When I read the following statement from the game’s lead designer,
“The answer can be found in the mechanics and choices made in subscription-based MMOs, which keep customers actively playing by chasing something in the game through processes that take as long as possible. In other words, designers of traditional MMOs create content systems that take more time to keep people playing longer. If this is your business motivation and model so you keep getting paid, it makes sense and is an incredibly smart thing to do, and you need to support it.
When your game systems are designed to achieve the prime motivation of a subscription-based MMO, you run the risk of sacrificing quality to get as much content in as possible to fill that time. You get leveling systems that take insane amounts of grind to gain a level, loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end, raid systems that need huge numbers of people online simultaneously to organize and play, thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn, etc.
But what if your business model isn’t based on a subscription? What if your content-design motivations aren’t driven by the need to create mechanics that keep people playing as long as possible? When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?"
I thought, “now there’s an MMO I can get behind. The developers want to make a game that’s fun, not one that concerns itself with stringing players along with things like gear-treadmills or time-gated rewards.” A year latter, now that I’ve seen what the Living Story is all about, I’ve had a change of heart. The Living Story is essentially doing exactly what subscription-based MMOs do…keeping players logging often for the sake of “chasing something in the game”.
The Living Story introduces temporarily-available content. Tied to this content is temporarily-available in-game rewards and – not coincidentally – temporarily-available items in the cash shop. The developers are resorting to the exact kinds of tactics they intended to avoid…“wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn.” Between the Living Story and the time-gating of things like ascended weapons, we’re pretty much exactly where we would have been with a subscription fee.
The article goes on to say,
“If we chose fun as our main metric for tracking success, can we flip the core paradigm and make design decisions based on what we’d like to play as game players? Can we focus our time on making meaningful and impactful content, rather than filler content meant to draw out the experience? Can we make something so much fun you might want to play it multiple times because it’s fun, rather than making you do it because the game says you have to? It’s how we played games while growing up. I can’t tell you how many times I played Quest for Glory; the game didn’t give me 25 daily quests I needed to log in and do—I played it multiple times because it was fun!”
This is the part that gets me the most. I have no doubt the developers were passionate about making a fun game that got away from the genre-norms when they made this game. But with the Living Story, it’s clear they completely abandoned most of their core principles. I don’t think there’s anyone who would argue that the Living Story hasn’t been mostly filler designed to “draw out the experience.” I don’t think there’s anyone who would argue menial tasks such as breaking pinatas, collecting kites, and riding in hot-air balloons are “fun”. But that’s what we’re getting with each new installment of the Living Story.
A subscription fee, at this point, might have been the lesser of two evils. If I’m going to get a bunch of “filler content meant to draw out the experience” I’d rather get it i one large chunk (as many other MMOs offer in content updates) than in bite-sized portions fed to us one at a time over the course of months. At least with a large content update the developers can work to ensure the content is polished and story (where applicable) is coherent and presented to the players in a way that makes sense, and the players can usually consume the content at their own pace. There’s no pressure to “do it now lest you miss it forever”, and there’s no “guess we’ll have to wait a few months to see where this goes.”