Title: MMP Game Design Challenges and Their Solutions
1MMP Game Design Challenges and Their Solutions
- Matthew Ford, Auran Games
- Australian GDC, Dec 2004
2Purpose
- Describe classic MMP design challenges
- Signs
- Effects
- Present solutions
- Used by released MMPs
- Mistaken solutions
- Some speculation, not much though
- Discuss
3Me
- Not from around here
- Amateur game making
- Programming, card games, board games
- Atari in California 1993-1995
- Lead game designer, producer?multiplayer arcade
- Accolade in California 1995-1998
- Lead game designer, producer?multiplayer PC
- Microsoft Games Studios in Redmond 1998-2004
- Lead Program Manager for Asherons Call MMORPGs
- Advising on Xbox online games and other PC MMPs
- Lead action-game designer for Citizen Zero at
Micro Forte, Sydney - Short stint as game designer for Mythica
- Auran Games in Brisbane now
- Producer?PC MMORPG
4MMP Game Design Challenges
- Bias towards MMORPGs
- A good MMP game design is not just about solving
problems - Nor slamming successful games
- However similar challenges come up in most MMPs
- Like any craft, we learn (aka steal) from each
others effort and advance the craft - Dont have too much pride to use others ideas
we are working collectively - Game logic trumps reality or story consistency
- Lets get on with it
5Note for readers
- Click following Area hyperlinks in slide show
mode to see particular areas and solutions - To go back to previously viewed slide (like
browser Back navigation) - Right click slide?pick Last Viewed
- Or use mouse button mapped to Back for web
browser (often the mouses most prominent side
button) - Finish with Area hyperlink Conclusion
6Areas
- Social
- Advancement
- Player Opinion
- Economy
- Game Balance/Tuning
- Crafting
- Usability / New Players
- PvP
- Conclusion
7Social
- Level gap
- Queuing
- Over/undercrowding
- Grouping vs. solo
- PvP consent
- Newbie Welcome Wagon
8Advancement
- Level gap
- Choice regret
- Macroing
- The Grind
9Player Opinion
- Over/undercrowding
- Queuing
- Nerfing
- Choice regret
- Grouping vs. solo
- Macroing
- The Grind
10Economy
- Cash inflation
- Balance loot vs. quest items
- Balance crafting vs. loot
- Craft yourself out of a job
11Game Balance/Tuning
- Cash inflation
- Balance loot vs. quest items
- Balance crafting vs. loot
- Nerfing
- Tuning inflation
- Runaway exploits
12Crafting
- Balance crafting vs. loot
- Craft yourself out of a job
13Usability / New players
- Feature breadth vs. approachability
- Tutorial
- Newbie Welcome Wagon
14PvP
- PvP rating abuse
- PvP consent
15Level gap
- Symptoms
- Friends who dont play same amount drift apart
and cant play together any more - Acquaintances drift apart before friendships
formed - Effects
- Limits audience to those with regular schedules
or who play max amount of time - Increases class imbalance sensitivity
- Advancement obsession can get too strong
16Level gap solution chart
17Level gap solutions
- Sidekicking (CoH)
- Allow lowbies to team up with highbies and get a
temporary power boost - Horizontal not vertical growth
- Grow in versatility not power (PS)
- Persistent XP sharing
- Like a hunting group but permanent
- Twink-Aid
- Allow highbies to sacrifice group XP to lowbies
- Fun to be highbie reward extremely efficient
play (FFXI) - Highbie trophy incentive
18Over/undercrowding
- Symptoms
- At launch, newbie areas too crowded
- After first rush, newbie areas too dead
- Popular high-level hunt spots mobbed
- Effect
- Overcrowding?frustration, rudeness, childishness
- Undercrowding?game not sticky
19Over/undercrowding solutions
- Instances
- Area in game world replicates multiple copies to
match crowd - Spawn rate sensitivity
- Work to get to prime spot, force exit
- Timed quest effect teleports you
- Forced back to town for selling, healing
- Accept newbie overcrowding
- Spawn rate sensitivity essential here
- High-level, encourage grouping through dynamics
not proximity
20Queuing
- Symptoms
- Players waiting in place for a spawn
- Effects
- Immersion breaker heroes in line
- Rude behavior?service calls
- Boredom
21Queuing solutions
- Rapid spawns
- Beware incentive for non-questers to keep
killing have only reward be quest - One party one kill
- Whole party needs to kill it just once
- Unpredictable placement
- Must wander and get lucky
- Earn your way in
- Must get rare drop to enter destination area
22Cash inflation
- Symptom
- Average cash holding per character rises
- Effect
- Inflationary prices?tuning out of whack
- New world tuning vs. old world tuning
- Haves, have nots
23Cash inflation solutions
- Cash sinks
- Items
- Beware upward cycle of items which increase
earning power - Status items avoid this cycle
- Convenience items good but timemoney
- Taxation
- About as popular as real world equivalent
- Transfer friction
- Limit inventory and charge transaction costs to
store more - Cash not the be-all and and-all
- Trophy economy All about rare-drop items, cash
incidental - Items have advancement requirements so cash
ceiling hit - Speculation self adjustment
- Holy grail that AFAIK has not been successfully
attained in a big game
24Balance loot and quest items
- Symptoms
- Quest stuff is so good that you wont find its
match while hunting - Effects
- Quests become must do
- Hunting boredom, item incentive gone
- Advancement jumps qualify for quest?jump in
power from quest item
25Quest/loot balance solutions
- Quest items good in a way different from loot
items - Quest items better in specialized situations,
loot better in general - Can encourage questing chains
- Quest items add status and boost to loot item
- Ex. Purple fire, black dye (AC)
- Quest rewards not in items but unlock other
content
26Balance crafting and loot
- Symptoms
- Crafted stuff is so good, why bother hunting for
loot, or - Hunted loot is go good, why bother getting
crafted - Effects
- Crafting becomes required, or crafting ignored
27Craft/loot balance solutions
- Hunt for raw materials for crafting
- Loot drops of materials are like items in
waiting - Crafted items good in a way different from loot
items - Crafted items better in specialized situations,
loot better in general - Planned obsolescence
- Crafted items wear out fast, loot items as
fallback - Also keeps crafters in business
28Craft yourself out of a job
- Symptoms
- Crafted items fill the market after which demand
for them decreases - Effects
- Players unhappy that craft skills needed less
29Craft-out solutions
- Wear-out
- Crafted items wear out fast
- Rising tide
- Constant stream of better recipes
- Beware tuning inflation
30Nerfing
- Symptoms
- Game out of tune?decrease power of items or
skills?unhappy players - Effects
- Player frustration
- Pops the bubble of constant advancement
- Tuning hypersensitivity
- Constant tuning flux
31Nerfing solutions
- Bold beta tuning
- Nerfing in beta is painful but saves many times
the pain later - Friendly facts
- Expose players to clear hard stats proving what
was overpowered - Raise not nerf
- Make low-powered things better, not high-powered
things worse - But beware tuning inflation
- Obsess less
- Demand for perfect tuning often a symptom of a
game thats not very fun to play and level gap
problems - Designers can develop unhealthy obsession be
imperfect - Allow respec
- Let those obsessed with the perfect class change
their class - Beware reduction of replay
32Tuning inflation
- Symptoms
- As items and abilities become generally more
powerful, challenge goes down - Mobs that were perfect for given level become too
easy - Effects
- Tuning work creates more tuning work?burns time
- Game loses fun quietly
33Tuning inflation solutions
- Balance nerfing and powering up
- Beware nerfing effects
- Logging and mining
- Plan for good data logging and mining
- Monitor it regularly
- Plan ahead of time the action for any discovery
you make
34Choice regret
- Symptoms
- Players wail and gnash teeth when they realize
they made a dumb, permanent, irreversible choice - Effects
- Increased demand to fix what they chose
- Player despair at being gimped
- Distrust of future choices
- Gimping can increase level gap
- Pariah class
35Choice regret solutions
- Let them eat rerolls
- Some say let players reroll?more replay
- Can have small reroll incentives to fast-forward
over newbie content - Respec
- Let players reverse decisions (AC2, DAoC)
- Can cost advancement or rare item/quest
- Delay the choice until informed
- For example, no character stats or develop them
later - Delay choice of spec class (DAoC)
- Try before you buy
- Allow players to test out a choice before locking
it in (PS, ?)
36Feature breadth vs. approachability
- More choices and data more fun for gearheads
more daunting for casuals - Symptoms
- Design battles and tradeoffs
- Require tutorial, then fight over pace
- Effects
- Gearheads think game too simple, or
- Casuals think game too daunting
37Feature breadth solutions
- Pick an audience and deal
- Elegance emergent breadth
- Unlocking complexity
- Basic GUI simple, can unlock complex version
(WoW chat, mods) - Layer by layer complexity
- As you advance, add new features (Ragnarok)
- Tutorial (if done right)
38Tutorial
- Symptoms
- Players bored by tutorial
- Players show ignorance later of things taught
- Quit during tutorial (log this)
- Effects
- Bad first impression
- Ignorance?failed appreciation for your genius
39Tutorial solutions
- Allow skipping?
- People misestimate their need for a tutorial
- Can allow skips after previous success
- Call to action and story invisible tutorial
- Grab player by giving them important goals (Halo,
CoH, EQ2) - Praise achievement
- Must demonstrate knowledge to advance
- Allows fast progress by those who know (if not
much tedium) - Must restate how to succeed if they are stuck
- Use multiple channels
- Some key off of audio, some visuals, some
patterns, some text use them all
40Grouping vs. Solo
- Symptoms
- Players complain they cant solo
- Players leave because they have few friends
- Effects
- Retention
- Tuning uncertainty
41Grouping/Solo solutions
- Decide on your mix
- Explicitly discuss your goals for solo vs. group
play - Decide how it changes during advancement
- Game dynamics
- Some classes solo oriented
- XP bonus in group
- Make grouping painless
- Looking-for-group and friend features, default
- Easy teleport to group leader
- Items that fill in missing role
- Can cost about as much as a share of the loot
that missing group member would get
42PvP rating abuse
- Symptoms
- Players consensually kill each other to gain
rewards - Players defect from fight from fear of rating
loss - Effects
- Real fighters resent wannabes who cheat their way
up
43PvP rating abuse solutions
- Zero-sum system
- One party gains as much as other loses
- Where do points come from?
- New players, who must advance a certain amount to
get a pool of losable points - What about newbie ganking?
- Chess-like rating system accounts for level
- Lower rewards for rekills (PS)
- Prevent defection
- Vulnerability before teleport/logout
- Debuff runners
- Punish defectors
- Defectors treated as losers, no matter what the
excuse
44PvP consent
- Symptoms
- Too consensual jerks have no fear, lose sense of
paranoia - Not consensual enough preying upon the weak just
for fun - Effects
- Lowbies scared off
- Highbies pursue boring play
45PvP consent solutions
- Two layers consensual and non-consensual
- Non-consensual costs the aggressor dearly but it
can still feel worthwhile (Lineage) - Allows some paranoia and jerk punishment but
checks rampant ganking - In lowbie areas prohibit highbie first strike
46Macroing
- Symptoms
- Players use macros to gain while not at keyboard
- Effects
- Rapid advancement from 24-hour play
- Robots are antisocial?game more antisocial
- Players feel their advancement cheapened
- Players resent lack of action by developer
47Macroing solutions
- In some cases, see as design request
- People may be macroing what is too boring or
click-tastic - No advancement for things which are that easy?
But - Some players are less skilled than good bots
- Gimpy players get stuck
- Bot skillz can amaze you
- War on Drugs strategy forbid it and push it
underground - Macroers must go where less likely to be seen and
reported - Does not solve it but makes respectable players
less agitated - Speculation Macros welcome server?
48The Grind
- Symptoms
- Players complain about time it takes to advance
(but they always will to some degree) - You cant stand to play your own game
- Effects
- Audience limited
- Players may leave
- You cant relate to your players
49Grind solutions
- Accept it
- Some day its the lifeblood of a good game, and
its like the weather - Multiple advancement axes
- Trade one grind for another sometimes
- Careful enticements
- Slot-machine / pokies strategies of rewards of
various rarities - Tons of content
- If the reason for the grind is to prevent rapid
content burn, spend millions on heaps of content - Expansion pack earnings can justify spending even
more on content
50Newbie welcome wagon
- Symptoms
- New players feel lost and unconnected with only
other newbies to comfort them - And many of those may be busy rerolls
- Effects
- Conversion rate suffers
- Early content rushed through
51Newbie welcome solutions
- Highbies want what newbies got
- One person one vote systems such as allegiances
(AC) give highbies a reason to help newbies - Quests with multiple layers
- Highbies need newbies to do their part in a quest
stage with upper level limit - Mentoring requirements
- Require mentoring to advance (SWG)
52Runaway exploits
- Symptoms
- Players use exploit and advance rapidly
- Gold rush as exploit news spreads
- Effects
- Players top out of content faster?retention loss
- Players who missed out resent it, and get hit
with level gap - Often cant reverse material exploits because it
has propagated
53Runaway exploit solutions
- Advancement cap
- Any one gain only certain of your level (DAoC)
- Build at low level
- Speculation You can only gain so much in a given
time window - War on Drugs strategy forbid it and push it
underground - Exploiters want to pipe down and do it quietly
- Does not solve it but makes respectable players
less agitated - Public punishment for exploiters, reward for
reporters - Paper towels tune game to match advancement
- Have-nots hurt along with haves
- Different servers may have different spreads of
exploit
54Conclusion
- Design is not just solving problems
- Whats fun, not whats clever
- Shared craft borrow solutions freely
- Filter signal from noise
- Sympathize with player