Thursday, March 27, 2008

MMORPGs of Today and Tomorrow

It's been a while since my last post, and while I would like to have a new post fairly regularly such a thing currently isn't possible. There's two reasons for this, the first being that I simply don't have time (I'm meticulous when it comes to writing and that makes the whole process take much longer) and I haven't managed to think of a good topic. Granted I haven't been completely devoid of discussion topics, but I think it would do the blog and the community more good if I kept my topics general enough that they can apply to a wide range of genres. In lieu of my current situation, however, I think it'd be best to write about some specific genre than forgo posting at all.

So for this post I'll be discussing MMORPGs and World of Warcraft. As a fair warning in the event that this post comes off as a rant at any point, World of Warcraft is currently the game I'm spending the most (although still quite little) time playing. Any shortcomings of the game that I mention may unfairly emphasised because they are currently affecting me personally. With that said, let's get to the crux of the matter.

World of Warcraft is, of course, the ridiculously popular MMORPG by Blizzard Entertainment. I could mention how many millions of players current occupy their free time in its fantasy world, but at this point it hardly seems worth the effort to look online to find out what that number is today. The number would be useful if it were only a few times more than the leading competitor, but Blizzard's veritable monopoly on the genre is to such a ridiculous degree that discussing the numbers only serves to illustrate just how little every other game of the genre really matters. We could discuss game design and balance issues disregarding sales numbers, and that's what I try to do in this blog, but the simple fact of the matter is that game companies are still companies. Their ultimate goal is to generate revenue. When we look at game design from the point of trying to make money, we can't afford to ignore how Blizzard makes an MMORPG when designing our own.

As a result, much in the same way Halo standardized how the modern FPS plays, World of Warcraft now defines what an MMORPG is. So what is an MMORPG according to Blizzard? It seems to be a game of progression, where you the player are on a never-ending quest to improve your character. It certainly isn't difficult to see where this train of thought originated: I'm not aware of a game that would describe itself as a single player RPG that didn't have a strong emphasis on character development in the purely mechanical sense. This makes sense as a single player game. The player can progress at his or her own pace and can eventually-- and this is key-- reach the end and finish the game. Being able to finish the game is important in a single player RPG because eventually the game will run out of content.

This might seem obvious, but as usual adding the Internet into the mix changes things. Downloadable content means that once enough players have experienced all the content, a developer can simply add new content. And if you can add additional content once, then you can do it as many times as you like. Suddenly, you have a game that can exist indefinitely. The game design needs to change to accomodate the fact that players will eventually be experiencing content that doesn't yet exist. More importantly, however, is that game design needs to be determined with the understanding that the player of a game that never ends needs to never run out of things to do.

WoW's end-game content is divided up into two activities: PvP content and raid content. PvP content has proven to be comparably straight-forward in ensuring that gameplay never ends. Sporadic patches to balance gameplay and the occasional new set of top tier equipment is generally all the avid WoW PvPer needs to continue playing. Raid content tends to be trickier. Raid content consists of sprawling dungeons and elaborate scripted boss fights. All this is original content that needs to be balanced around top tier raiding parties of currently 25 players. This aspect of the game is generally regarded as the focus of the game, and considering the difference in developer time that goes into raid content this really shouldn't be surprising.

So is this idea of perpetual character progression a good one? From a business point of view, it obviously is. WoW certainly isn't the first game to pursue this type of gameplay, and certainly isn't the first widely popular game to do this. So what sets WoW apart from the rest of the games it has so effortlessly dwarfed? It's been said before that Blizzard's basic design plan for WoW was to take all the components of the popular MMORPGs of the time, dumb them down, and then polish the game until it shone like no other. Again, from a business point of view this seems like the perfect design philosophy.

From a point of view that ignores sales figures, however, this design makes less sense. If character progression is the ultimate goal of a game that perpetually expands, then eventually players are going to become frustrated at the thought of their accomplishments being diminished the next time a content patch is released. The metaphorical carrot being dangled before their eyes will always be just out of reach. This is a problem because for most players the ultimate goal of character perfection is not only unattainable, but actually moving away from them. New content is added at a rate faster than the average player can progress through it.

So what's the future of MMORPGs? My view of the horizon before me is unfortunately pessimistic. There will be few, if any, game companies that will try to compete will WoW directly. WoW simply dominates the market to such a degree that any direct competitor would be swept aside and labeled a crappy WoW clone. So what are developers, seeing a huge potential market in MMORPGs going to do? Create games that pander to the type of gamer that specifically doesn't like WoW, try to wedge in a niche market, and expand their playerbase by attracting frustrated WoW players. Its really the only sane choice for a game company that wants a slice of the MMORPG pie.

You, the reader, are probably wondering how the above paragraph could be described as pessimistic at this point. This goes back to towards the beginning of my post when I talked about how WoW has defined what the modern MMORPG is. The next generation MMORPG is going to quite literally advertise itself as not being WoW. But by defining itself as an MMORPG, the game will necessarily take game design elements directly from WoW. The differences between the next generation of the genre and WoW will simply be superficial, as WoW has made itself the de facto standard. Character progression will remain the ultimate goal, and the eternal grind that has defined the genre will continue to haunt it.

So how do we, as game designers, avoid this fate? That I will leave as an exercise for the reader. I will post my own thoughts on how to change the genre of MMORPGs for the better in a later post, but for now I think it will suffice to simply pose this question: what defines an MMORPG and how does character progression fit into that definition?

2 comments:

Reygahnci said...

"What defines an MMORPG and how does character progression fit into that definition?"

How we define an MMORPG is reasonably straight forward: you take your basic aspects from a role playing game, and add 10M people in a way that does not detract from the overall game-play. As with traditional role-playing games, the user assumes the role of a centralized avatar to call his own and then expands that avatar's "worth" by doing the exercises you touched on: improving his equipment, skill base and general ability to interact with everything/one else in the avatar's world.

What makes people continue playing such a game is the want to strive to be the best. The best player in pvp, the first (and therefore, best) guild to down BigBossA, etc. In the times before the Burning Crusade was announced, there was a lull period which players were giving up playing because there was no grand way to improve one's avatar. Sure, there were new instances arriving and there were more pieces of loot/gear to acquire, so the most hardcore raiding crowds continued doing what they do, but there were still others (more casual and solo gamers) who felt the game stagnating as it did not offer them any new content as a casual gamer.

Let's talk about casual gamers for a moment. The casual gamer is usually a solo player. The casual gamer does not have time to raid 5 hours a day every day of the week. A casual gamer does not have a huge collection of associates who he strives to advance with. The casual gamer is the online loner. This isn't to say that the casual gamer does not have friends online, nor is it to imply that the casual gamer is antisocial to the point of non-inclusion of others in group-centric experiences. Rather, what it means is that the casual gamer enjoys playing even when no one else is playing. This gives some rather interesting insight into, what I believe to be, one of the core players of the MMORPG.

The MMORPG genre is defined by WoW, as you point out in your post. However, they have an interesting dichotomy when it comes to players. There are the raiders of varying dedication, be it 5 hours a day every day or just once a week for Karazhan. There are the casual gamers I mentioned before. Then there are the PvP enthusiasts who are similar to the raiders, except instead of doing scripted events in an instance, they pit their time and skill against one another in a battle to the end. These are the three main types of players in the MMORPG genre and while they can likely be broken into their own various subsets as well, they are the top-most level of describing WoW's player-base.

While my comments here border on a post themselves, I suppose the theme I'm getting at can be summed up with one question:

Would the World of Warcraft garner more or less praise (and therefore revenue from the player-base) if they created more interactive play? Before the Burning Crusade was even announced, there were two ways to acquire improved gear for player versus player combat (hardcore pvp, or hardcore pve), and only one truly viable way to acquire gear for raid content (hardcore pve). This made the game interesting because the best PvE players could walk into a pvp scenario and dominate with their superior gear. This was, of course, slightly unfair to the pvp-only players as they had the nigh-impossible task of attaining comparable gear through the pvp system. This, of course, changed completely with the Burning Crusade, but the model was also changed.

Let me try this again. What if there existed a way that pve gear was not completely designed only for pve, rather that it was also viable in a pvp scenario? Likewise, what if pvp gear were viable in a pve scenario? The only thing separating these player types now would be what gear they have and how they got it, but otherwise the playing field would be level for any crossover encounters. This would leave out the casual gamers again, however, since they are the loners of the bunch and tend not to have the means to get either sets of items in a timely and competitive manner.

Could there be a way to satisfy casual gamers in terms of their play-style and enjoyment? Could single-player instances hold the key for the casual gamer? Would such a thing be too simplistic? The only for-sure thing is that the hardcore players would inevitably cry "unfair" to it if such an instance dropped comparable loot to their 25-man raiding loot. What would be the point of going into a 25-man raid?

Which segways me nicely into my conclusion. In order for MMORPGs to truly be enjoyable for all types of players, there has to be more than just the carrot at the end of the stick. There has to be content for the sake of content which players would play for reasons other than improving their gear. I think that Blizzard is starting to see this as well, but like me, they are having a hard time coming up with the answer. They introduced titles for the elite players to have accomplished certain things in the game before trivializing it so that the more casual (but still hardcore) players could access it. While this is a step in the right direction, they have to remember that gear is important, but there needs to be substance other than gear for players to strive for.

Once Blizzard find out what players want besides gear, I think that the casual gamer will finally get his proverbial day in the sun because Blizzard will have given everyone something to strive for, and the ability to improve their avatar without sacrificing their favorite play-style.

Reygahnci said...

Also, I noticed some spelling mistakes and some logical fallacies that I wanted to touch up... so I can either delete the post... or write a new one.

Editing is right out. I simply cannot attempt it.