This one’s long. Want the take away but scared by the wall of text? Read the last sentence.
Damion Schubert caught me off guard me with a tough question after my lecture at ION. In rather broad terms, he asked me what my thoughts were on high-end advancement in relation to the things I discussed in my presentation. It’s not that I hadn’t thought about the subject, but rather it’s trying to put together a coherent and as-close-to-comprehensive answer as possible in a few seconds. It’s really a subject that deserves its own lecture (perhaps not from me). I hastily threw together an answer, but it’s something I want to talk about in more depth (although this is still quite brief).
Warning: This is going to be chock full of generalizations, and of course there will be exceptions. For the purposes of this post, I’m going to assume the trappings of a traditional MMO.
One of the odd dichotomies in our industry is the stark contrast between pre-max and level-cap gameplay. It’s common to have several types of groups. Some examples:
- Solo
- Duo/Small Group
- Full Group
- Multi Group
Then, there different types of combat:
- Grinding a location
- Exploration Killing
- Questing
- Instances
- Raiding
These all appeal to different players, and any given player is likely to be interested in different activities on any given day. The problem is that we don’t allow players to pursue the activity of their choice.
Want to solo/duo at the level cap? Hope you picked the right classes, and even then you’re going to be seriously limited. Want to raid at low levels for anything other than a goofy experience? Not supported. Want to keep the same playstyle throughout the entirety of the game? Yeah, right.
We expect our high-end gameplay to keep players engaged and playing the game for months (or years) to come, so why do we act like we have so little faith in these systems? If we expect it to be good enough to keep players late in the game, then why can’t we introduce it to them early?
Of course, we do need a tutorial period, and that’s often what leveling becomes. But it’s so damned long. Should it be necessary to spend a couple hundred hours playing a character to find out if you like what it becomes, or to discover the gameplay changed drastically and you can no longer play the way you want?
There are many barriers to entry for endgame systems. With raiding, there’s the leveling, learning the character, finding a stable guild, gearing up to the same level as that guild, etc. For designers, the social barriers are the biggest obstacles. We can reduce the social obstacles (provide them with tools to find guilds and like-minded players), but they’re hard to remove. The other obstacles are under our control.
So, here’s my argument: The core gameplay options should not be gated based on the stage of the game. If you think raiding’s a good part of the game, open it up to everyone. If solo’ing important, then don’t stop providing it at the high levels. The specifics of what each element entails will evolve and change as players get more experience, but it shouldn’t be governed by ingame on/off switches. This relates to the unrestricted flow of movement I discussed in the section about system triangles (which I need to explain better - apparently I lost over 90% of the audience with my marble maze analogy).
— — —
That part’s simple. The bigger question: how? I’ll take a theoretical stab at that question. First, the goals mentioned earlier:
- Allow players to pursue their activity of choice
- The core gameplay options should be available throughout all stages of the game
Typical MMO character progression impedes both of these goals. I’m going to approach that as the underlying problem to address.
For those who know me, you probably won’t be surprised that I threw out Vagrant Story (VS) as part of my answer to Damion’s question. I experienced something in Vagrant Story that I haven’t seen in any other RPG, and I’ll share my disjointed memories of that experience.
When you finish VS, you can choose to start a new game with the same character. I did so, and hopped into the same difficulty just for kicks… and I found out the game wasn’t trivially easy. The trash mobs filling corridors were pretty easy, but bosses still had some kick. It was still an enjoyable difficulty level. I got my brother to give the game a shot on my new game + character, and he had a normal game experience. The game was still quite challenging for him.
That’s not so abnormal on its own, but the real kicker comes from the character advancement. When I was playing VS, I felt just as rewarded by my character’s statistical growth as I did in any other RPG. I increased my stats, built up weapons, learned skills, etc. They built the game in a way that I had a great sense of progression, but that growth did not trivialize all the game’s content.
In order for this to work:
- Vagrant Story is a very challenging game, perhaps one of the most satisfyingly challenging games I’ve ever played.
- Vagrant Story starts you off as a badass. IIRC, I started with around 250 hitpoints and ended with 450.
- Vagrant Story’s character development is spread out across multiple axes. You build up your ability to fight against the games 7-8 different types of enemies (humans, phantoms, beasts, etc.).
- Vagrant Story’s combat requires quite a bit of skill and strategy, such as precisely timing your attacks, hitting specific body locations and discovering enemy weaknesses. It uses a mixed real-time/turn-based system.
Now, let’s look at the goals in light of what I’ve just described from VS. Content is a huge part of the problem. We provide different kinds of content for acquiring items versus advancing through the leveling curve, which leads to the split in gameplay. This upsets the people who want to raid because they have to spend so much time leveling, and it upsets the people who want to solo because they lose the ability to progress through solo gameplay at the level cap. Additionally, it’s expense to fully build out all the different types of content.
Part of the problem comes from the rate at which content becomes obsolete. Another part of the problem is that the meaning of character advancement changes drastically.
Although the experience changed, the content in VS didn’t become completely obsolete. The content near the start of the game was still relevant to an end game character. Of course, VS is a single player game. The time investment and advancement scale barely has any resemblance to an MMO, but there are still lessons to learn.
One way that VS creates the feeling of advancement without overpowering the character is through weapon customization. There are several different archetypes of mobs, and weapons attune themselves to specific monsters as you fight them. They also grow weaker against the opposing monsters. This means you are constantly working on building up a set of weapons to be strong against all types of monsters, then you want weapons with different properties too. As you progress through the game, you shape new weapons out of the old ones to keep the same properties.
I believe this gives us one possible solution to the general issue of high-end advancement.
The theoretical plan:
- Shallow out the leveling curve. Create a newbie island that is similar to the one in Guild Wars Factions, where you hit level cap by the end of the tutorial. This helps players experience the core of what they will be doing in the game. We want players to start “strong.
- Change the advancement scale so that you aren’t increasing hitpoints by orders of magnitude. It’s the relative values that matter (250hp to 450hp instead of 250hp to 10k hp).
- Provide sustainable/repeatable content, such as PvE arena battles that are automatically generated.
- Create content with tiers of difficulty. Nightmare/Hard/Heroic/etc.
- Layer multiple axes of advancement that are not 100% cumulative. Allow advancement of all types to occur for players with any playstyle (you can get loot solo, you can gain new skills in raids, et cetera).
- Create a very broad range of content that gradually scales up in difficulty, but with the expectation that the bulk of the player base will be able to access that content and will be repeating it.
This poses some pretty big challenges. Mudflation is a huge concern. A dragon should feel like a dragon - massive, powerful, intimidating. You don’t want to flatten out the content to the point where there’s no distinguishable difficulty or tiers of accomplishment. Players will still progress through stages of content, but it’s more open and doesn’t trivialize content quite as fast. But the bigger issue lies in the advancement. Players respond to big rewards better than small rewards. The challenge lies in setting up the progression to feel just as rewarding as any other system, but doing so without cranking up hitpoints to absurd ranges. The rewards must be fulfilling. Fail to make the micro rewards fulfilling and the entire setup is a failure. The newbie island is also problematic, because it gives players a taste of a type of gameplay that ultimately goes away. It’s essentially a crutch.a
How can we create that sense of progression in an MMO with such a different curve? I think it’s possible, but it’s risky, time consuming and complicated. If it was achieved, it would mean I can use more bullet points:
- High-end advancement is the core game - we introduce it much earlier.
- Playing with friends is much easier due to the different statistical scale.
- Each piece of content will see more use because it’s not obsolete so fast. I have no reason to quest in the Barrens if I already did Ghostlands.
- We get players into the content they prefer as quick as possible, including the parts of the game that are “massive.”
- It’s possible to make progress regardless of the preferred playstyle.
- Players are always getting rewards as they work on several different advancement axes.
There’s a lot more to discuss on this subject and I haven’t even talked about dealing with high-end achievement in a traditional progression structure. But this post is getting too long, so I’m going to cut it off here. This isn’t “the way” - it’s simply one of many.
In summary: Make the end game the whole game.