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MMP Game Design Challenges and Their Solutions

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Title: MMP Game Design Challenges and Their Solutions


1
MMP Game Design Challenges and Their Solutions
  • Matthew Ford, Auran Games
  • Australian GDC, Dec 2004

2
Purpose
  • Describe classic MMP design challenges
  • Signs
  • Effects
  • Present solutions
  • Used by released MMPs
  • Mistaken solutions
  • Some speculation, not much though
  • Discuss

3
Me
  • 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

4
MMP 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

5
Note 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

6
Areas
  • Social
  • Advancement
  • Player Opinion
  • Economy
  • Game Balance/Tuning
  • Crafting
  • Usability / New Players
  • PvP
  • Conclusion

7
Social
  • Level gap
  • Queuing
  • Over/undercrowding
  • Grouping vs. solo
  • PvP consent
  • Newbie Welcome Wagon

8
Advancement
  • Level gap
  • Choice regret
  • Macroing
  • The Grind

9
Player Opinion
  • Over/undercrowding
  • Queuing
  • Nerfing
  • Choice regret
  • Grouping vs. solo
  • Macroing
  • The Grind

10
Economy
  • Cash inflation
  • Balance loot vs. quest items
  • Balance crafting vs. loot
  • Craft yourself out of a job

11
Game Balance/Tuning
  • Cash inflation
  • Balance loot vs. quest items
  • Balance crafting vs. loot
  • Nerfing
  • Tuning inflation
  • Runaway exploits

12
Crafting
  • Balance crafting vs. loot
  • Craft yourself out of a job

13
Usability / New players
  • Feature breadth vs. approachability
  • Tutorial
  • Newbie Welcome Wagon

14
PvP
  • PvP rating abuse
  • PvP consent

15
Level 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

16
Level gap solution chart
17
Level 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

18
Over/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

19
Over/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

20
Queuing
  • Symptoms
  • Players waiting in place for a spawn
  • Effects
  • Immersion breaker heroes in line
  • Rude behavior?service calls
  • Boredom

21
Queuing 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

22
Cash 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

23
Cash 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

24
Balance 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

25
Quest/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

26
Balance 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

27
Craft/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

28
Craft 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

29
Craft-out solutions
  • Wear-out
  • Crafted items wear out fast
  • Rising tide
  • Constant stream of better recipes
  • Beware tuning inflation

30
Nerfing
  • 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

31
Nerfing 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

32
Tuning 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

33
Tuning 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

34
Choice 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

35
Choice 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, ?)

36
Feature 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

37
Feature 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)

38
Tutorial
  • 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

39
Tutorial 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

40
Grouping vs. Solo
  • Symptoms
  • Players complain they cant solo
  • Players leave because they have few friends
  • Effects
  • Retention
  • Tuning uncertainty

41
Grouping/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

42
PvP 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

43
PvP 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

44
PvP 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

45
PvP 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

46
Macroing
  • 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

47
Macroing 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?

48
The 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

49
Grind 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

50
Newbie 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

51
Newbie 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)

52
Runaway 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

53
Runaway 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

54
Conclusion
  • Design is not just solving problems
  • Whats fun, not whats clever
  • Shared craft borrow solutions freely
  • Filter signal from noise
  • Sympathize with player
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