Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Wednesday, November 05, 2008

Read This

Picture: you're standing around with your friends, and you hand one of them a document, and go, "Here, read this." The response is pretty standard: "What does it say?"

I love reading, but there's a time and place. It's not a social activity. It requires concentration, it requires a relaxed pace, and it requires something inherently worth reading.

No wonder, then, that MMos do such a bad job of delivering story through flavor text.

As mentioned previously, I'm playing World of Warcraft again. Being a long time Horde player, the Alliance content is wholly new to me, so I just ran the Stockades for the first time yesterday. We killed a bunch of guys. Who were they? I don't know. Why did they need killing? Beats me. I turned in some quests and got given some money. The questgivers seemed pleased that I'd murdered these guys, so I guess it's all okay.

World of Warcraft has thousands of quests, each with a couple of paragraphs of introduction text. Some quests have great introductions that enrich the world, while others are little more than a series of puns and pop culture references. The only way to tell which is which is to read them. Or alternately, you can skip all the text and just click the "Accept Quest" button.

World of Warcraft is a social game. A lot of the time that you are playing, you are intended to be grouping. Other people's time is valuable. When you are standing outside an instance, and somebody shares you one of their quests, you do not have time to read. You can hear their virtual foot tapping.

Reading text is not gameplay. Time spent reading is time spent not killing. It is time spent not levelling. For that matter, it is time spent not chatting with real people.

Text pops up in a window. While you are reading, you can see time passing around you. You can see people moving past you and presumably having more fun than you. Your chat window is scrolling. MMOs are a distraction-rich environment.

For all these reasons, text is an inherently poor way to present story in an MMO. It is not a fault of the players. It is not a fault of the flavor text writing team. It is just a bad idea. If you want to immerse players in the lore and narrative of your game this is not the way to do it.

The acquisition of lore needs to be passive. It needs to happen while players are doing other things. Storytelling needs to be during gameplay, not between it. Players need to be learning while they're fighting, while they're looting, while they're exploring.

Flavour text doesn't have to be long to be deep. A look at collectible card games such as Magic: The Gathering or Legend of the Five Rings shows that an intriguing world can be built using only one line of text per card. A lot of small fragments can go together to form a greater whole. Everyone who's played Alliance is familiar with the kobold line, "You no take candle!" This could as easily have been a fragment of lore or flavour text.

Story can be told in many ways. Imagine that you want to tell players that a great war is being fought in an area. World of Warcraft has done this several ways, and is slowly improving. One of their first tries is in the Horde side of the Desolace zone. Here, an NPC who is just standing there, doing nothing, tells you in flavour text that they're in a desperate struggle against the centaur-like Kolkar. It's not terribly exciting.

A later try was during the Ahn-Quiraj war event. Here, NPCs at capital cities presented you with flavour text about the war, and visitors to the Silithus zone would see roving warbands, catapults being assembled, and major factional leaders convened around a map table.

World of Warcarft's best attempt, though, is one seen by all players setting foot in Outland for the first time. Upon stepping through the Dark Portal, you find yourself overlooking a massive raging battle where Horde and Alliance soldiers strive endlessly against huge demonic entities. No flavour text, no quest - you know exactly how desperate the battle is because it's right there in front of you.

This is a long way of saying show, don't tell, which is a key concept of storytellling in any medium.

If you must have text, at least make it dynamic. I understand that Warhammer Online is taking steps in this direction with its Tome of Knowledge. Lore should be collected, and be accessible at any point, any where. It should be broken down into discrete segments, with links to other relevant content. Players in World of Warcraft can already put dynamic links in chat which refer to loot, skills, and other game content; they should similarly be able to link to quick lore summaries. Picture your group leader saying, "Okay, now we're about to do [Uldaman]; this is one of the [Titan] cities so it's all [golems] and [dwarves]." The lore is right there if you want it, which is much better than scrolling back through quest descriptions or running off to find in-game books.

Sound can do a lot of work, too; Blizzard have experimented with zone-wide spoken dialogue in a few areas, most notably outside the Black Temple in Shadowmoon Valley where you can hear Ilidan's voice whenever a raid group reaches the final boss of the Black Temple instance. This can be annoying if done poorly, but with a sufficiently wide variety of dialogue and a reasonable spacing between repetitions players could hear a lot about the world while they quest.

Look, I don't ask for much; just do it a little better. When I do a new instance, I'd like to hear from other players, "The end boss here is Gromsh Arrowsong, who found this cave system but then was driven mad by all the ghosts," rather than, "The end boss is a big orc with a bow." In fact, I'd like to know that for myself when I start the instance, rather than learn it from the NPC nameplate when I finally get to the end. And ideally, it would be nice to have heard about Gromsh and know who he is four to five levels before I even get to his instance, so the whole experience means something and feels like the culmination of a story.

I note that Bioware has promised a story-driven experience for their upcoming Star Wars MMO. I'm looking forward to seeing how they do that. I'm not expecting much, but it's alright to hope, isn't it?

Monday, November 03, 2008

Wrath of the Lich King - Game On?

I should mention that with World of Warcraft expansion Wrath of the Lich King only ten days out, I'm looking for other players to help me wade through the new content.

I run a Kara-geared Troll Priest on Dath'Remar; I'm levelling a 30-something tank on the Alliance side of Doomhammer. Any takers?

You're welcome to post the usual round of WoW related mockery.

ALSO, in unrelated news: Lost Planet was not the game I was hoping for, Condemned is reminding me what good survival horror looks like, and Penny Arcade Episode 2 is a vast improvement without in any way becoming attractive to people who disliked the first one.

Sunday, June 22, 2008

Level 30 WoW Mounts

I was just discussing with a friend the other day how grim the climb from level 30 to level 40 in World of Warcraft can be.

Good news, then, in the public test realm patch notes:
Mounts at 30?! Yes, it's true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.
This might go a long way to making Stranglethorn Vale lose its reputation as Chump Central.

Tuesday, April 22, 2008

Hybrid Classes and Economic Modelling

Gamasutra has an interesting article up entitled MMO Class Design: Up With Hybrids! An Economic Argument by John Hopson. It discusses the need for hybrid classes in MMOs in order to provide flavour and diversity, then takes a very intelligent look at the problems involved in hybrid classes, and ultimately suggests an economic approach to creating and balancing hybrids.
One of the fundamental assumptions of the comparative advantage model is that a commodity is the same no matter who produces it. [...] If all tanking is the same, then all tanking classes can be directly compared to one another and one will inevitably come out on top.

[...] We can break this assumption by offering different "flavors" of the three basic commodities. If one type of tank is better at absorbing magic damage, while another is better at absorbing non-magical damage, then we have split the single commodity into two commodities, which can be supplied by two classes. The more commodities, the more potential for hybrids who can fill multiple niches.
Check out the full article here.

Wednesday, March 12, 2008

WoW Horde Banner


I never realised before that the Horde banner from World of Warcraft is a kind of Union Jack.

That's an Orc shield in the middle (the red) bearing the traditional Horde crest, with three purple Troll paragons above it, all fixed onto a Tauren standard. Not sure exactly where the Undead are represented there, but they're only barely in the Horde anyway.

Friday, December 08, 2006

Upcoming Game Releases - Australia

More to remind myself than anything else, here's forthcoming game releases over the next few months in Australia that look interesting.

Dec 12 - Myst (PSP)
The frustrating, shallow, and visually attractive point-n-click puzzler finds a natural home on Sony's frustrating, shallow and visually attractive handheld.

Jan 12 - Lost Planet: Extreme Condition (X360)
The Halo-esque first person shooter I got to try out at TGS. I don't own a 360 but this game's come closer to persuading me than anything yet.

Jan 17 - World of Warcraft: The Burning Crusade (PC)
Blizzard's MMOG expansion is probably going to sell considerably better than most full fledged games.

Feb 8 - Rule of Rose (PS2)
Despite all the mediocre reviews it's gotten, I still want to play this disturbing survival horror populated by evil 1930s teen and pre-teen girls. Can't believe that the OFLC let this one slip past, but I guess their loss is Australia's gain.

Feb 8 - Contact (DS)
It's what all the cool kids in the blogging circle seem to be playing, so I'm dying to try it to maintain my guru-like position at the top of the interweb's totem pole.

Feb 22 - EA Replay (PSP)
EA Replay is an anthology collection, but what an anthology collection! Ultima VII, Syndicate, all the Road Rash games, both Jungle and Desert Strike, Virtual Pinball, Mutant League Football, Budokan and the original Wing Commander. I'm almost willing to forgive EA their many sins just because of this collection. Almost.

To the best of my knowledge there's still no Australian release date for Final Fantasy XII (PS2), Metal Gear Solid Portable Ops (PSP), Elite Beat Agents (DS) or Elebits (Wii). Anyone care to tell me differently?

Tuesday, December 05, 2006

New Daedalus Project Findings

Nick Yee's Daedalus Project has some new results up:

Dealing With Dilemmas
Nick finds that (surprisingly?) players over 35 are more lenient, accepting and open minded when it comes to class builds, team roles and rule enforcement.

Horde v Alliance in Battlegrounds
Looking at a range of mechanical and sociological factors behind the widely held WoW belief that the Horde have an edge in player vs player gameplay.

Interview with Shavaun Scott
Discussing issues of online gaming addiction with a qualified therapist.

Not the most incisive stuff to come out of the Daedalus Project but still an interesting read. As usual these findings arrived in my inbox accompanied by an instruction to continue pimping the site to friends. It's a data collection and analysis program relating to issues around massively multiplayer online game (MMOG) play patterns, beliefs, and demographics, operated by Nick out of Stanford University. It's already turned out some fascinating stuff. If you are a current player of any MMOG (especially World of Warcraft) you should definitely go take the surveys. And if you've done them before - well, there's some new ones up.

Go here to take the surveys.

Saturday, November 18, 2006

Do They Know It's Christmas In The Barrens?

My World of Warcraft guild and I are running something of a charity drive. Well, actually, it's less of a charity drive and more of a caper. You should definitely get involved. You'll find the full details at the caper's newly established blog, Do They Know It's Christmas In The Barrens?

Please, give generously this holiday season.

Friday, November 17, 2006

World of Warcraft CCG

For those who were remotely curious about the World of Warcraft collectible card game, here's the rundown:

1) It's pretty much just Upper Deck's putrid Versus system wrapped up in a new box. That is to say, Magic: The Gathering with none of the charm and frenetic pace.

2) The "loot cards" that you get in each pack are each redeemable for 100 loot points. Loot points can be spent to get "a range of items". In practice this translates to (a) desktop wallpaper, (b) screensavers, (c) sleeves for your card deck, (d) tabards for your WoW character, and (e) a trinket that lets your WoW character turn into an ogre at will. Tabards cost 2,000 points (20 booster packs of the CCG). The ogre trinket costs 25,000 points (250 booster packs). So, in short, don't get excited about the loot

3) The one cool thing about the game is the multiplayer. They're releasing "raid decks" soon, where basically (as I understand it) one player runs this overpowered pre-made raid deck, and a bunch of other players team up to take them down. Sounds interesting, but not worth buying into the game for.

Short review: the World of Warcraft card game isn't worth your time, even if you're a WoW fan. Avoid as though it were made of zombies.

Saturday, November 11, 2006

WoW and Median Gamer Theory

Kill Ten Rats, which has been a bit light & fluffy for the past couple of months, has apparently been saving up all its energies for two excellent articles about why World of Warcraft is so successful.

"After the first two hot dog stands are on the beach, the best place for the next one is…actually, still next to the other two. Now you get that ~49% of the beach, the guy on the far side gets ~50%, and the poor schmuck stuck between you gets virtually no one unless there is a line. This explains why, despite EQ and its many clones, WoW and EQ2 set up in a very similar space. Guess where Vanguard and Crusade are aiming for? Is City of Heroes essentially EQ in tights? We have also seen EQ in space, and let’s not even talk about the Korean MMO market."
The articles are called Median Gamer Theory and Network Effects, both by Zubon, and are worth five minutes of your time if you're remotely interested in MMOGs.

Monday, November 06, 2006

Back In Azeroth

Did I mention that I'm playing World of Warcraft again? I'm logging on when RL friends are on, and we're hoping to start a small guild down the track, so now's a great time to roll Horde on the underpopulated Oceanic server of Dath'Remar. My main's a troll priest called Skordi. If you know me in real life, or knew Ukulkos from Mortal Wombats on Khaz'goroth, or just read this blog, drop in and say hi some time.

But I'm not on anywhere near as much as I used to, because (a) I've done it all before, (b) addiction sucks, and (c) Marvel Ultimate Alliance calls to me in a sweet siren song.