The Gank Squad

Random aside before I get into the meat of the topic this morning. Apparently it is my 11th anniversary on Twitter this morning, or probably more likely later this afternoon. Twitter and blogging have forever been inextricably linked. I joined Twitter for better engagement with other bloggers and creators, and wound up staying there because I found a terribly interesting and engaging gaming community. Sure there was a challenge in trying to hold a conversation in what was then 144 characters at a time, but somehow we managed to string together some pretty interesting topics. Now that we have proper threading, longer character counts, and @ing in people not eating up all of the conversation space, it is staggering just how much easier it is to hold a proper discussion. Which leads me to a segue to the topic at hand, which actually came up yesterday in a Twitter thread but has also been something I have been discussing with the AggroChat folks. Each time I see a new game advertised as a massively multiplayer sandbox survival game, I have to resist rolling my eyes back into my head. This is a design pattern that budding designers seem to think they can make work, but so rarely does. They set out with this ideal of simulating a realistic world with consequences and one that forces interesting decisions to be made for the sake of survival. What ends up happening is either a barren wasteland that no one is playing or a brutal and toxic kill box that eats anyone who did not start on day one or does not have the fortitude to wade through a river of feces to get to a stable place.
There is a very vocal minority of players that will scream at devs about wanting the ability to kill other players and loot their corpses, but what they really mean is that they want to prey on the weak. So a new game is released with a bunch of tantalizing world building elements or intricate crafting systems, which draws in players like myself that have always wanted an interesting modern PVE sandbox experience. Then like blood in the water the gank squad shows up to ruin everyone’s day. My working theory is that this is effectively the same group of players that show up in every new game. Much like FPS players are fickle and will flock to whatever title has the most traction, the gank squad shows up in whatever environment they feel has the most hapless noobs. It begins a cycle of these player killers making life hell on the PVE populace until they ultimately log out never to return. I still remember the opening weekend for ArcheAge there was a quest that involved having to cross a bay in a rowboat to continue the storyline. Lined up were a bunch of players with massive ships that would do nothing but ram into the poor innocent rowboats and sink them. Eventually I logged out and decided that the game just wasn’t for me, and perpetuated the cycle. The gank squad flocks to these fertile hunting grounds and once their toxic behavior has turned them fallow, they move on to the next new hot game trying to make this design pattern work. The PVE player wanders off feeling frustrated and swearing that they will never go through this process again… only to be lured later by some killer feature in an otherwise frustrating game.
The funny thing is in my experience if you return to those same games six months later, what has grown up from the dead earth is often times a thriving oasis of cooperative players that more or less ignore the player versus player aspect of the game. Some two years after the launch of ArcheAge I returned to the game and found that I could roam freely and enjoy the world for what it was. Sure it was hell trying to find a plot of land since those had long ago been snapped up in the process, but I managed enjoy the leveling process without ever encountering another hostile player in the process. From what I understand from friends currently playing Sea of Thieves the same thing is happening there, and they ran treasure missions without encountering another hostile ship throughout the weekend. Ultimately my question is… why do companies keep trying to make the PVP and PVE elements work together? If it is actual player combat that folks are craving, then they are far better served by a game that ONLY supports player versus player engagement. However that is not what the gank squad wants. They want unfair fights where they roll in and “pwn noobs” and then laugh about how weak their prey ultimately is. So when I hear complaints on forums about there not being enough players engaging in a system like “war mode” from Battle for Azeroth, what I am actually hearing is that there are not enough lambs to slaughter for the gank squad to get their jollies. The players who actually care about challenging combat are off playing games that are solely focused on player versus player engagement. The folks that want to feel powerful as they dominate the weak… well they roam off to the next new game looking for victims.
To answer my own question, the reason why these games keep trying to make this work is that player versus player engagement is effectively free content. Story driven content is time consuming and thus costly to make. However dropping a bunch of players into a kill box looks enticing because the theory is that the players will ultimately create their own content. Visions of giant continent wide battles dance in the designers head as they envision players creating complex social structures as they duke it out in multi-tiered warfare. This didn’t even work in the games that folks hold up with praise like Dark Age of Camelot, because ultimately one faction became so dominant on a specific server that it forced a defacto alliance between the other two factions if they had any hopes of delaying the slaughter. Ultimately I welcome continent wide battles… but I want those battle to be waged with intricately crafted NPC factions and not a bunch of random players. Where I get hung up with playing games that have open flagging for player combat is that I could have a lovely evening where I get a bunch of things accomplished that I wanted to. However equally likely is that I will be minding my own business and wander across a band of player killers and wind up logging out of the game rather than trying to recover my body while dealing with the spawn camping. At its core, I don’t like the idea of having my fun impacted by other players. I realize in an PVE game I might have this sort of impact when I queue for a dungeon and people are assholes. However there are plenty of other activities I can do entirely solo that dilute those negative interactions. When engagement with the world alone paints a target on my back, I find it really hard to get hyped about going through those motions.
I would love to see some of these games that really no longer have active player killer populations simply remove that functionality from the game entirely. Taking your otherwise interesting game with PVE sandbox mechanics, and making it “safe” for players who want no part in the other aspects would be essentially igniting a beacon to those of us who had been avoiding it. Hell even having a PVE only server would go a long ways. I mentioned Dark Age of Camelot earlier, and the moment they opened Gaheris which was the co-op server I re-rolled there without a second thought. That server was an awesome thriving environment of folks who wanted to engage in the awesome PVE and raiding content in the game, but wanted nothing to do with the battleground experience. If it worked so well in the game that everyone holds up as the pinnacle of making a PVP game engaging, it can pretty much work in any game. I still feel like there is effectively a single loud mouthed PVP Gank Squad that roams from game to game, and an ocean of PVE only players that are turned off by them existing. It seems like it would make business sense to create those PVE only servers that players ask for. I admit a lot of my lack of excitement over the Fallout 76 changes are knowing that there is a slim chance of my enjoyment being adversely effected by some other player as I wander the wasteland. I was originally not interested at all in the New World until they took a massive uturn and moved away form the multiplayer kill box concept. I’ve avoided Sea of Thieves similarly because while I am fine with a piracy simulator, I want to be engaged with interesting NPCs and not running away from players. Similarly I have always been interested in the Dark Zone in The Division, but have avoided it like the plague because I don’t want to engage in combat with other players. Each time I bring up these points I realize how not alone in this line of thinking I am, as was the case on Twitter yesterday. Surely there is a market here that is more or less being ignored by the constant striving for a design pattern that doesn’t actually seem to work.

AggroChat #139 – It’s Raining Bears

Featuring: Ashgar, Belghast, Grace, Tam and Thalen

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Tonight we talk about our general feelings about the Nintendo Switch and how for most of us it is not in the realm of the day one purchase.  We talk about our track records with Nintendo Consoles in general as well.  Belghast talks about the game formerly known as “Game 4” and now called Pit People from The Behmoth.  Tam talks about Event[0] an alternate history game as told through the terminal screen of a Trash 80.  Bel talks a bit about his experiences with the Wrath of the Machine raid and the Outbreak Prime quest.  Finally we all get wrapped up in a sequence of discussions about MMO games…  namely how they are bad at directing new players to new content.  This then spawns a conversation about the trend of open world games also for some reason forcing open world pvp.  Lastly we get into a discussion about our general desires for MMO housing systems.

Topics: Nintendo Switch, Nintendo Consoles, Pit People, Event[0], Destiny Wrath of the Machine Raid, MMOs are Bad at Returning Players, Forcing PVP in otherwise PVE games, MMO Housing Systems

Social Structure and MMOs

Social Structure and MMOs

I’ve talked off and on about Imzy, and how it is filling a niche for me at least that Google+ used to in that it allows for a sort of long winded discussion that twitter just simply doesn’t.  Yesterday I read a post there that made me realize something I had been trying to sort out in my head for awhile.  The vast majority of my gaming time is spent playing MMOs and I tend to have several that I am in various states of active in at the same time.  However I rarely if ever gain any sort of permanent traction in them, and after a few weeks of play tend to fade away again until the whim hits me to fire it back up.  I go through a cycle of curiosity that leads to excitement…  that leads to confusion and disillusionment that ultimately ends with me leaving once more.  I will pick up a game and for a few days to weeks it is going to be the most interesting thing in the world as I get adjusted to the systems and mechanics again.  However I always reach this point where an overwhelming sense of “what now” hits me.  When that happens I wind out going right back to whatever it is happens to be my core game…  which if we are being honest with me is an alternation of World of Warcraft and Final Fantasy XIV.  I have been working on my games played during 2016… and decided to extend that out to all of the games that are easy to track thanks to my blog.  There is a clear pattern of when I start getting super excited about WoW I shift away from FFXIV and versa vicea.  There is of course some overlap, but you can see a back and forth pattern that emerges.

Social Structure and MMOs

So the question is then…. what do these two games seem to have that so many others don’t.  The answer was sitting there waiting for me to notice. I often talk about games having great communities…  but generally speaking this is in broad terms and extremely non-specific.  Most games have some excellent niches in them, but in the grand scheme of things that doesn’t really do much to add core enjoyment for me.  I keep returning to World of Warcraft and Final Fantasy XIV… because those are the games that I have established communities in.  There was a time when I was willing to branch out and meet new people…  plunk myself down in a brand new game and start growing an entirely different infrastructure.  The community that I have right now… is in large part the result of me doing this over and over.  Each new game I go into I meet a whole new cast of people…  but at some point that began to change.  As I gathered a larger and larger core of players… I stopped looking outside to the community nearly as much and instead looking to my guild.  While I am still meeting a lot of new people… they are coming with the pedigree of knowing someone I already know and am familiar with…  which of course speeds up the social footnotes that come from meeting anyone new.

Social Structure and MMOs

Last night was a prime example of this happening, because we were raiding in World of Warcraft and had someone pop by and join….  that I had not personally played with in several years.  My personal community in House Stalwart within World of Warcraft seems to have this ability to stay evergreen… and always have a certain chunk of the population that is active and always happy to be there.  House Stalwart my guild has existed for twelve years…  in spite of my actions.  When I left WoW to start playing Rift I tried my best to burn down everything about the game… actively recruiting people away to play this new an exciting game.  I did the same thing for Final Fantasy XIV and Elder Scrolls Online… and countless other games.  However at its core… the guild still remains and not only that… but has remained viable for the purpose of doing interesting end game content the entire time. Similarly the Final Fantasy XIV guild… while considerably younger just seems to endure whatever boom and bust cycles we go through population wise, and in both cases….  I know that I can return at any point and will be welcomed back with open arms.  In truth I think pretty much everyone who has touched either guild feels the same way…  which is why folks are constantly showing up from out of the woodwork and reintegrating back into the core at least for a little while.

Social Structure and MMOs

So the problem that exists with nearly every other game…  is I just don’t have anything close to this infrastructure…  nor do I really have the emotional or intellectual strength to try and forge it.  There have been House Stalwart offshoots in damned near every MMO that has existed… or at least as a guild community we have chosen a specific server and faction to all roll on.  However for most… these interludes serve as a vacation from the game they were already playing… and after a break most folks wind up going right back to the familiar.  In a traditional MMO I need to have something that I am building towards, and that object on the horizon is usually doing interesting things with my friends.  So while it is absolutely fun to pop in and play Rift or ArcheAge for a weekend…  I find hard keeping motivated when I know I have no real facilities to do any of the big interesting things… other than pugging.  I am spoiled to be honest, and so many years of not having to PUG has soured my experience as a whole.  Any random person I encounter is somehow tarnished by the memory of all of the good times I have had with my guild throughout the years.  After generations of MMOs… this has lead me to be rather insular in my gaming habits and tending to return to the folks I already know and respect rather than trying to create something new.

Social Structure and MMOs

So now days I tend to operate in two modes.  I have the games that I am active in and have deep social connections… and the games that I slink off to when I need to limit my social connectivity and turtle for awhile.  I tend to gobble up whatever new content is available, and then happy drop that game by the wayside as I return to active duty again.  Games like Star Wars the Old Republic, The Secret World and Elder Scrolls Online are great for this role, given that they all have deeply engaging stories that you can find yourself completely lost in…  so much so that you forget that you are essentially alone in a crowd of strangers.  There are a lot of games that I think I would enjoy… if I had a similar stable infrastructure.  However at this point… to be honest… folks are pretty stratified in their gaming habits.  I can no longer really make an impassioned argument as to why they should abandon X game that they know and love for Y game that is new and different.  I know this boom and bust cycle all too well at this point… and while it is a hell of a fun ride, to some extent I am getting that fix elsewhere.  For me personally… the Diablo 3 season mechanism perfectly emulates the feeling of “unwrapping” a brand new MMO and rushing with your friends to level as quickly as you can.  This time however we all know it is perfectly fine to fade away once you have achieved your  goals…  because its a game we will all return to again and again as new seasons happen.  I have been the cause of so much frustration and disappointment in my gaming career…  that I guess in some part I would rather slink off alone… than get folks excited about yet another game that I am sure we will all abandon within three months time.  However that same instinct…  is what keeps any of these games from actually gaining traction.  What I realized this week when reading the post on Imzy is just how desperately I need that social infrastructure for me to be able to enjoy a MMO.

AggroChat #129 – Deckbuilding MMO Design

Tonight Ashgar, Belghast, Grace, Tam and Thalen Discuss Diablo rumors, Overwatch Co-Op, Master Catching Games, and Guild Wars Deckbuilding in MMOs

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Tonight we have another in a long line of shows where we go into it not really having a clue what we are going to talk about… then wind up discussing topics for a couple hours.  This week we start off talking about Diablo… the largely forgotten Blizzard game and the beginning of Season 8.  We then veer off into tinfoil hat territory as we talk about some of the popular rumors surrounding Diablo 4.  We talk about how much we are enjoying the new Co-Op PVE mode in Overwatch, and how we wish it was a permanent addition.  We also shift course into a discussion about how games seem to have an obligatory e-sports friendly design these days.  We also discuss our recent progress in the World of Warcraft Emerald Nightmare raid, and now much we are looking forward to Karazhan landing this coming week.  Finally we get into a lengthy discussion about the deckbuilding style of MMO design, namely with Guild Wars, Guild Wars 2, Secret World and to some extent Rift.

Topics Discussed – Diablo 3 Season 8 – Diablo 4 Tinfoil Hat Theories – David Brevik – Bill Roper – Co-Op Overwatch – Designing For E-Sports – Co-Op Gameplay – Pokemon Sun and Moon Demo – World of Final Fantasy Demo – WoW Emerald Nightmare Raid – Guild Wars 1 Ability System – Deck Building MMOs