Playing the Modern MMO

I’ve been out of town for about a week, but am back now, and back to my usual posting schedule. A short break helps me get my thoughts in order.

Playing the Modern MMO

I’ve spent a decent amount of my available free time playing SWTOR, as I mentioned before I left. In the two weeks since I picked the game back up, I’ve levelled my original Jedi Shadow up from 50 to 60, have a smattering of characters between 15 and 20, and have levelled a Sith Inquisitor from 1-51, completing the main story for the class and getting a good chunk into my goal of seeing all of the class stories in the game.

My /played time on the Sith Inquisitor is 23 hours and 14 minutes as I check it while typing this. I’m taking advantage of the massive exp boost you get for main class story quests as a subscriber, which levels you at an incredibly fast pace. It’s honestly been a fairly leisurely pace for me, I’ve taken the time to do a few side quests that I liked, to play through a bunch of the companion stories, and a variety of other neat things. What it reminds me of, more than anything, is playing the original KOTOR. I’m essentially playing the game as a series of single-player campaigns, but the pace is fast enough that I’m not bored of grinding for the next story hit. It’s just a steady stream of storytelling that I get to enjoy, and the natural pacing of the main story quests is rather good.

Playing the Modern MMO

What I’m realizing as I do this is that I MUCH prefer this to the usual slow pace. Things are changing and moving along at a pace that doesn’t bore me, and I actually get to enjoy the stories. What it does is rob the experience of the sense of playing an MMO. I haven’t interacted with a single other player in my entire two weeks of playing, and for the most part I don’t *want* to, because this is a story experience for me that doesn’t mesh terribly well with other players.

It’s interesting to me that the MMO space has moved so determinedly into the storytelling space. With story as a central ‘pillar’ of an MMO, it asks a player to voluntarily cut down on how much they play the game, lest they run out of story. As anyone who’s worked on an MMO will tell you, you can’t possibly hope to keep up with the speed at which players consume content. As a result, we get the grind, a way of slowing things down so that we as designers have a prayer of releasing content at a rate fast enough to keep people from getting bored and leaving.

Here’s the problem: we’ve gotten really good at writing stories. We’ve gotten good enough that players get hungry for more story, and will grind as fast as possible to see it all. We’ve paired this with a pervasive sense that “max level is where the game really starts”, when in reality the so-called elder game is a desperate struggle to keep players interested when they’ve run out of all but the most minute forms of progression.

Playing the Modern MMO

Once upon a time, an MMO was a place where you logged in nightly to hang out with friends, meet new people, explore someplace you’ve never seen, try some dungeons, do some farming, basically live a second life. We’ve stripped away a lot of those frivolities in favor of streamlining, and ensuring that you have all the tools you need to experience the content we’re creating. We’ve replaced the frivolous “life” parts of the game with storytelling and high-production-value glitz and glamour. We’ve chased the fidelity that single-player games have brought, and attempt to deliver stories and experiences that meet that quality bar.

I’ve had a lot of time to think about it, and I think that the pursuit of higher fidelity has broken the genre. I know a great many people who tell amazing stories in the MMO space, but I’m not convinced their talents wouldn’t be better placed in a brilliant singleplayer or small-group co-op game, where player actions can be more constrained for a better story experience. In the meantime, none of the MMOs I’m playing feel like a ‘home’ I can log into; they’re games, not worlds, and my pursuit is for more tokens to buy fancier gear. Very specific things, not the vague “adventure” or “something new for my house”, or “meet some new people” that I’d chased after in earlier times.

As I run through SWTOR, I’m struck by how much I avoid other players. They’re an active detriment to my experience– I’m not talking to players I run into in the world, I’m not talking to my friends on voicechat (because it interferes with the storytelling!), and I’m not seeking out shared experiences because the ones I’m having are so personal that having another person around might harm it. I’m reminded of the opening segment of Divinity: Original Sin, wherein you run around a town talking to NPCs with a friend, and quite possibly find yourself frustrated or ignoring the writing because you’re there with a friend and really you want to get out of the town and do something.

Playing the Modern MMO

We’ve successfully brought single-player aspects into MMOs, and with them has come the single-player mentality. It’s why I think Pokemon Go is the future of MMOs– not because it’s a technical marvel or a new frontier in storytelling or raids or whatever, but because it’s building on the original promise of the MMO: get out there and meet new people in this game, who will be your friends and allies on a great big adventure that YOU set the goals of.

It’s a promise that even the most sandboxy of MMOs (EvE, Elite: Dangerous, etc) fail to deliver. Seeing other players in those games is very rarely a joyous occasion. You can set your own goals, but other players exist to disrupt them, not add to them.

I worry that we’ve forgotten how to make open multiplayer games where seeing another player is a cause for delight and excitement, rather than concern and worry (or competition, if you’re a PvPer). It’s so much easier to paint red targets on every other player than it is to make that green or blue highlight something you’re happy to see.

After The Rocky Starts

(sorry about the lack of images today, something wonky on the site isn’t displaying them, looking into it)

I picked up SWTOR again over the weekend and started fiddling with it. It didn’t take long for me to remember both why I loved that game and why I stopped playing it.

 

Four years on, there’s a lot of new stuff to find in the game. In my group of friends, everyone has the MMO that we collectively left that they didn’t feel “done” with. For some people, it was FFXIV, for others, The Secret World, and people still trickle back into WoW for brief stints sometimes. For me, that game was SWTOR. I’d always wanted to play through the class stories and see all of them, but I’d never had the time to dedicate to all of that levelling. What got me to check out the game again was the ability to play through the main story of each class exclusively– you can level a character from 1-50 and possibly further simply by doing the main story quests.

It’s a great time, because it keeps the feeling of urgency and the thread of content solid. As separate pieces, the main class stories feel well-paced, although I still feel like some are significantly better than others, but without the need to do a lot of sidequest and flashpoint grinding to keep up in level, I can enjoy them rather than feeling disappointed when the next unlocked class quest doesn’t just blow me away with awesomeness. It also means that when I *do* decide to do a sidequest, it’s because I’m genuinely interested in the story, not because I feel like I have to do it regardless.

 

It’s gotten me to play classes that I never enjoyed before, and as I’ve relearned how to play, I’ve found myself hooked on the new content that’s been added in the last few years, and I’m looking forward to the upcoming (story-driven) expansion. What got me out of the game initially were rampant bugs in top-end raid content and some very nasty class imbalance issues that came to the fore in higher-tier content (Sage = best healer by a country mile circa January 2004). I’m no longer dealing with any of that. In fact, the spec I always wanted to play (Balance Shadow, now called Serenity) is entirely functional and awesome now.

SWTOR is the one MMO that I’ve played that’s let me fill out the player fantasy I’ve always loved. I can play a finesse-based tank with strong magic– it’s an archetype I’m never allowed to play but it works brilliantly in SWTOR. I’m a battlemage in a way that makes sense and isn’t just about a wizard in platemail, or a warrior with some fancy particle effects. It’s really satisfying and fun to play without feeling brokenly overpowered. I love it. There are still some design decisions in SWTOR that bug me, but that’s true of most games (especially MMOs), and at this point, given the way I’m playing the game, I can overlook them.

 

All told, it’s been a pretty fun ride. Over the weekend I got my Shadow to 57, a Smuggler to 10, a Jedi Knight to 13, a Sith Inquisitor to 23, a Sage to 10, an Agent to 13, and a Sith Warrior to 8. The idea of doing that when I played last would’ve been laughable. My one complaint is that there’s no way for me to remember which non-class stories are particularly awesome; I know there are sidequests that are awesome and fun, but I don’t know which they are so I’m mostly just not doing any of them unless I remember them specifically.

I should also comment that SWTOR, despite allowing you to log in without paying any money, is a subscription game. I don’t have a problem paying for a subscription (things cost money), but it is something I’m doing to get the full suite of features. It’s worth it to me for at least a little while, but it’s something to consider.

In any case, I’m enjoying my time with the game, and it’s nice to return to an MMO after having been gone for a while. There’s a bit of a uphill climb to get back in the swing of things, but it becomes familiar again surprisingly quickly, and a good (story) hook gets me motivated to put in the effort.

Short Fiction Friday: Prodigies, Part 2

[Another installment of Short Fiction Friday, about a few NPCs from my current Shadowrun campaign. Once again, if you like the art, while I’ve used it for my NPCs, credit goes to http://tapastic.com/series/fisheye — the comic that’s the source of these characters.]

Nick knew the Boston underbelly better than his companions. He hadn’t grown up there, but it was similar to the warrens he’d been driven to when his family cast him out. He returned to old habits quickly, and found places to hide. It had been a while since he’d used his talents, but they came back to him quickly. He made sure they couldn’t be found while they got situated, and he suggested they all stick together. Ken agreed, and Alice was in too much shock to argue. Nick worried about that, but had other work to do first.

Short Fiction Friday: Prodigies, Part 2

Without any kind of formal training, Nick had a hard time explaining technomancy, and what it was he could do. Using his power felt like merging with a computer– on the rare occasions he tried to describe it to someone, he’d liken it to falling backwards into a swimming pool. He was eternally curious how ‘normal’ people worked with computers, because he couldn’t imagine it was like what he did. He swam through streams of data and made little edits and slight alterations as he saw fit. He was aware of defenses, tuned to keep out normals, and he’d developed weapons against them, more fluid and unpredictable than any program. He could even create clones of himself, which would do things he needed them to while he wasn’t around, as if they had a mind of their own. Maybe they did, he wasn’t sure.

He’d been accused of being spacey, before his family had thrown him out for being a “mage freak”, and he’d never been able to explain what was going on. He was paying attention, as best he could, but he was also paying attention to a hundred other things– someone’s nearby text messages, what the screens in four other rooms were displaying, what the cameras were showing. In middle school, he’d been picked out as an easy target and had a larger boy give him grief. It became apparent quickly that the bully was smart enough to seem innocent, sometimes remotely harassing Nick with programs he’d written while sitting attentively in another class. Months of attacks followed; Nick was small and not especially quick-witted, and being distracted by the constant technological cacophony around him made it hard for him to fight back. He spent most of a school year with some injury or another and no friends, thanks to the other boy’s dedicated efforts. It was the first time he’d actually tried to change any of the digital things he observed, and it turned out he was rather good at it. Setting the bully’s phone to blast illegal porn (swiped from another computer he’d found) at full volume in the middle of class had been satisfying, and disabling all inputs so it couldn’t be shut down was doubly so. He considered it justice for the technological, social, and physical abuse he’d endured, and when he glimpsed the boy being led off by Boston Police he didn’t feel any remorse.

Now, his passive awareness was laced with intent. He could feel the gentle tug of Alice or Ken pulling him along when he slowed down, but his mind was ahead of them, checking cameras and making sure they didn’t walk into the field of view, or disabling them if that was impossible. It was exhausting, and sapped his attention, but he knew that they’d be ID’d and found if even one camera saw them. He insisted that they all stick together, explaining why, and the three traveled as a group for the first month of their lives in the shadows. Alice’s money bought them food that first month, and Ken found odd jobs to do to supplement things.

Short Fiction Friday: Prodigies, Part 2

In the second month, they turned to stealing. It started simply– they didn’t have enough money for a full box of biscuits, so Ken bought a half-box and swapped it right after checkout, when he knew no one would catch him. Ken had a knack for that kind of thing, and it kept them eating. He needed to be alone, though, which meant Nick couldn’t protect him. Nick, for his part, was exhausted from the constant vigilance, and was fighting illness. Alice had been keeping to herself, mostly practicing magic and giving the other two money, but the stress was getting to her. They were living in a forgotten concrete box, one of ten thousand like it in the city, and had to occasionally fend off other vagrants. Magic was the easiest for them, and with years of training and natural talent, they easily outclassed anyone who encroached on their space.

The problem was, their use of magic garnered attention. The first few invasions of their adopted home were by the very desperate: violent, drug-fueled types who were beyond reason. Alice had tried to give them a scare, but they were too far gone for it to register. Ken had been out, and Nick had looked up from lying semi-conscious in bed to see Alice get grabbed by two men larger than she was. There was a flare of light, then just Alice and two piles of ashes. Alice got quiet after that, and as Nick slipped in and out of consciousness he saw her talking, crying, and talking again with Ken, and the next time a frothing troll burst into their space she incinerated him without a second thought, an icy expression on her face.

Short Fiction Friday: Prodigies, Part 2

What became a problem was when the sane people tried to move in. They could be reasoned with, and when Alice started conjuring flame, they backed down and fled. Word spread quickly of the mage-kids and their location, and they started having obvious gang members, several fully armed, watching their location. Ken suggested, once again, that they move. Nick had already scouted another location but was feverish and exhausted; they couldn’t go out without him and he’d only gotten sicker. The move was more than he could handle, and as Ken carried him through the Boston streets, he desperately fought to stay conscious so he could turn off that next camera, to fend off the specter of men in uniforms with guns descending on them, that none of them could entirely forget.

Nick lost about a week after that, sick and bedridden. Ken had somehow managed to steal two weeks of food and some medicine, and he and Alice were nursing Nick back to health while ensuring he wasn’t needed to go out. They were out of money and Nick couldn’t keep this up forever. They needed some way of paying for things and they needed to be able to stop worrying about the cameras dotting every street corner.

Ken was the one with the plan, as usual. He was very, very good at finding creative solutions to problems. Near the end of the two weeks, when Nick was finally feeling better, Ken walked in with a large white box. He set the box down and pulled both Alice and Nick outside with him. As they walked, he pointed a camera out to Nick. “Watch that camera, but don’t turn it off unless it tries to alert someone about us”. Nick had seen the camera alerts and had shut them down, but it was taxing to do so; turning the cameras off pre-emptively was usually safer. Ken seemed to know what he was talking about, though, and the three of them walked into sight of the camera, Nick bracing himself for the systemwide alert ping that never came. For the first time in nearly three months, they were standing on the street in full view of a camera with no need to worry. Nick could only stare at Ken as they walked back inside.

Short Fiction Friday: Prodigies, Part 2

Ken was quiet as they walked back, but beelined for the white box as they settled back in. Alice was full of questions and Nick was simply confused, but Ken wasn’t answering anything until he opened the box, passing out some of its contents and showing off the rest. He handed Alice and Nick new ID cards, with new, unfamiliar System Identification Numbers. They were new identities, high quality disguises to make sure they couldn’t be found. They could operate freely, independently, without worry. Ken smiled a tired smile. “We’re going to have to do a bit of work to pay those off. Sorry.”

Ken also held up the box, showing off the rest of its contents. There was a large cake inside, obviously from a higher-end pastry shop above the plate, and in chocolate was written “HAPPY BIRTHDAY NICK”. Another, smaller box contained a single serving of crème brûlée. That night the trio celebrated, relaxing for the first time in months. It was the best crème brûlée Alice had ever tasted.

The Future Is Mobile

So, the Pokemon Go trailer is making the rounds. If you haven’t seen it, it’s here, and I’ve embedded it below.

The Future Is Mobile

Curious about the future of MMOs? I’m going to go ahead and say you’re looking at it, right there. It’s tech and concepts that have been around for a while, but it looks like they’re being polished to a mirror shine, and given a context that’s incredibly compelling. Look at what the video is promising– PvE (catching pokemon out in the world), PvP (trainer battles), and endgame raids (the final scene). It’s the essence of MMOs distilled into a mobile platform, and I have a suspicion it’s going to be massive.

Don’t believe me? That video has been up for less than 24 hours and it’s pushing a million hits. Pokemon has an absolutely enormous audience at a really broad age range– basically if you’re likely to own a smartphone, you’re probably familiar with Pokemon. The smartphone gaming market dwarfs any other gaming market you care to name, and it’s way, way more inclusive than other gaming spheres. You’re looking at an MMO that’s able to tap a market that dwarfs anything else out there.

The trailer is brilliant, too. Take a moment to watch it, if you haven’t:

Check out the people it’s showing. Opening shot of the world. We get some rapid cuts to a huge variety of people– a 20-something businessman, a dad and his kid, a studious looking woman, a bunch of teenagers, then a giant crowd at the end. The only child is the one playing with the dad– note: playing WITH the dad. This is a game where everyone can play together, friends with each other, parents with children, people from all walks of life, and everyone’s having a good time. There’s not a lot of advertising, especially in the game sphere, that promises that.

Just to further push that whole “this is a neo-MMO” concept, the trailer manages to capture that wonder of exploring as a newbie, the excitement of PvP, the fun of meeting new people in-game, and the tension and exultation of raid bosses in a three-minute trailer. The structure is identical to the trailers for a ton of other MMOs, down to the order in which everything is portrayed.

I’m pretty excited to see where this goes. It’s obviously a bit early to throw around words like “wow-killer”, nor is that even a meaningful concept anymore, but I have a suspicion that this is the MMO future we’re going to be looking at. I’m honestly pretty excited about it; it goes back to the roots of what got me into MMOs in the first place. I hope it takes off.