on the fly instead of having time to refine and polish the content.

    Grrr, wanged by your CAPTCHA again.

  2. Cameron Sorden February 21st, 2007 11:03 am

    Bah. The time limit on the human-checker needs to be longer. :(

    Rehash: If you have a game designed to be scrapped every two years with a new, different iteration of theme or content, and if you’re going to wipe the slate clean for that, then you’ll have to resell your players on the premise every 2 years.

    Meanwhile, your engine will be aging and much of the content will be recycled anyway, and shiny new MMO’s will be springing up to lure away players that are upset about losing their character of two years.

    Plus, you have to pray like mad that the players don’t perceive the new quests and content as “less fun” or “less cool” than the old content (which they probably will, since they won’t have the old content to compare it to but they will have the fun memories) and loudly proclaim their damnation of your aging engine and “lazy uninspired quest design”. ::Shudder::

  3. Michael February 21st, 2007 2:37 pm

    The CAPTCHA now has an expiration time of 60 minutes. :)

  4. Chris February 21st, 2007 6:11 pm

    Everyone progresses through content at different speeds. But I suggest you allow players to keep their characters. This would allow that bond to take root, and allow the developers to get creative in how your character is transferred between the games. Lots of opportunities for things like veteran rewards, even though you start at level one again.

  5. Stormgaard February 26th, 2007 7:21 pm

    I’ve always thought they could introduce change to the larger game world in meaningful (albeit limited) ways.

    Take for instance Gnomeregan. How cool would it have been if it had been “Reclaimed” (as the quests suggest) and was a functioning alliance city in the expansion? You could do that with other areas of the game as well - theoretically.

    Dunno what goes into that though. I’m sure they could pull the lore out of their ass to do it, but there’s probably loads of technical issues they’d have to deal with I’m sure.

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