Of Course I’ll Play It!
rants and ramblings of a virtual world traveller

So this weekend I succumbed to the urge that had been growing over the last few weeks to give Champion’s Online another try.  And while most of the things that caused me to go “meh” the first time I played it are still there, this time around I’m actually having quite a bit of fun.  Read on after the break if you’re interested in my reasoning as to why I think this is, and why I think it’s a good idea in general to give just about every MMO two shots.

 

Stiletto Games I Hated, and then Loved

Champions Online serves to remind me of something that I too often forget.  And that is that, with the exception of World of Warcraft, just about every one of the MMO’s that I’ve come to consider some of my most favorite games – top of the line MMOs – are games that I initially didn’t much like.  When I first placed City of Heroes, I remember I loathed their random mission location distribution over the entirety of a zone.  What idiot designer thought it would be okay to have a level 3 player playing dodge/skip/flee around red and purple conned mobs in order to get to their level 3 mission door! And their contact system made it next to impossible to allow you and a friend to follow the same story arc at the same time.  And don’t even get me started on Perez Park, which they through you into at the tender age of level 7.

 

And I still have a review I wrote in 2005 on Guild Wars after my first night in the game.  And I’m here to tell you that review is pretty scathing.  Of course you couldn’t jump, everyone hated that.  But more than that, I didn’t really care for Guild Wars’ “Dungeon Siege” style zone design, where you walked along the road until bad things popped out of the ground or aggroed you, you killed them, then continued down the road to the next mob of mobs.  And at level 6, when I first got to post-seared Ascalon, and this beautiful game I had been playing turned downright ugly, and I died over and over and over again trying to solo the instances because the game had never taught me that it *expected* (even demanded) you to fill your group up with henchmen at all times, well I walked away vowing to never come back. 

 

But I did come back, (granted it wasn’t until much later) and I came to absolutely love Guild Wars and I still play it to this day.  The same is true for City of Heroes – I have a level 50 in CoH and a level 42, both achieved before they broke the game with custom mission AOE grinding.  The same is true for Lord of the Rings Online, and Everquest II

 

So what is it? What is it about MMO’s that for so many of them I’m turned off initially, but then can find something later to enjoy, and even dig into, and stay with it.  Am I just a naturally forgiving, second-chance kind of guy?  Not so much.  But here’s what I do think it is.

 

MMO’s are like Girlfriends – without the Sex

More than any other game genre, I think we approach MMO’s with a very specific idea of what we want that game to be.  Unless you’ve never played any other MMO before the game you’re about to play (an increasingly rare individual these days), then you go into the game with a pretty clear collection of game conventions, playstyles, and content that you are expecting from the game and want the game to present to you.  This is true whether you admit it to yourself or not.  And also I think, more-so than any other genre, this collection of expectations for the game is vastly different for each person playing the game.  Some people love the crafting and the creation, and some people hate crafting.  Some people love the social elements, and some people hate the social.  Some people want to log in and grind mobs for 20 minutes and log out, some people want a deep, engaging story, and some people want to shape and mold the world itself.

 

And this collection of expectations is more important for us in MMO’s than it is in any other game because with an MMO, we are eyeing this game with the prospect of a long term commitment – both in time and money.  If I think the story in a freshly launched shooter is lame, I don’t mind so much because I know I’m going to be in and out of that game in about 10 hours, tops.  And if the skirmish mode of a new RTS is unbalanced that’s okay because again short commitment, and if the campaign was great, then I got my money’s worth.  

 

But when we sit down to play a new MMO, rolling around the back of our head is this one fundamental question – Is this the one?  Is this where my friends will stay and play?  Does this game have everything I want, or if not everything, is what’s here at least good enough for me to want to stay?  So we have this rich collection of expectations about the game, and our criteria for success is more stringent than it is for other games. How can any game succeed under those conditions?  But here’s where it gets worse.  Here is the real shocker.

 

What the Developer’s Aren’t Telling You

The developers have their own idea of the kind of game they are building.  I know right?  And the thing is, it most likely isn’t exactly what you thought it was.  And to make it worse, due to a variety of factors, whether it be changing design, marketing and publishing pressure, or last minute changes due to a poor beta, in most cases the developers will not communicate to you exactly what kind of game they are building.  You will know some broad things, sure.  We know Star Wars, The Old Republic is all about the story.  Before it launched, we knew Star Trek Online was some mix of space flight and ground combat, and had lots of character customization.  And before Warhammer: Age of Reckoning launched we knew it was going to be all about the PvP.  But in none of those games did we know exactly how they were going to go about fulfilling the expectations they’d set.  But two things were still true:  the developers had their own ideas, and we had our own.   

 

The Key to Any Relationship – Better Communication

So, up until the game launches, I can forgive developers of not providing specifics about the game they are building because quite frankly, for the reasons I mention above and many more, until the game is launched they themselves don’t know exactly what it’s going to be.  But once the game is launched, I think this is where most developers fail.  Most MMO developers completely fail to communicate to you exactly what their game is.  And so we go into the game with a set of expectations, and these clash against the expectations the developers built around, but because we don’t know or don’t understand those expectations, we simply proclaim the game as a failure to meet our needs, and we walk away.  Whereas if we had understood better beforehand the expectations that were used in designing the game, we could adjust our own accordingly, and enjoy and appreciate the game for what it is.

 

In every MMO that I came back to and learned to enjoy, in every instance, I can trace it back to a point where I learned something fundamental about the game’s design that the game didn’t teach me, but that players and personal experience did.  And, having understood that, I could play the game for what it was, and stop wringing my hands over what it wasn’t.  In Guild Wars, once I learned that the game expected you to fill your group with henchmen when you walked out into a zone, I immediately started enjoying it.  In City of Heroes, when I learned the game expected you to run around those reds and purples, and even provided powers designed to assist in that, then I stopped bitching about it (mostly) and was able to enjoy the other aspects of the game.  The same was true for their contacts.  Once I read a thorough a guide on how their contact system actually worked and understood the random nature of them, I could plan around them, and voila!  Suddenly my game experience was actually fun! 

 

And in no game have I ever played is this more true than in Champions Online.  When I sat down to play Champions Online – what I wanted, what I expected, was a spiritual successor to City of Heroes.  And so every aspect of the game was evaluated against the criteria of how well this game provided me with that experience and built upon it.  And oh boy does Champion’s Online fail in that regard.  From a design standpoint, the similarities between City of Heroes and Champion’s Online absolutely end the moment you leave the costume designer.  When I came back to Champions Online, I came determined to try to figure out what the game actually was, and to play that game, instead of the game I wanted it to be.  And I came across this excellent guide over at Elitist Jerks.  First, if you find yourself wanting to return to Champions Online, or if you want to try it out for the first time, I absolutely recommend you read this guide from top to bottom.  About half way down, you’ll find the following expletive:  “Holy Fuck I’m only level 5 do I really have to know all this?”.  And the answer, both in the guide and me telling you – is absolutely yes!  I still think it was a terrible design choice to build a game in which you have to have such a fundamental knowledge of so many of the game’s mechanics before you make your first choices in the game, but that is the game they built.  When you visit the powerhouse for the first time and select your first own powers, you really do have to be armed with that knowledge.  But regardless of my thoughts on the design decision, that is how the game works, and I’m past that.  And now that I know how it works, I’ve built a character that is plenty playable and survivable, and I’m having fun.  Furthermore, now I’m getting into all the nuances of their power-system, and how the gear augments it, and a dozen different mechanics that weren’t explained in the game, but I’ve learned through pouring over player guides and forum posts on how they do work.  Does it suck that I had to resort to forum posts and player guides to learn how to play Champions Online?  You bet it does!  Am I having fun now though that I do know what the game is?  Definitely!

 

So if there are some MMO’s you’ve recently dropped because they just didn’t do it for you in the first month you played, maybe they are worth a second look.  And it might mean you have to stop looking at it in the light of it not being the game you want, but rather in the game that it is.  And to figure out what that game is, it might mean spending some time gathering information from outside the game.  While I agree it shouldn’t be that way, the reward might be that you find a game you actually do enjoy playing, even if it’s not the game you expected.

 

And finally, as developers, the onus is on us to do a better job.  It’s easy for me to pick on Champion’s Online, but the truth is most MMO developers are failing to inform their players exactly how their game works.  If you’re building a complex game, then don’t try to hide the complexity from the players simply by failing to tell them about it, and relying on your community to inform the players how the game really works.  Let players know what your expectations were as developers.  Most of us them are adults – they can handle the truth.

 

I know, long-winded again, right?  If you actually got to the bottom of this, and have your own experiences of leaving a game and then coming back to stay, and can recall exactly what it was that got you to stay the second time around, I’d love to hear them!


Tags: , , ,
9 comments
  1. Richard said:

    Good post. I usually play most MMOs a couple of times, too. Although I think I am able to pick out good aspects of most MMOs pretty quickly but the ratio of good:bad takes a bit.

    I still wish EQ2 had better animation and a different art style and rendering engine that didn’t make me motion sick (the only game ever to make me nauseous while playing).

    And LOTRO took me a few times, too. I played it in CB and wasn’t that impressed beyond the graphics. But I’ve played it off and on since then and while it still fails to grab me emotionally in the combat (and the character models are downright bad) the world design is the best of all MMOs, IMO and the world just feels like LOTR.

    I agree with you though — I think a lot of it is expectations. When you first start playing any game you’re going up against your expectations. So when starting you’ll notice the lack of what you wanted out of the game, what the hype was and all the glaring faults.

    Finally, I really think this is what Penny Arcade talked about in one of their posts: playing a game when it comes out can be a bad thing as you’re playing because of the hype, because you feel you have to. If you play a game a year later when you’re ready and the hype is gone, you’ll see the game for what it is and not for what the hype dictates it should be.

  2. Scopique said:

    You know, you don’t blog here very often, but when you do, it’s pure quality. XD

    The big and first disconnect is as you said: people expect one thing, but get something else. However, I don’t think it’s because the devs aren’t communicating. At least not entirely. Many MMO players can be a stuck-up group, and even IF the devs sat each one down and explained in elaborate detail what THEIR vision of the game was, and why design choices are made, some MMOers would still absolutely ignore it and say the game “sucks” because it’s not what they wanted.

    As far as going back to a game later, I agree 100%. For early adopters, there’s a wave of hype that carries people into the open beta, into pre-orders and into the first free month, but once the new-game-smell wears off, things aren’t as exciting as they used to be (used to be meaning when you couldn’t get away from news and tid-bits about the game when it was up-and-coming). Eventually, coverage on news sites die down. People stop talking about it…unless it’s to complain. It starts to feel less like a triumphant entrance, and more like a death march to the level cap.

    But coming back later on usually brings back some of that olde time perspective. Maybe there’s an expansion. Surely there’s a lot of patches with new or updated content. Balance has been tweaked, so maybe that quest you had a hard time with is a cakewalk (or at least easier), allowing you to enjoy that rush you got from advancing back when the game was new and everyone was emerging from the tutorial.

  3. Longasc said:

    You are absolutely right.

    It is no secret how much I love Guild Wars – but I cancelled the preorder after I felt that “there is no substance to this game” during the preorder/headstart period.
    Thanks god I bought it nevertheless in the very last moment, because “well, it’s good for a few weeks” -> they became 4+ years of active gameplay with little breaks. I have not topped that with any other game yet.

    I also experienced the same with couples who are married for years by now and myself. What some husbands and wifes said about each other and were dead serious about makes one wonder how they ever found together.

    But what can players and devs learn?

    Players should be a lot more open-minded and try to take the game as what it is, and less what they want it to be. This is very hard. I am sure many people wanted STO to be something else, and not the SFC3 (Starfleet Command 3) online clone that it is.

    Devs can do little about prejudices and preferences, like that many people want a totally new and innovative game that totally plays like WoW at the same time. But you are right that especially Cryptic is not even trying to show their players what their game is about and what they shall do, they have this “throw them into the water” approach since Champions Online. That people can screw up due to lack of information and knowledge about game mechanics and then selling “respecs” in the store will not make their customers happy for sure.

    My friend Steve is still actively raiding in WoW, he quit in the first month while I was still levelling because it was “always the same crap”, which made me and his other buddies quite sad. See above, at the moment he is not only playing, but the most active raider of all of those who still play WoW. xD

  4. Blue Kae said:

    While I think you are totally right for a majority of players, there are a group of people (like me) who skip the hype and expectation cycle and try to approach games with an open mind. It is something I’ve been thinking about a lot lately given how much I’ve enjoyed both Champions and Star Trek, when the general MMO community seems to have strong and mixed reactions to both. You’ve given me some excellent additional points to think over.

    One thing I would change about the article, a girlfriend without the sex is commonly referred to a wife. ;)

  5. /AFK – Sync in Progress « Bio Break said:

    [...] Dusty has a cautionary tale about judging MMOs too quickly [...]

  6. Ysharros said:

    Very belated, but great post! I fully expect a follow-up: “MMO divorce and who gets the pets?” :D

  7. Arkenor said:

    Just a test post, regarding a tweet conversation about Gravatars.

  8. Brian McIntosh said:

    Elitist Jerks is a wonderful site for helping anyone up their ‘game’. Unfortunately, Its a shame that anyone should need to go to such pains just to begin playing a game.

    While I know folks are critical of the ‘ease’ and the ‘casualness’ of WoW, those are exactly the reasons I think it succeeds. You don’t need to read every article on EJ to play, but by the time you get to Valithria or Lanathiel, its probably going to be very helpful that you have that level of insight.

    In that respect, WoW grows with you. Also, the content I’m doing now will be much easier for someone in 5-6 months. I’m ok with that, because they’ll add new content that is more challenging for my guild and this ‘old’ content will be easier to consume for my alts or new friends in the game.

    When you compared Warhammer Online with its customer expectation and dev expectations, I couldn’t help but recall how delighted I was by Barnett’s constant vlogging.

    He gave me alot of great insight into where the game was going. Yet somehow, the ‘feel’ of the game was still different than the vision he was professing. I’m sure part of that is to sell the game. But I really had no idea that much of the RvR would involve lagging ‘puntfests’ as players jockied for position with a variety of knockbacks and grab moves that left you feeling like a human pinball.

  9. Tesh said:

    What if the business plan relies on obscured data, though?

    If you make it very clear what sort of game you’re designing, but market forces (or publishers/beancounters/marketing reps) demand something else… do you scrap the design, obfuscate it by throwing in some token WoW-like stuff for the marketing bullet points and hope to sucker in the box buyers, or stick to your guns knowing full well that you just shot yourself in the foot?

    I’m a discerning customer, and I appreciate honesty, but realistically, honesty doesn’t tend to sell as well as hype. I lament that unfortunate situation, but marketers love the fuzziness; that’s where they find their marks.

Post Comment

Please notice: Comments are moderated by an Admin.


Powered by Wordpress
Theme © 2005 - 2009 FrederikM.de
BlueMod is a modification of the blueblog_DE Theme by Oliver Wunder