Designers. I will share with you my infinite gaming wisdom on the subject of MMOs
Posted by: frOst.2198
Designers. I will share with you my infinite gaming wisdom on the subject of MMOs and all games that require repetition in content.. The same wisdom I tried to share with D3 devs prior to Diablo 3 release. They failed to heed my warning.
Its important to read this without thinking of these words coming from a random internet nobody. Put aside your ego, your biased, and all those ‘Making game’s for dummies’ books and start fresh.
For shorter version, skip—-
I admit that I have absolutely no palpable credentials related to game design. I do have a few dozen games I’ve designed on paper in my spare time, some maps I did for CS/Unreal back in the day, and maybe one or 2 web based games I tried to make when learning how to program PHP/HTML5.
In addition, I have played nearly every ‘genre’ of game to a hardcore level, from RTS, to MMO, to FPS to RPGs (I really think i was the first person to get the Super Suit, as I was surprised it was called such when nintendo mag and the net was calling it the Super Jacket), to iphone and kongregate, to whatever. You name it, I’ve either played it, beaten it, or hated it.
Im not boasting, as that’s nothing to boast about. I just want to state that while I might not meet the credentials that a ‘guy in the biz’ might have, I consider myself far more knowledgeable and experienced on this subject than anyone. period.
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In short, Gaming Is My Life
I love games, and moreso, I love critiquing them. I would make an amazing QA employee, but moreso, I would make an amazing designer. This is because my understanding of what players want, and how they react to specific decisions is unsurpassed. I see life in ‘game form.’ Limitations, repetition, OOP, pscyhology. Every critique I’ve made, even based on a minuscule amount of information from recent releases such as CS:GO, to Diablo 3, to GW2, and onward, has blew up in the faces of fanboys and devs.
The problem stems from a few fundamentally poor design choices made most likely through misunderstanding of what gamers want.
There are many different types of games, I will talk about the MMO genre in particular. The genre that is required to keep players active through repetitive content and grinding.
Grinding is a very important aspect of the MMO, because its impossible to churn out content at a rate faster than the user can consume it. WoW found a good model that appeased its user base (gear progression)…GW2 has yet to find a practical model.
Here is my advice to you while you seek to find how to entice players to ‘grind’ in your game. One word:
Efficiency
It is the single most important design factor to focus around. No matter how great your content is, it will be beaten, and it will get boring. The only thing left is for the player to learn how to maximize efficiency in regards to that content so that they can rationalize to themselves that completing that content is worthwhile.
Let me emphasize: Without the ability to allow for an increase in efficiency, there is no reward that can justify a player to keep playing.
Skill in MMO’s is inherently related to efficiency. The more skillful a player is, that faster they should be able to progress through the repetitive cycle, and the further they should come out ahead in terms of reward progression.
Build efficiency around skill, and your game will flourish.
The next time you release a dungeon patch, make sure that there is a pathway towards efficient grinding. Its harder without a gear treadmill, but this is what YOU wanted. You accepted the challenge to make content that requires more finesse, and encounters that have to be tailored for nearly infinite class builds.
And its possible. Easily by throwing jumping puzzles with timers into the mix. And in a tougher way by creating challenging encounters that focus more on condition/boon management than burst DPS.
Take these words for what they’re worth. You might see it as obvious, and if so, its because you’re not truly understanding the importance of efficiency.