Tag Archives: tftd

Reason, or the ratio of all we have already known.

I sometimes catch myself wondering whether MMOs aren’t just some huge and complex experiment to determine a new universal constant scale based upon the amount of aggravation a person will accept before they leave an activity that is supposed to be considered entertainment.

I imagine it to be called the Shit to Quit ratio.

People in white lab coats set up various experiments where the subjects are tested over and over again against nonsensical, repetitive, frustrating or downright broken game mechanics until the breaking point is found and they quit the game in a torrent of rage and exasperation.

I think I’ve found my sweet spot on the scale with LotRO: there are several mechanics in that game that drive me almost to unsubscribe – a primary contender being random stuns that wrest control of my character away from me for any length of time – and yet I keep playing because those things are few and far enough between that they don’t quite drive me over the edge.

But only just.

Think of the benefits to society that we MMO players will provide if a Shit to Quit scale can be determined and a person’s place on it can be pinpointed accurately! Jobs could be matched to those people who will take crap from the boss without walking out the door; theme parks could be designed to make use of the absolute extremes of acceptable queue length without people leaving altogether; and movies could be made as short and repetitive as possible without audiences abandoning the cinema.

So remember, the next time you are feared uncontrollably into a pack of patrolling mobs during a dungeon run, or can’t run up the gentle incline of a slope, or have to fight your way through a bunch of pointless low XP, high HP mobs to get to a destination, you are doubtless secretly serving towards the advancement of humanity!

Thought for the day.

Is there a Facebook game that uses your friends list to name mobs in the game?

Zoso was talking to me about his adventures in S.T.A.L.K.E.R: Call of Pripyat, and explaining that there’s a character in the game with a very similar name to his own. This freaked him out for a few seconds, before he calmed himself down and realised that it was just a coincidence. And then shot himself in the face. The other himself, that is.

I thought: it might be fun to have an MMO use your Outlook or Address Book to derive names for mobs within the game. It would give a whole new meaning to “raiding the boss tonight”, if the boss mob in question happened to be named after Mr Johnson from senior accounts. There’d also be some pleasing karma in a giant flatulent ogre in the game being named after the attractive but spiteful secretary from down the hall.

Hey, if the MMO did this without asking your permission, and your friends were all able to log-in and see everything, we could call the game Buzz Online.

Sound trumpets! Let our bloody colours wave!

A mode of co-operative play that is becoming a standard feature in FPS games these days is one where your group have to fight off wave after wave of increasingly difficult enemies. Gears of War 2 has Horde mode, Halo ODST has Firefight.

LotRO’s Skirmishes have a similar sort of feature but it’s not quite what I’m after: it’s a fixed number of waves, and the waves of mobs don’t get progressively more difficult as such, they simply have a random chance to have a lieutenant spawn with each wave, with the final wave spawning a boss mob. I can’t think of a comparable example in any of the other MMOs that I play, let me know if there are any examples that you are aware of.

I think this could be quite a fun mode of play in MMOs. A party of up to five players spawn at a point which they have to defend; increasingly more difficult waves of mobs attack, with short breaks between each major wave allowing the players to regenerate some health and mana (standard potions and food wouldn’t work in this game mode, but there would be potion and food equivalent items placed at strategic locations around the map that players could gather, if they wish to risk leaving the safety of their defended position). A timer begins its count at the start of the game and the longer a group of players manages to stay alive the greater their reward; once all players are dead they are returned to the exit point where a chest with the loot they earned based upon their survival time awaits them.

Thinking in terms of World of Warcraft – in order to avoid the standard AoE-spam tank’n’spank that exists in the game at the moment for most five man dungeons, it might be that the non-elite mobs in a wave can be controlled with taunts and standard aggro generating techniques, but that lieutenants and above are immune to such, they can however, be restrained with various crowd control abilities (this is based upon an idea that tigerears mentioned recently when we were discussing tweaking the existing five-man dungeon content to remove some of the AoE spam, Rohan recently touched on the same idea too).

There are all sorts of other game elements that could be incorporated: turrets that can be used to thin out the waves of mobs as they approach the defended position, for example; objectives around the map that give powerful buffs and other effects, but which require a significant amount of risk and skill in getting to (and back from) them.

Do you have a non-dungeon-crawl mode of game-play that you’d like to see in an MMO?

Thought for the day.

“Now, there is a law written in the darkest of the Books of Life, and it is this: If you look at a thing nine hundred and ninety-nine times, you are perfectly safe; if you look at it the thousandth time, you are in frightful danger of seeing it for the first time.” — Gilbert K. Chesterton – The Napoleon of Notting Hill.

If there’s one genre of gaming out there that requires us to look at things a thousand times or more during the course of play, it is the MMO genre.

Is it really any wonder that there are so many players writing about it, attempting to dissect it, and trying to convey to others what they’ve seen from behind the veil?

Thought for the day.

Did Guild Wars and others get it right? Is it in part why WAR failed? Is the mainstream desire for MMOs actually based around instanced personal content, as opposed to the generic open world content that the genre began with?

World of Warcraft’s LFD tool has many people now levelling their way to the cap pretty much exclusively through instances; Lord of the Rings Online has a large chunk of its population now tucked away in Skirmishes as well as the instanced book, dungeon and raid content. Warhammer Online has many failings, but a major one seems to have been that many players preferred the instanced scenarios over the open world RvR; granted there were many reasons for this outside of the nature of the way the content was partitioned, but it can’t help but be noticed that the instanced game worked, and worked well, where the open one failed.

I wonder if Syncaine’s general lament that real MMOs are a niche market rings true, and that what we are currently experiencing is an evolution of a new branch of gaming which tends towards the instanced solo and small group content that has been available in WoW and other MMOs for some time, but like Guild Wars, is now becoming more prevalent and in many cases the focus of further development of these games at the sacrifice of an open world design.

I have to wonder if Blizzard’s Cataclysm expansion isn’t a massive blunder on their part, because it appears at first glance that a huge percentage of their player base is not interested in open world adventuring as anything other than a way to progress their character to the end game as quickly as possible; when given another viable alternative, as the new LFD tool now does, will there be enough critical mass in the open world zones to make them work for any considerable length of time after release, or will it be a lot of wasted effort on Blizzard’s part to provide new content to the apparently small subset of solo players in their community who are actually still interested in that sort of content?

Thought for the day.

The scary thing isn’t that Blizzard have opened a micro-transaction store for World of Warcraft; one should consider that event to be as the emotive theme tune is to the shark in Jaws, or a dissonant violin crescendo is to Jason Voorhees.

It’s a warning, but not a guarantee, of the actual horror waiting to strike.

The audience sits gripping the arms of their chairs and each other, or peering through fingers, all the while willing in vain that the innocent band of plucky wallets and purses turn back from the strange path that they are following lest they are caught by the monster that stalks them and have their innards sucked out.

Everyone holds their breath. And waits…