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Fixing the genre from the ground-up…

  • DigitalFlux
  • May 27, 2010    11:49 AM

In my last blog, I talked about how the framework commonly used for MMOs is basically broken. While it lasted a good many years through several iconic games, players are now growing out of the novelty of the current order of gameplay and are looking for something new (or something different- which is new, considering that 80% of the current market is the same).

When development on Epic Frontiers started, Chris, Rick, and myself sat down and had several design talks that focused not on features that we wanted to have, but situations that we wanted to represent in the game. We figured that if we could choose the kinds of scenarios we wanted to present to the player and “solve” them in terms of game mechanics, then a system would come together that would be custom fit for what we wanted. As an added feature of whatever system we came up with, it had to be “unified”- that is, there would be no forcing of the player to grind on combat to level up his crafting character. The game had to be gameplay agnostic.

If you’ve followed my series of DigitalFlux Entertainment blogs (which are separate now, btw), you would have seen quite a bit revolving around interacting with NPCs. We’re old-school role-playing gamers, much like most of the guys making games, and what we wanted to represent aside from the combat scenarios was the role-playing aspect.

So far, role-playing is relegated to certain servers where people talk ye olde English and dwarves all sound like they’re from Scotland (I’ve heard Scottish people complain about this). That’s all well and good- players want to get into character, who am I to stop them? Except for one thing: The game will never recognize nor reward the player for that effort. The player will develop a reputation among their peers for exceptional role-playing skills, which is great- but wouldn’t it be greater if the game was able to use that?

So in brainstorming, we thought of several features that could get us from here to there:

  • No Classes, No “XP”: From the start, we felt that the way that classes and experience levels were handled in current MMOs was being done incorrectly. The fact is, before the new player even starts playing a game, they set their character’s destiny in stone by choosing their class first. Instead of a character growing into the paladin role by playing a lawful-good character and making the hard choices needed to go down the long path to becoming a paladin, they start out as a paladin, and never have the opportunity to stray- or even be tempted. Not to mention the fact that should the player change their mind, they need to roll a new character up and start from scratch. What fixes that is a system where the player starts as a blank slate and picks Ability Skills instead of classes. And as those skills are used, they automatically increase in level. A player can start out wanting to be a paladin, but end up playing as a rogue or fighter, and pick up those skills as they go, slowly migrating from one type of character to another without losing anything, since all skills picked up would remain available to use. Because more than anything role-playing is about the journey and experiences of the character, not an arbitrary class choice.
  • The Action System: The next thing we had to set down on paper was that the entire game would be based on an Object + Action = Result system. What we settled on was that the player would be the “container” for the actions rather than a weapon (though a weapon can have actions which only work with it). What does that mean? Usually, as your character levels up in a game, you need to constantly discard weapons because they don’t work as well anymore. In reality, if your character is a swordmaster, it shouldn’t matter if you pick up a rusty level 1 sword- you should still be able to hit (albeit with less damage) better than a lower-level swordsman. So we based the attack success of the sword on the skill level of the action the character is attempting. A level 10 sword attack would do 1D10 +/- the sword’s modifiers. So a level 50 sword master with a -2 sword (rusty? bah!) gets a 1D50-2 against, say, a level 20 swordsman with a +10 sword who gets 1D20+10. The max the level 20 player can roll is 30, while the level 50 player rolls up to 48. That’s how you know who the better swordsman is.
  • Talking to NPCs: The biggest problem for MMOs to solve these days is being able to interact with NPCs in a meaningful manner. Some AAA MMOs are attempting this in different ways, but we thought we’d tackle the problem head-on and develop a conversation system that offered the player the ability to quickly get information from an NPC in a way that was intuitive without forcing the player to type out whole sentences. The Interrogative system, developed for Epic Frontiers, gave us all of that and more. The NPCs have a certain depth of knowledge in certain subjects of conversation, and that information can be accessed through use of menu items asking generalized questions such as: Who, What, When, How, Where, Elaborate, and so on. Additionally, the NPC can ask questions of the player, and also can have dialog that reflects their AI states and other information. A lightweight memory system allows the NPCs to vaguely remember what you talked about with them and develop familiarity as a result. But that’s not enough. What we are currently working on is extending the system in two ways. The first involves assigning missions through conversation instead of using the “Wall of Text” that has become so infamous in games, and the second involves giving NPCs the ability to talk about their AI states, mission status, goals, and even their views of the player.
  • More Personality: Of course, the conversation system we worked on raised serious issues with AI. For role-playing to work, we needed a lightweight system that could represent a variety of personalities. After testing close to 15 systems, I settled on a set of personality “scales” which go from one extreme to another and which almost any (NPC) personality can be described. Personality traits such as Altruism, Openness, Discipline, Dominance, Sensitivity, and Trust are mixed with emotional scales such as Anger, Fear, and Disgust to create the dynamic NPCs that we need for such lofty goals as true role-playing systems. We’re also looking at ways to extend and work with this system with things such as memories, so that NPCs can “model” the player’s behavior towards them in the same way as they themselves are modeled, so they form opinions of players on an individual basis (in other words- if you piss them off, they’ll remember it).
  • Content: So far, we’ve been doing a pretty good job of tackling technology for the framework of the game, and then when we arrived at the point of how to get more content into the game, it was time to press all the way forward and leverage “Dynamic Content”. It’s sometimes derided, but when done correctly, Dynamic Content can be very powerful. Some of the content in Epic Frontiers comes in the form of generating NPCs, complete with some back story, a set of relevant skills, AI, inventory, and even a name (the Charkritian name dictionary currently yields up to 24 million name combinations). Other forms of content come in the form of randomly generated dungeons that can be accessed in the countryside, within cities, or in other places. We also founded Bounty Agencies within the factions which farm out missions to players for a variety of purposes, most generated- some only partially. And that content generation is layered on top of the usual spawn points you’ll find for creatures and enemies in the game world, giving you a lot to do.
  • Crafting: And last but not least, we decided to pay some attention to crafting, and give crafters- who are now on equal footing with fighters in advancement in the skill-based system- a deeper system to work with. Recipe-based crafting is the default mode for many players, and from weapons and gear to vehicles and clothing, the player has access to an array of skills and materials. But we went two steps further still: First by creating a special “Generic Recipe” system which allows crafters to experiment by substituting parts of an object. A generic car recipe may call for four tires to be added to the vehicle’s body, but the player can choose which kinds of tires to add, and the recipe will automatically adjust the stats of the resulting vehicle to reflect the non-standard change. The second step we took was to introduce a system of Material Properties: During the mining/smelting process, the player has the ability to combine rare materials in alloys which hold special properties that can be important to certain kinds of players. Lightweight materials, or materials with special magical or technological properties can be created from using these special alloys in regular or generic recipes.

In the coming weeks, we’ll be publishing more in-depth articles on these sections of the game, including screenshots and video demos of the features as they currently are. Stay tuned!

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What’s the problem? Everything…

  • DigitalFlux
  • May 19, 2010    3:23 AM

I was just reading a short post by Michael Hartman over at his blog, Muckbeast about how Raiding in MMOs sucks.

Honestly, I agree with him so much that I have to go a step further and say how the current MMO framework should be changed. Many people have talked about the various ways that MMOs should be “fixed”, but should you cobble those complaints together, what you come to is the realization that MMOs are built on the same general foundation:

  • Progress must be done through combat.
  • The choices made in creating a character before gameplay even starts determine the destiny of the character.
  • NPCs are vending machines for quests, or animated props, and little more.
  • The game must ride on rails.
  • There is an “end game”.

Going down that list, the first point is something that has chaffed at players of almost all of the popular MMOs. Whether you were a shaman, paladin, warlock, thief, or whatever, you cannot gain a level without performing some sort of combat. A shaman is a spiritual leader, a go-to man for his tribe for medicine, spiritual advice, leadership, etc. But in an MMO, he is a “themed” wizard. The same goes for a Paladin, which is a principled character who is rigid in his own beliefs and crusades for causes- or maybe he’s just a “themed” tank armed with a war hammer. Neither of those classes will ever get XP for playing their role unless the XP was built into the reward of the static-content-quest they are forced to complete. And let’s face it: The quests they’re given are crafted especially for their classes, so unless the writer makes it so, they don’t get presented with opportunities to truly play their role

Of course, that’s not half as sad as the fact that your character already starts out as a shaman or paladin, and experiences none of the trials that it takes to be honored with such a title. Conan didn’t come out of the womb chopping people’s heads off with an axe- his family was killed and he was sold into slavery and then sold again as a gladiator who is taught to fight by masters. Pffft, why bother with petty details, like how a character becomes what they are, right? In fact, details like that are the meat and potatoes of a character’s destiny, where as the selection of a class at the beginning of the character creation process in a game is a lot like that “what do you want to be when you grow up?” question we all had to answer as children. Makes me wonder if getting what we had wanted simply by answering the question would have been as boring as becoming a paladin simply by clicking a button…

And while we’re on the subject of boring, NPCs are good for three things: Giving quests, granting skills, and vending items. Anarchy Online at least had the honesty to replace them with actual ATM-like terminals and vending machines. AI has not yet come far enough to give us character depth like the movies would have you believe, but it has come far enough to allow for deeper characters than what we have now. The best try so far has been reputation systems which are applied at the faction level, so that as soon as you kill enough of Faction X, you automatically become loved and cheered in every town of Faction Y. And somehow, not a single one of Faction Y thinks you’re an assclown. Push AI to the NPC level, and your trip to town will be a bit more uneven- a bit more real

But when talking about making the experience uneven, we talk about how the game is played from beginning to end. From the start, once you create your paladin, thief, wizard, etc. and place them into the rigid class-based system of the game, the quests they encounter are predetermined. The player is forced to do the same quests and (in some cases) travel the same physical route in order to progress through the levels. Once you get to a certain level, entire swaths of countryside are no longer worth the time of day from you. The areas have been conquered, the great wizard in the tower terrorizing the townsfolk slain, and people freed- all because of you. And the guy who came before you. And that girl who went before him. And that other guy. And the guy who plays a girl in the game. Everyone in the game is the ultimate hero for that scene until it resets and the exact same scenario is played out, to the point where players line up and wait for one another to go behead that bandit across the stream from the abbey. They don’t even bother creating a name generator so that the name of the guy changes- he just keeps coming back to life like the world doesn’t end for him…

The world ends for you, however. It’s probably the one thing where I can sympathize with the current and past MMOs: Content. Even just in terms of text, you need a huge amount to satisfy the players who will consume it. So developers have come up with things to keep players occupied once they’ve done all of their quests and maxed out their levels such as “end game content”. The end-game usually means Raid dungeons and arena combat, allowing the player to withdraw from the rest of the world, which is now useless to them because they’ve “completed” it, and concentrate on the same dungeon over and over again, calculating the math it takes to deal just enough damage to take the dragon down without invoking too much of its wrath (or maybe wiping). Because in the end, that’s what you want, right- to just calculate the math to the point where the dungeon, setting, story, and characters have lost their meaning?

Of course not…

to be continued…

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