Showing posts with label swtor. Show all posts
Showing posts with label swtor. Show all posts

Saturday, March 30, 2013

What Happened to MMORPG Design?

Asheron's Call got me excited for MMORPGs for the first time.
I've been a huge fan of MMORPGs since I was 13 years old, back in the days when having a 56k modem made me the envy of all my nerdy friends. Since then I've played a number of MMOs, most recently culminating in my experiences with SWTOR, which I've written about several times. Recently, a friend and I have started playing the first MMORPG I ever played, Asheron's Call. Released in 1999, this game is actually still running, and has a robust population on its most popular servers.

The experience of playing Asheron's Call again has awakened something in me that I forgot existed: the pure joy of playing with others in a virtual world. The slow evolution of the genre had numbed me to the numerous failings of modern MMO design, and playing this gem has revealed gaping disconnects between modern MMOs and the fundamental concept of an open, virtual world.

These days, playing SWTOR (and almost any modern MMO) feels more exclusive than inclusive, more antagonistic than friendly. Modern endgames are designed to encourage people to treat each other with disdain and disrespect, and other players have become expendable at all levels of the game. Forced class roles and the requirements that every player be perfect in every way have made raids and group quests tense and hostile. PVP groups must be perfect in every way, and anyone who plays less than 8 hours a day is summarily booted from any high-level groups.  People who are slightly under-geared are kicked out of groups as if they don't matter, and silence has actually become a rule in raid voice chat.

I'd like to repeat that last sentence -- silence has actually become a rule in raid voice chat. When did the MMORPG experience become as tense and important as heart surgery? When was the sense of exploration and camaraderie designed out of the genre entirely? When did completing high level raids become about angrily insulting someone for being 1-hit, or having hostile arguments about aggro or healing? And when in the wide world of eSports did silence become a rule in raid voice chat!?

I don't want this post to be an advertisement about Asheron's Call (although I highly recommend it as a once-in-a-lifetime gem of MMO design), but let's contrast the way that this game from '99 works to the way that SWTOR works.

In Asheron's Call (AC), any player can train any skill at any time. No one is forced to play any role. Every character can handle tanking, dealing damage and healing to certain extents. This means that groups can consist of as few or as many players as desired, and there is no incentive to exclude people simply because their role has already been filled.

In AC, players are rewarded generously for taking new players under their wings, whereas in SWTOR the answer to every noob question is "Google it, you idiot," followed by "Shut up, troll," followed by "Ignored and reported."

In AC's high-level dungeons, any player can die and return at any time without halting the group's progress. This prevents the necessity that every player be perfect in every way. In SWTOR, if your healer dies, all progress stops, meaning that any casual healers will be insulted and eventually booted from groups.

In AC, everyone's armor is different, and the sky is the limit to the possibilities. In SWTOR, you must have the exact gear that the designers intend for you to have to even participate in a group raid. SWTOR's group finder allows players to que for raids that they are not geared for, in which case the other group members will kick the player immediately. In SWTOR, group members check each other's gear immediately to determine who they have to kick out; in AC, group members check each other's gear out of curiosity and a sense of discovery.

I could go on for days about the huge shortcomings in modern MMO design that I'm discovering by playing one of the originals in the genre. The bottom line is that the first MMO's were designed as virtual worlds to explore, and in which to adventure with friends met along the way. Modern MMO's are designed to exclude people in every way possible, and to force players into following prescribed paths in every area, whether leveling, crafting or gearing up. Modern MMOs are designed to force silence to be a rule in raid voice chat (I know I've said it three times, but it's just insane to me). It has created a cynical elitist culture that excludes anyone who does not wish to spend hours each day grinding through the same boring things just to be able to try and fail at a high level raid several times in a row.

Who has the courage to design an MMO that brings people together in a spirit of adventure? Whoever can achieve that will find my money shoved in their wallet! Until then, I'm going to be on a quest of my own, to discover whether any MMORPGs on the market today are designed to be fun. I'll keep you posted on what I find!




Monday, January 7, 2013

How Star Wars: The Old Republic (SWTOR) Does Free-to-Play

Since my earlier post on Lessons Learned from Star Wars: The Old Republic (SWTOR) is the most popular post on the blog, I'd like to follow it up with a sort of "post-mortem" of the game's transition from a solely subscription-based MMORPG to a hybrid model that mixes a Free-to-Play (f2p) service with the existing subscription service. The way that SWTOR does f2p is quite intelligent, and solves its monetization and population challenges in unique and thoughtful ways. As the debate over the validity and ethics of the f2p business model rages in industry discussion forums, we can all benefit from analyzing how BioWare has successfully integrated a f2p scheme that is fair, balanced and anything but "pay-to-win."

I won't go into the specific details of SWTOR's f2p service here -- you can check their official website for the details. Rather, I'll cover the conceptual aspects of the decisions that BioWare made to implement the service, and how these decisions impact the relationship between subscribers and free players, as well as the impressions they give to new players choosing which service to use.

To conceptualize the way that f2p works in SWTOR, start by thinking of the entire game, as a whole, and all of the features that go along with it. Imagine that each feature is like a faucet nozzle, and that all of the nozzles were turned on full blast at launch. What the f2p service does is turn some of the nozzles down to a smaller flow, turn others down to a trickle and leave the rest at full blast. An f2p player can pay small amounts to control the flow through any nozzle, turning this one or that one higher or lower at will, while all of the nozzles remain at full blast for subscribers. The most that an f2p player can do is to purchase enough feature unlocks to be playing the same game as a subscriber, in which case the f2p player will be paying roughly the same amount as a subscriber (theoretically). Therein lies the genius of the scheme -- there is no opportunity for a player to buy his way to greater power than everyone else. The most a player can buy is a set of full-blast feature nozzles that makes the player equal to subscribers.

For example, a f2p player only has access to play two pvp warzones per week, while subscribers have access to an unlimited number. In this instance, the pvp "nozzle" is at full blast for subscribers, and at a trickle for free players. However, free players can purchase a weekly pass to enjoy the same unlimited rights as subscribers for this particular feature. Another example is playable races. Subscribers have access to the entire range of playable races in the game -- a full blast feature nozzle. Free players, on the other hand, only have access to a few. Again, f2p players can spend money to unlock additional playable races, allowing them the same experience as subscribers for a small fee.

Vanity goods are another integral piece of SWTOR's f2p strategy, and in this case the challenge was to avoid unfairness toward subscribers, rather than making things fair for free players. BioWare continues to add interesting vanity goods to their f2p store, including unique mounts, pets, costumes and entertaining consumables (things like fireworks). Since these items are only available in the shop, BioWare doles out a healthy allowance of f2p currency to subscribers each month, essentially allowing them the right to choose whatever vanity goods they would like without having to pay more than their existing subscription fee.

It's refreshing to see a company create a viable and robust f2p service, and impressive to see it done post-launch alongside an existing subscription service. SWTOR continues to be one of my favorite games, and I can't wait for the new expansion to continue my Sith Juggernaut's story.

Tuesday, July 17, 2012

Lessons from Star Wars: The Old Republic (SWTOR)


** Read my new post for an update on SWTOR's transition to Free-to-Play ** 

Word is out that the highly anticipated MMORPG Star Wars: The Old Republic is floundering. As Executive Producer Rich Vogel says goodbye to Bioware and subscription numbers dip, rumors are spreading about an upcoming switch to a free-to-play model.

In this blogger's humble opinion, SWTOR is a great game. I've been a huge SWTOR fan from launch, and i still play almost every day. It boggles my mind why this awesome game is doing so poorly, but there is one 800-pound gorilla in the room, which nobody seems to be talking about, that could explain much of the game's troubles.

SWTOR needed about 10 solid servers at launch, but the game launched with about 40 servers (don't quote me on the exact numbers), some with very nasty performance problems. Most players saw their home servers empty out quickly as players flocked en masse to a select few servers. Players who did not investigate the issue and make a server switch probably had the impression that the game was completely dead, and simply left. When you're on a populated server with good performance, this game is truly epic, and doesn't disappoint in a single way.

Imagine subscribing to an MMO that habitually freezes, crashes and glitches, then imagine 90% of your server population disappearing several months after launch, and you will understand what a large number of launch subscribers experienced with SWTOR. This combination can only lead to player attrition with such a large number of attractice multiplayer titles on the market and the horizon.

I think the main lesson to learn from SWTOR is to err on the side of caution when it comes to the number of servers at launch, and to never settle for laggy, glitchy servers for a AAA MMO. Adding servers is easy, but SWTOR proves that reducing the number servers to compensate for poor planning can alienate players and cripple a game.

Bioware has recently locked all but about 10 servers. Any new subscribers should have a completely different experience from those who subscribed between December 2011 and June 2012. So there is a ray of hope that SWTOR can redeem itself. But with so many gamers making decisions based on word-of-mouth referrals, Bioware is going to be hard pressed to convince new players to try the game. Short of coming right out and saying, "We messed up, but now our server architecture is designed to facilitate robust social play," I'm not sure if MMO fans will truly understand how well-designed this game is.
Read more about the current state of SWTOR in this Gamasutra article: