Interlude: Breaking the MMO Paradigm, Part 2

I talked a bit before about a different kind of MMO system, with only two roles: Frontline and Flanking. Actual abilities while in these roles would vary based on player choices, but the core concept revolves around the idea of a front-and-center player and up to two flanking players, who aren’t in the direct line of fire.

A structure like this would have a number of ramifications on encounter design and group content. I’ll split things up by working my way up in encounter size.

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Solo Encounters

A player playing solo is going to still have a Frontline and a Flanking setup, and is mostly going to be using these to change up their tactics mid-combat. The enemy is going to be attacking them no matter which they’re using, so it’ll be more akin to stances than role-swapping. There’s a lot of possibility here for creative solo builds, though it’ll be instantly familiar to a lot of players because it’ll look like the games where you can weapon-swap easily, like Guild Wars 2, WoW’s stance-swapping, and similar.

Design of solo encounters isn’t going to change much, although the variance in how effective players are at fighting enemies on their own should even out a bit. What’s most likely is that players will build a particular ‘stance’ to be their primary, and then put utility and other functions on the secondary, to fill in gaps and reduce downtime.

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Duo and Trio Encounters

Players playing in pairs will start to see the system take shape (yes, that sentence was fun to write). It’s at this point that the Switch mechanic will enter play, and in theory combo chains can start rolling, giving two players large benefits for playing together as soon as they have a duo. Mostly, it won’t require anyone to change their solo builds much, although some players may set up Switch combos and start to fall into preferred roles at this point.

With a third person added into the mix, we’ll start to see group dynamics form. There may be two players who switch frequently, and a third who spends most of their time flanking and supporting, or all three players may switch frequently. It’d be important to playtest various ways of Switching in a trio, whether a player calls a specific other player to Switch or if they simply call for a Switch and the first player to respond is the one who switches. Normally I’d be against that kind of imprecise design, but with a small number of players it can stay organized pretty easily.

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‘Standard’ Groups (4-9 players)

At this size group, we’re looking at dungeons, the kind of everyday delves that you get into with a group, do some exploring, fight a few bosses, collect loot. For standard dungeons, I would tune them for 6 or so players, but allow players to enter with as few as 4 or as many as 9 players. Keep the rewards static, but split them among the party, so the fewer players you bring, the more rewarding the dungeon is for each individual.

In this sort of setup, you’re looking at 2-3 trios, and I think the trio would be the basic group unit of the game, because that’s where the Switch mechanic works best. As a result, encounters are going to need to think more about supporting multiple groups and splitting groups up, with fewer single large bosses and more “controlled chaos” fights. I generally think this will be fine, especially because it allows us to introduce tank-swapping mechanics (in which a boss will overwhelm a single tank, so two or more tanks take turns, usually a much more advanced skill) at a very early stage.

Groups will quickly learn to work together in both their trios and in the party as a whole, which makes the overall transition to larger-sized groups a lot smoother and more natural.

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‘Large’ Groups (12-24 players)

This size of group fits solidly in the “raid” encounter size, and it’s here where the difficulty comes in, because these fights are going to need to scale to the player number for them to make any sense. One possibility here is to have a “vanguard” group that gets further bonuses based on the players’ choices and can Switch with other whole groups, a sort of second-tier advanced mechanic that sets one team as the ‘heroes’ of the encounter until swapping out for another group.

There’s a certain amount of appeal to this structure, just because it adds an extra layer of strategy to fights based around juggling Vanguard bonuses, but also because it creates a situation in which different groups can play to different strengths. A group with a very strong core group can focus skilled members in one group and have them be the Vanguard, whereas a group where skill is spread out a lot more might perform Vanguard Switches more often, spreading the punishment (and heroism!) around. A particularly skilled and coordinated group might set up a strong combo, in which they perform rotating Switches in their group to chain combos, while also Vanguard Switching to the next group for them to continue the chain, until everyone in the entire raid has participated.

It wouldn’t be unreasonable to have the Vanguard buff scale based on the number of group members, though I wouldn’t make that the only scaling mechanic for encounters.

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Encounter Design

One of the things that would go away fairly quickly is the idea of the basic tank-and-spank fight, where one tank holds a boss in place while a healer keeps them alive and the rest of the party burns it down. When even a ‘basic’ group is likely to have two tanks, there’s going to need to be a lot more variety in encounter design.

I’d likely move away from single large bosses as the exclusive “major” encounters in a dungeon, and would quite likely change the way dungeons worked in general. With scaling in place, I’d consider freezing most resource regeneration, so players would need to be much more careful about how they played– being less wanton with their health and more careful about throwing around big spells. With that kind of design, every encounter becomes interesting, because it stops being about blowing everything to win, then recovering, then moving on– efficiency of combat becomes a significant factor. A dungeon might have a number of rest points, acting as checkpoints and letting players restore resources once per run, but keeping even minor encounters relevant.

It would also naturally make it valuable to bring more players into a dungeon, to swap in as resources dwindled. A smaller party might get more rewards, but would be much less likely to be able to complete the dungeon. It would also encourage Switching, particularly if Switching could be used to restore some resources. This would conflict with the idea of having resource regeneration be a core boost to slot, but could be used as a “switching restores more”. If Switch was only usable in combat, with the first party member to gain aggro being the default Frontline player, it would prevent spamming Switch out of combat to restore skills, but potentially open up interesting group dynamics wherein combat is prolonged as a resource faucet.



Source: Digital Initiative
Interlude: Breaking the MMO Paradigm, Part 2

Waiting for Headstart

Death or Double Space

ffxiv 2015-05-19 19-04-12-406 This morning I am struggling to find purpose when it comes to sitting down and writing a blog post.  I know as I struggle through this something will magically happen and words will appear on the page.  For the Newbie Blogger Initiative folks out there, this sort of thing happens often.  Last night for example I didn’t do much of anything that would inspire a story.  I guess in truth that isn’t entirely true since I did record a Bel Folks Stuff podcast with Jaedia, but that is still being edited and hopefully will be released on Friday.  After we finished that however I attempted to hang out on the sofa and craft, but before long found myself nodding off at the keyboard.  I actually chose to do the responsible adult thing and head on to bed around 9 pm.  As I said nothing terribly exciting to talk about.

I will say one of the more humorous things that came out in the twenty minutes or so before we actually started recording was that I am old.  Jaedia was talking about editing my posts and that I double space after every line.  This is an artifact of my age and something that is so deeply ingrained in me that I cannot stop doing it.  Our editor over on MMO Games apparently thinks it is “adorable” that I double space, so I have transcended that line of being cute for my outdated ways.  Ultimately I could write a search and replace to remove them… which would be simple enough but for whatever reason I find posts that double space after the end of each sentence easier to read.  Throughout my entire educational career this was the “correct” way to do anything, and I have the style manuals to back me up on this one.  The whole single space thing has come into vogue in the meantime.  I feel like the “oxford comma” folks on this one that I am willing to die on this hill as I continue to double space.

Waiting for Headstart

final_fantasy_14_heavensward_dragon.0 For awhile now I knew that I would essentially be done with World of Warcraft on or around June 19th when the Heavensward head start happens.  Admittedly I took a similar break from Final Fantasy XIV around the launch of Warlords of Draenor, or at the very least dialed back my Final Fantasy time to only a few times a week.  So this is one of those things that I always knew would happen, but I realized yesterday that I should probably tell my raid leader that he essentially only has me for  two weeks.  I guess he knew it was coming and was extremely cool about it, but I still felt the need to actually put it in words.  I was not however able to tell some of my other friends yesterday so my hope is to do that tonight when we work on Blackhand.  I would love to be able to defeat Blackhand before I go.  This would give me some nice closure for this phase of the expansion.

I think ultimately everyone involved with the guild knows that sooner or later I will run away again.  I don’t exactly have a history of much longevity with World of Warcraft since the Cataclysm expansion.  I will show up for a brief period of time, get bored and wander off again… only to be drawn back later due to some inexplicable urge to play.  Right now I have just reached that place where there is nothing that I care to do in World of Warcraft.  I’ve been there so many times, and it is not actually a lack of things to do.  There are TONS of things that I could be doing, farming pets, farming mounts, clearing old world content, or working on achievements.  The problem being that none of these things are actually driving me to log in.  There are times I think this funk is essentially the side effect of me raiding multiple nights a week, and has very little to do with Warcraft itself.  I think I reach a point where I simply need a break, so I wander off for a bit and do other things only to return later in a much more casual fashion.

Not Quite Done

Wow-64 2015-05-14 18-09-55-06Right now my plan is to dial back my World of Warcraft raiding time to zero as I work on leveling in Heavensward.  I am still torn as to whether I will end up playing a Warrior or a Dark Knight.  I am pretty damned attached to Warrior as far as classes go, but the whole leap+aoe opener thing that Dark Knights are supposedly going to have makes me super excited.  I loved that aspect of the Jedi Guardian in Star Wars the Old Republic.  Ultimately I will likely have both to 60 and geared up, but there is going to be some serious nostalgia drawing me back to Warrior.  I have loved everything about the way that job feels, and I have to say my Malignant Mogaxe is reason enough to play one.  I am honestly just pumped to wander around the new zones.  Last week during the Live Letter watching Yoshi P play in the zones reminded me so much of the way Kunark felt.  Granted it is much higher fidelity than the original Kunark, but I am talking more about the scale of the zones.  Everything feels big and expansive and I am hoping that because of this the hard edges and zone walls will be more disguised.

In the past when I have withdrawn from World of Warcraft I have made a big deal about it.  I have almost always done one of those “quitting” posts, but this time around I don’t feel the need to do that.  In fact I have no plans on actually cancelling my account.  I still plan on piddling around in the game, just on a much more casual level.  Hell for all I know after my month or so long sabbatical I might be right back raiding the 6.2 content like normal.  I do admit that I am super interested in the Hellfire Citadel raid that is just about to come out.  I liked all the “fel” stuff from Burning Crusade, so if Tanaan Jungle is going to be an entire zone of that I might really enjoy it.  I am just going to allow myself time to back away from the game as a whole so I can experience Heavensward to its fullest without the sense of bitterness towards Warcraft for pulling me away two nights a week.  I really think this is for the best because if I force myself to raid WHILE playing Heavensward that is the surest way to get me to actually quit the raid entirely.



Source: Tales of the Aggronaut
Waiting for Headstart

Teambuilding from Scratch

I left WoW in late spring of 2007, burned out from the stress of trying to hold together a fragmenting group. A lot of the raid had left to join other friends on other servers for the expansion, and others were taking the expansion slow. Some of the core group had pushed quickly to the new level cap and were raring to get raids in, causing tension. They wanted deadlines set for people to hit max level, something I staunchly opposed. When it became clear I wouldn’t push people faster than they wanted to go, most of the gung-ho raiders left.

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What remained was disorganized and, in many cases, bitter from the infighting that had characterized the last few months of raids pre-expansion and the post-expansion disagreements. The heart and soul of the group was gone, so I did what I could to make sure people would land on their feet elsewhere and, burned out myself, moved on.

A few months later, I was pulled back into WoW by a new group of friends. I’d moved across the country for my job and while they’d all played WoW before, they’d never raided and in some cases had never reached max level. It seemed like a nice way to relax, and I missed the game, so I came back, fully expecting that I could avoid my old haunts. This was easier, because we rerolled on the opposite faction, so I had a lot of content I’d never seen and could leisurely play through.

Old habits die hard. Without even trying, I was experimenting and optimizing, and had a newly max-level character in appreciable gear in a couple of months. I’d passed by people who had 60-level head starts on me and gotten the attention of the leader of the guild I was in, who’d already heard stories about me and saw me as a way to get to see top-end raid content that he’d never seen before.

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It’s worth noting at this point that the guild’s leader was, to put it politely, incompetent. Capricious and thoughtless, he would demand that the guild come together to do some activity or another, most of which he wanted to brand with his own ‘creative’ twist. It wasn’t enough simply to run a dungeon, we would run it without a tank, or without DPS, “for an element of fun”. Prior to my joining, these efforts were doomed to failure– because I was geared and familiar with playing the game at high levels, I could often push through these nonsense restrictions, which only fueled more.

It got bad enough that several of us created our own channel to get away from the guild leader, calling it “element of fun” as a jab at his scattered whims. It was through this back-channel communication line that we started having fun with the game again, free to talk and have fun without worrying about the constant reactions of the guild leader, who was insecure enough to feel threatened whenever anyone had an idea other than him. It was here that we started talking about raiding again, and where I started building a new team.

I’d had some friends who I’d left behind when I played WoW previously, particularly from college, who I’d kept in touch with but had never played with. I rolled a new character, different from my rogue, and offered to level up with them, and we could all be a group. None of them had formed any particular ties to where they were before, and so were happy to level up something new and different.

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We also pulled in people from elsewhere on the server that we’d met, slowly forming a core. A few of my former LNR raiding buddies had left and missed having contact, so I pulled them in as well. We had a motley crew of players of vastly differing skill levels, but I had a good handle on how to run a group, and the 10 or so of us were a lot easier to manage than the 80 or so I’d been managing before.

The biggest issue I had was timidity. Most of these players had never played the game at a high tier before, so there was a tendency to wait, heal up to full, wait for full mana, ask three or four times if everyone was ready, and so on before a pull would happen. It was polite and thoughtful, which I appreciated, but it wasn’t conducive to exciting runs or holding everyone’s attention. A dungeon run that could be completed in 25 minutes could take more than an hour, and people who could only be on for 30-45 minutes were twitchy about committing to something that might take that long.

I gently encouraged faster pulling, but it didn’t take. I had flashbacks to old LNR days, when a hunter would pull mobs well before people were ready and we’d all come together once danger was imminent. I had a pack of throwing knives on my rogue, and could easily pull the next pack and force the tanks and healers to react lest we all die. Stealing a comment from our old raiding days, I’d throw a knife at some nearby idle enemies, declare “hlep!” as they attacked, and see how the group handled it.

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As it turned out, the group figured it out pretty damn quick, and we went from slow progress to aggressive powerpulling in short order. Our tanks would start pulling on their own, just to stop me from creating chaos, and one of our healers started being able to heal through truly ridiculous situations largely, I think, from not realizing that he shouldn’t have been able to do so. I’d started with a group of timid, inexperienced players and quickly had a successful crew. We never raided in Burning Crusade, but by the time Wrath hit, we were a well-organized, high-functioning group, working our way through all of the content in Wrath from start to finish, very close to keeping pace with content releases.

This group has stuck with me for more than half a decade at this point, and while the precise makeup of the group has changed a bit over time, it’s been these folks that have jumped games with me for years. Even when we’re not playing the same games, we’re in communication and we’re talking about what we like and don’t like. It’s this group that fumbled our way through Karazhan once or twice and it’s this group that will be working at and taking down Turn 9 this weekend.

I could tell more MMO stories, but they’d all center around this group, so this is about the point at which I leave off on the game progression. Since they’re probably reading this: Thanks for sticking around, y’all. It’s been awesome, and I wouldn’t be looking forward to Heavensward (and every other game we play) anywhere near as much were it not for this crew.



Source: Digital Initiative
Teambuilding from Scratch

NBI Talkback Four – Deadly Gamer Sins

As part of my continued attempt to complete the writing prompts as part of the Newbie Blogger Initiative, this morning I am tackling Talkback Challenge Four.  This one is a bit different than most because it is actually a series of questions about the “Seven Deadly Gaming Sins”.  This concept is courtesy of Joseph Skyrim who has outlined the series of questions as a way of getting to know our gaming habits better.  I have not done terribly many questionnaire type posts so this might be a little interesting.

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Lust – Do you enjoy games more if they have scantily clad and “interestingly proportioned” avatars? Do you like playing as one of these avatars? Why or why not?

Nope!  I am being honestly with this one because quite honestly there is this awkward uncanny valley thing going on when it comes to nudity in games.  It always feels extremely cringe worthy in part because developers have yet to figure out a way to do mature content without it either being soft core pornography or incapable of also showing human emotion at the same time.  As far as playing Avatars, that isn’t my shtick either.  Pretty much all of the characters I willfully play are like the ultimate version of myself, or more so how I wish I might be.  As a result I am always going to go with the heavily armored character, with badass armor plates everywhere.  While the subligar in Final Fantasy XIV is humorous, I am not the type of person to walk around in one.

Gluttony – Do you have a game backlog of unfinished games but still buy new games regardless? Why or why not?

I have a truly massive backlog of games that are unfinished, and I am mostly okay with this.  When I buy a game I don’t necessarily view it as “just” buying a game.  I also view it as me supporting the development of that game with my dollars.  Maybe that is a strange concept, but there are a lot of games that I am happy that exist whether or not I ever get around to playing them.  Additionally I am a sucker for a good sale, and sometimes I pick games up in the hopes that I will actually get around to playing them because they were pennies on the dollar of the original price.  When I pay full price for a game I always play it, pretty much immediately.  The bargain basement games however, sit in the stack waiting for me to find the time and the drive to dig into them.  I really need to resurrect the Steampowered Sunday concept again and start digging through my backlog.

Greed – Do you enjoy hand outs in a game? Have you ever opted to NOT do an action / in game activity because the rewards were lacking? Why or why not?

Oh absolutely on this one, as far as opting out of not doing something because there was no reward in it.  I am most guilty of this in World of Warcraft, because when I reach a point where I can no longer receive upgrades on a given character…  I lose all desire to keep doing  the content.  This is more than just a loot issue however because there are games where the content itself is the reward.  Some games are only valuable to me so long as there is a carrot being dangled in front of me.  For example I generally love running dungeons, but the hassle of running heroics in World of Warcraft is not worth the non-existant rewards that can be gained from doing it.  On the other hand in Final Fantasy XIV I am almost always down for running a dungeon (except Aurum Vale because fuck Aurum Vale) and there is quite literally nothing of use that I can get from most of them.  The experience is worth my time even when the rewards are not.

Sloth – Do you ever leech or AFK in a party? Do you discourage others from attempting things that you feel are difficult? Have you ever seen someone that needed help, but decided not to help them? Why or why not?

I’ve never leeched experience or AFK’d in a party other than you know…  to go do something important in the real world for a brief period of time.  There are times though that I do get pessimistic when I don’t feel like we can defeat a given content.  I tend to play MMOs and there is a hard fact that sometimes there are simply gear checks that a group is not ready for.  So while I see myself as being a pragmatic voice of reason… there are some who could see me as discouraging the group.  As far as seeing someone in need of help… if someone is struggling with content I will almost always try and lend a hand in a game setting.  I am one of those people who runs over and helps attack random monsters, because it is in my nature to do so.  As far as dungeons and raids and such, it all depends on what my overarching mission for the night is or how much time I might have.

Wrath – Ever get angry at other players and yell (or TYPE IN CAPS) at them? Have you ever been so angry to stalk a person around in game and / or in the forums? Why or why not?

The me that existed around Lich King absolutely did this thing.  In fact I have a lengthy post about the “Bunny Incident” if someone is interested in reading about it.  The current me… I try really hard to be overwhelmingly positive.  Mostly I went through a bad spot mentally for awhile… and then I took the advice of “fake it until you make it” and quite literally it did help.  Over time I became  a much happier person and additionally more balanced.  There are some people though that seem to hate me and I do find myself obsessing about them a bit.  Trying to figure out exactly what I might have done to them to make them so upset with me.  I have this overwhelming need to be liked that no matter what I try I cannot quite shake.  I am working on it, but it is like the polar opposite of Wrath.

Envy – Ever felt jealous of players who seem to be able to complete content you can’t? Do you ever suspect they are hacking or otherwise cheating? Why or why not?

For the most part no on this one.  I don’t really see myself as some pinnacle of gaming skill.  I am just a guy that enjoys piddling around in video games.  I am not a terribly competitive person, and as such when I get bested in skill I just move on knowing that the player was better than me.  I do take pride in things like tanking, but I think that is slightly different.  As far as Envy goes…  I don’t ever get jealous of content that people are able to complete.  There are times I do get frustrated when players are at a level that I know they did not earn themselves, but are bragging about it.  Anyone that worked their way up through the content on their own merit and through the blood sweat and tears that comes from weeks of wiping…  those folks earned every last drop and I would never be jealous of anyone who put in the effort I did not.

Pride – Are you one of those people that demands grouping with other “elite” players? Do you kick players out of your team who you feel are under-performing? Why or why not?

Nope! I love my “scrubs” and “casuals” for the most part.  Now on the raiding side I do tend to demand that players put in some effort.  That said I am more than willing to teach someone the ropes, and explain fights.  This has been one of the great things for me when it comes to the Final Fantasy XIV community.  Overall folks have been more than willing to stop and take the time to explain the encounters when someone says they are brand new to it.  As far as raiding goes you ultimately have to do what is best for the team.  If you have a player that is simply not performing, and even though you have spent time working with them… simply cannot compete at the level the rest of the team is.

Under those circumstances then yes, absolutely I would trim that player from the raid and replace them with someone that was able to “keep up”.  That is the thing about raiding is that essentially it is a “team sport”.  On many fights you are only as good as your weakest link, and even though it might suck to do it… you have to do what is needed for the raid group to progress.  That does not make the person a bad player or a bad person… and outside of the raid environment I would not think any less of them.  I like to keep a line of separation between “Guild” and “Raid” for this reason.  The guild is a social structure and the raid is a working group designed to complete a task.  Folks have to be understanding that while everyone can be in the guild, not everyone is ready to put out the effort needed to be in the raid.  I don’t necessarily see this as a “pride” thing but more a “taking the needs of the team” into account.



Source: Tales of the Aggronaut
NBI Talkback Four – Deadly Gamer Sins