Monday, 8 December 2014

The Main Problems my Dissertation Plans to Tackle

Introduction


My dissertation proposes to tackle problems which prevent players from bonding in MMORPGs. However it is important to first confirm that these problems are actually real problems, therefore I will need to research and list these problems.

In the classical levelling based MMORPGs, players need to play together in order to experience most of the content available at endgame*. The problems that I speak of lie in the journey every character has to make before reaching the endgame, thus this is where my focus is directed.

*Endgame: This is the point at which the player has progressed through all or most of the zones in the game world and reached the game's maximum level. At this point, players have access to new activities which require social play.

Simon Ludgate (2012)'s article, mentions two types of segregation barriers which hinder people fun: Operational and design barriers.

Operational barriers refer to subscription fees, purchasable content and being placed on different servers from friends. These types of barriers can often be mitigated without affecting the game play as changing them would not require design changes to the actual game play.

On the other hand design barriers are often consequences which arise from desirable game play elements, which makes them harder to tackle.

Design Barriers Preventing Players From Bonding

Christina Lauro. (2014) Says it can be very hard to get your friends on board when you have already reached the level cap, though, since they won't want to play without you and you won't gain anything from running through level-inappropriate content with them. Guild Wars 2 is just one example of a game that has attempted to fix that problem by scaling your level down to suit the area you're currently grinding in, and it can even scale you up for certain events. Playing with friends of varying levels doesn't feel like a chore when all the content is gainful.

Dungeons and Dragons Online has a more permanent way for you to join your low-level friends through its reincarnation mechanic. In DDO, you have the ability to reset your character to level one with a few stat perks to aid you on your new journey if you meet the resurrection prerequisites and have some rare Heart of Wood. This offers you the chance to play through the game with a friend without sacrificing every shred of progress you have made, since you can potentially gain new ability points through some forms of reincarnation.

According to Simon Ludgate. (2012), the most important feature in any MMO is to build a strong player community. It doesn't matter how shiny or content-filled your game is: if it lacks in community, players will leave. Community makes or breaks an MMO


Simon Ludgate. (2012), also mentions an experience when he invited a friend to play Rift. Simon was level 50, doing 50 stuff, and his friend was starting out at 1, so Simon made a new character to accompany him.
And it was going well, but sometimes his friend would log in while he was in the middle of 50 stuff, so he'd level up ahead of Simon's alt, Due to this Simon had to level up his alt to get caught back up again, until his friend got so far ahead of his alt that he decided to wait until his friend leveled up enough to catch up to another alt, which then kind of teamed up with him again for a bit... and went through the same problem
Long story short, his friend quit before reaching endgame, since he never 'really' got to play with Simon.
He states that design barriers are trickier because: they're elements of the game that separate players. These are often desirable elements in a game, such as levels, because they give players a sense of accomplishment, of going some place they couldn't before. Getting enough gear to be able to face the bosses in a challenging raid is an example of a design barrier. So is being on the right stage of an epic quest to enter a particular dungeon.
But design barriers are also being challenged by game designers: games that offer players the ability to "mentor" "sidekick" or "level sync" overcomes the barrier presented to players of different levels, for example, and easily obtainable "welfare epics" allow games to distribute enough gear to get players into higher tier raids after lower tier raids have been abandoned.
In some games players are locked to only one raid instance a week to prevent them from getting too much loot, but this means they can't go back and help friends complete the instance
Simon argues that design barriers are generally a good thing. They let players feel a sense of accomplishment and are often the main goals players work towards overcoming in games. The problem is when they get in the way of players playing together.
He says there are two general ways of overcoming these barriers: the leg-up approach of letting players bypass the barriers, which is generally an unpopular approach, especially among those players who worked hard for the satisfaction of overcoming them legitimately; and the bribery approach of paying off players to go back down to that stuff they had done before, which is generally popular and, if well implemented, encourages building those lasting social community bonds that are so integral to building a strong game in the first place.
Beyond Bossfights Episode 7 - Barriers To Playing MMO's, video, Braxwolf Stormchaser, 02 July 2014, viewed 08 December 2014, <https://www.youtube.com/watch?v=dtMeSAnaovY>.

In episode 7 of a radio show called Beyond Bossfights, the host talks about how difficult it is to play with friends in MMOs.

One of the problems that was discussed was that having to power level in order to play together with friends would hurt their experience. On the other hand, having to roll a low level character to play with them is not fun either as players would rather be progressing on their main character.

A few attempts by some designers to solve this were mentioned:

  • Guild Wars 2 uses a down-level system so you get credit for helping friends
  • Lord of the Rings Online is using purchasable levels (instantly set your level to 50) and also uses an uplevelling system for 'epic battles'.
Jeremy Parish. (2014). speaks from the perspective of an antisocial guy that wants to play alone. 

He comments that FFXIV fosters a sort of hit-and-run cooperation, anonymous acts of kindness. While there's something in it for him when he helps kill a monster, he mostly just likes the sensation of doing something useful for a stranger with no expectation of gratitude. He can be friendly without having to be social and contribute to other people's play experience without the burden of having to play their way.

An interesting forum post I read raised another good point as to why questing can be anti-social. 
The poster said "I may do only a single quest and then stand AFK for a while, or i want to poke around other things in between, both in-game and outside the game. that way, it feels really sub-optimal to team up most of the time in my case."


Jeremy Stratton. (2012). talks about Guild Wars 2's design which implies: "Everyone gets his own stuff, so no worrying about waiting in line, node-jacking, or other people showing up to annoy you!"  

Jeremy says that this is a problem in many MMOs that GW2 has tackled, questing and mob-killing with other people around is no longer frustrating.

Wolfshead. (2011). says when players don’t need each other it breeds anti-social behaviour and it results in the devaluation of other players. Players become nothing more than advanced NPCs.

Player interdependence and the socialization that resulted was the glue the elevated almost all aspects of virtual world design into a new kind of synergistic experience.


Like in real life we bond through shared adversity.


Much of the current anti-social nature of MMOs lies in the fact that the current design paradigm deems that a successful MMO should be solo friendly. MMOs are trying to cast a big net to catch all of the fish in the ocean.



According to Tobold. (2008).
 the quest system in World of Warcraft showed one important flaw: In the current form it is anti-social. Most quests in World of Warcraft not only *can* be done alone, they *must* be done alone if the players want to maximize rewards. Two players of the same level in the same zone often end up having only a small percentage of quests in common, unless they played together from the start. One player went east first, the other went west first, so each one has mostly quests the other already did. Then there are quest chains, where players rarely are on the same step. And even if two players have the same quest, or it can be shared, it isn't necessarily an advantage to quest in a group. If the quest is "kill 10 foozles", then killing them in a group might be faster. But if the quest is "collect 10 foozle ears", two players need to kill twice as many foozles as one player, and in many cases they end up not getting enough foozle ears from killing all the foozles around and end up having to wait for respawns. And because the xp for each kill are divided by two and only a very small group bonus added, the experience points per hour gained by questing in group are lower than if they had soloed.

Many players simply solo all the way up to the level cap. Not because soloing is inherently more fun than playing together, but because the reward system steers you that way. Even very social players who would prefer to play with others, even if that cost them some efficiency, end up playing solo, because they simply can't find anyone interested.

Having a quest system is still helpful because it encourages players to go around the world instead of grinding the same camp of monsters repeatedly.


Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech, video, Variety, 08 February 2013, viewed 08 December 2014, <https://www.youtube.com/watch?v=S684RQHzmGA>.
Jenova Chen says in his speech "Theories Behind Journey" - Full Keynote Speech that he's the type that likes to stay inside and play games, but still seeks to have emotional connection with others in virtual worlds.

He says that players only care about beating bosses and sharing loot. This makes him feel lonely. To bind people together, people have to pay attention together so they can feel connected. Shifting the power from player to npc makes players want to collaborate to defeat the stronger npcs.

He also says that when too many things are happening, you don't have time to focus on the other players. Reducing the noise helps get players to focus on other players. Also, if there are too many people you will not know who to focus on, if there is only one other player with you, they will become your focus. With bigger groups, subgroups form and some people might end up alienated.

He also mentions that players don't want to be with other players because the other players might take resources that they want. In Journey he tackled this by making players who are next to each other, give each other benefits, this makes players like each other's presence.

Conclusion

Through my research I have confirmed that lack of player bonding is considered as a problem, which is caused by the following design barriers:

The Levelling System

  • Players are not rewarded for completing lower level content with friends.
  • It is very hard to stay on the same level when trying to play together.
  • Making a low level character just to play with friends, isn't fun when you want to progress your main.

Gear / Stats
  • Players sometimes need enough gear in order to face certain opponents which their friends are facing.
  • Power levelling your friends hurts their player experience since they will not feel like they are contributing
Quests
  • Being on different stages of a quest means you can't both progress on the same quest.
  • Having completed different quests from other players results in the same problem.
  • Players are unlikely to have many quests in common, even when they are in the same zone.
Restricted Access
  • Players cannot play together because of level based zone restriction.
  • Sometimes players need to be on or have completed a certain quest to access dungeon.
Solo Focused
  • When players don't need each other it breeds anti social behaviour.
  • If players are in control, they don't need each other.
Sharing Resources
  • People care more about who is getting what item than about other people.
  • It is sub-optimal to progress in a group when you don't have a lot of time.
  • It is inefficient to quest with others, it slows you down if resources need to be shared.
Noise
  • When too many things are happening, it will take focus away from other people.
  • Big groups of people can alienate some of the people in the group.

The Next Step

Now that I have listed the main design barriers which hinder people fun during the player's journey to the endgame, I can move on to find a solution or a way around the design choices that cause them... Hopefully without having a negative impact on the desirable game play elements which they provide.

References / Bibliography

Christina Lauro. (2014). MMO Mechanics: Lowering the barriers to entry. Available: http://massively.joystiq.com/2014/01/08/mmo-mechanics-lowering-the-barriers-to-entry/. Last accessed 08/12/2014.

Simon Ludgate. (2012). Tearing Down Barriers: How to Bring MMO Players Together. Available: http://www.gamasutra.com/view/feature/135077/tearing_down_barriers_how_to_.php?page=1. Last accessed 08/12/2014.

Beyond Bossfights Episode 7 - Barriers To Playing MMO's, video, Braxwolf Stormchaser, 02 July 2014, viewed 08 December 2014, <https://www.youtube.com/watch?v=dtMeSAnaovY>.

Jeremy Parish. (2014). Rule Gridania: How Final Fantasy XIV Won Over an Antisocial MMO-Hating Newbie. Available: http://www.usgamer.net/articles/rule-gridania-how-final-fantasy-xiv-won-over-an-antisocial-mmo-hating-newbie. Last accessed 08/12/2014.

Jeremy Stratton. (2012). The Soapbox: 'L2P' and the antisocial MMO. Available: http://massively.joystiq.com/2012/07/31/the-soapbox-l2p-and-the-antisocial-mmo/. Last accessed 08/12/2014.

Wolfshead. (2011). MMOs Were Originally Designed to Be Shared Social Experiences. Available: http://www.wolfsheadonline.com/mmos-were-originally-designed-to-be-shared-social-experiences/#96378. Last accessed 08/12/2014.

Tobold. (2008). Making quests less anti-social . Available: http://tobolds.blogspot.co.uk/2008/06/making-quests-less-anti-social.html. Last accessed 08/12/2014.

Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech, video, Variety, 08 February 2013, viewed 08 December 2014, <https://www.youtube.com/watch?v=S684RQHzmGA>.

Saturday, 29 November 2014

Proposal Feedback

Dissertation Proposal Feedback

After handing in my dissertation proposal I received feedback from two lecturers. In this blog post I will point out the key issues highlighted in the feedback and then proceed to mention the suggested actions that I should take in order to improve upon these issues.

Key Issues Highlighted in the Proposal Feeback:

There is not enough solid evidence for the existence of the problem my dissertation wants to tackle.

There is little evidence about the scale and scope of the game I wish to make.

It is unclear how I am relating much of my research, such as meaningful choices and grinding mechanics and economies, to the People Fun component which is the soul of my dissertation.

The learning outcomes and marking criteria are extremely vague.

Suggested action:

List the bigger problems preventing players from bonding in the Asymmetric Multi-Player environment and find a way to research each point.

Consider modding an existing game, with an existing economy.

Bind my research components to the People Fun component.

Consider the effects of communication, cooperation, and competition in games of People Fun, and the resulting emotions of amici, amusement, amiero, and admiration.

Refine learning outcomes and marking criteria such that they are clear and non-subjective.

Sunday, 23 November 2014

Proposal

Student Name

Clinton Vella

Proposed Dissertation Title


Making a Non-Digital Asynchronous Multiplayer Game Which Keeps Players Together in an Environment Similar to an MMORPG's

Brief Outline of Work


Simon Ludgate (2012)'s article, mentions two types of segregation barriers which hinder people fun: Operational and design barriers.

Operational barriers refer to subscription fees, purchasable content and being placed on different servers from friends. These types of barriers can often be mitigated without affecting the gameplay as changing them would not require design changes to the actual gameplay.

On the other hand design barriers are often consequences which arise from desirable gameplay elements, which makes them harder to tackle. Some common design barriers are levelling systems, stats, quests and progress based access restrictions to certain locations.

As an example, the levelling system is a desired feature which gives players a sense of progression, but large level or stat gaps between players ends up hindering their progression when they play together.

I believe that player experience could be greatly improved if MMORPGs would make an effort to tackle these design barriers by making use of new or different mechanics which do not hinder people fun.

In Massively Multiplayer Online Role Playing Games (MMORPGs), large numbers of players are able to play in the same game world at the same time, but it is ironic how in a genre with so much potential for social interaction, players often find that they spend a lot of their time playing alone, even when their friends are online at the same time.

Andzej Maczewski (2013) talks about the different types of players, what they want to do, why they find it fun, and how that type of fun is achieved. As opposed to playing alone, when players spend their time playing together, they get to take part in activities which involve communication, co-operation and competition. This happens to be the 'people fun' that as Maczewski explains, it is what motivates socialiser type players to play games.

What I want to achieve through this dissertation is to find ways to get players to play together more freely in MMORPG-like environments without being hindered by the game's mechanics in order to improve the social experience in games of this genre.



My plan is to pinpoint the standard MMORPG mechanics which are causing the aforementioned design barriers and then research and test different mechanics which I could use in their place in order to break the barriers down.

Since I want to test the outcome of different mechanics, I will need to have a game to test on. Ideally I would have a prototype MMORPG, but considering my limited time and resources, it is certainly not a realistic option.

Instead I plan to create or modify a game world to give it a similar environment to that of an MMORPG. To achieve this, I require the following points to be true:

  • A reasonable number of players can play in the same game world.
  • The game world is persistent, thus progression must be saved.
  • Players are able to join the game at different times and are able to take actions without waiting for other players to be playing at the same time.
  • Players can also stop their gaming session at any time, without breaking the game.
  • Players are still able to progress alone when their friends are not around.

Designing a game from scratch is a lengthy process and it might take away from my time doing testing and iterations, thus it might be better for me to first look into existing games which have economy systems and settings that I can use or build upon to quickly bring my required game world to life.

I researched Alexander Hinkley (2010) 'Types of RPGs. In: Katie Leonard Creating an Online Roleplaying Game', and Alexander Macris (2010) 'How to Host an RPG Session', to find what methods I can use to create this environment. Out of the four methods that were mentioned: Play by Post, Shared Fiction Role Playing, Live Action Role Playing and Table Top RPG, I felt that the latter makes the most sense.

Gathering people for some time around a table is a viable solution for me as the university's game design labs are a reasonably good place to hold regular sessions. However I will put less focus on the role playing and more on the economy and player progression.

Having decided on the preferred way to host the game, I will next need to focus on creating a non digital multiplayer RPG that will allow players to play through it over a few sessions. This would allow me to gather regular feedback and use it to iterate new prototypes.

As part of the design, I will look into:

  • Building and balancing economies
  • Researching existing multiplayer RPG games with economies
  • Meaningful choices and pacing
  • Efficiently storing and handling data in the place of a server
  • Other design techniques that relate to the creation of this game

Once the game world up and running I will next need to focus on gathering play testers in order to get feedback which I can use to iterate mechanics which are not giving me the results I desire.


Rationale for the Project


By undergoing this dissertation I hope to gain the experience and skills which are commonly required when looking for a game designer job. The skills I am mainly aiming to focus on are:

  • Coming up with new features / mechanics.
  • Creating a detailed design document for the initial prototype.
  • Iterative design and prototyping.
  • Testing and analysis of game-play in order to make improvements
  • Balancing and Pacing.
  • Building a good economy for the game.
  • Learning how to make good use of a spreadsheet application similar to Microsoft excel.
Certain companies may be interested in the topic as MMORPG design is still reasonably new and there is a lot of potential to be creative with the genre. Being different than what exists in the market is often the selling point for games of this genre.

My aim is to explore different mechanics that could be used in the MMORPG genre in the hope of improving upon people fun. Many game development companies seem to believe that the only method which works is to copy the existing 'formula' which nearly every game in this genre follows so closely.

I wish to see this genre broaden its boundaries and explore new options, and undergoing this dissertation would be one step forward in that direction.

Annotated Bibliography


Annotated Text #1

Simon Ludgate. (2012). Tearing Down Barriers: How to Bring MMO Players Together. Available: http://www.gamasutra.com/view/feature/135077/tearing_down_barriers_how_to_.php?page=1. Last accessed 01/11/2014.

Summary: Talks about the cause of barriers stopping players from playing together in MMORPGs and mentions a few suggestions as to how these barriers can be dealt with.

Annotated Text #2

Andrzej Marczewski. (2013). Gamification User Types and the 4 Keys 2 Fun. Available: http://www.gamasutra.com/blogs/AndrzejMarczewski/20130610/193985/Gamification_User_Types_and_the_4_Keys_2_Fun.php. Last accessed 30th Oct 2014.

Summary: Has information on the different types of players, the different types of fun that motivates those players to play games and the methods through which games can provide their players with specific types of fun.

Annotated Text #3

Alexander Hinkley. (2010). Types of RPGs. In: Katie Leonard Creating an Online Roleplaying Game. Lulu.com. 3-9.

Summary: Has detailed information on several different methods of hosting a multiplayer role playing game which I could use in the place of an actual MMORPG.

Annotated Text #4

Alexander Macris. (2010). How to Host an RPG Session. Available: http://www.escapistmagazine.com/articles/view/tabletop/checkfortraps/8278-How-to-Host-an-RPG-Session. Last accessed 12th Oct 2014.

Summary: Talks about another method for hosting a multiplayer role playing game and gives several tips that may be useful when hosting one.

Annotated Text #5

Bogost, Ian. "Asynchronous multiplay: Futures for casual multiplayer experience." Other Players 6.8 (2004).

Summary: Explains in detail the definition of asynchronous multiplay in games and what they require to work.

Annotated Text #6

E. Adams & J Dormans.,(2012) Game Mechanics, Advanced Game Design. Chpt 4 Internal Economy (New Riders)

&

E.Adams., (2010) Fundamentals of Game Design (2nd edition) Chpt 10 Core Mechanics: The Internal Economy pg 300-308 (New Riders)

Summary: Explains the several elements of internal economies, and how they relate together in order to make a working game economy.

Annotated Text #7

M.Leblanc (2006) ‘Tools For Creating Dramatic Game Dynamics’ in K.Salen & E.Zimmerman (eds) The Game Design Reader : A Rules Of Play Anthology (MIT : Cambridge)

Summary: Talks about what can add dramatic game-play and how it makes the game more interesting.

Annotated Text #8

Brenda Braithwaite & Ian Schreiber (2008) ‘Elements of Chance’ & ‘Elements of Strategic Skill’ (chap 5 & 6) in Challenges For Games Designers (Charles River Media)

Summary: Explains the effect of designing chance and skill based gameplay. Also suggests some methods of how either can be added to games.

Annotated Text #9

Marcos Venturelli (2009) Space of Possibility and Pacing in Casual Game Design – A PopCap Case Study VIII Brazilian Symposium on Games and Digital Entertainment

Summary: Talks about the importance of pacing, and how it is used to keep people neither bored nor frustrated: the state of flow.

Annotated Text #10


Summary: Has information on balance in asymmetric multiplayer games and suggests several techniques which can be used when balancing a game.

Project Timeline and Milestone Deliverables


2014 - 2015
Year Long

22 - 26 Sept
Induction

29 Sept - 3 Oct
Week 1
Start the blog & gather ideas
6 - 10 Oct
Week 2
Decide on a topic to focus on & break down a list of what needs to be done to achieve it.
13 - 17 Oct
Week 3
Research if anyone has ever tried replicating an MMORPG atmosphere for testing without coding an actual MMORPG.

20 - 14 Oct
Week 4
Do a search for game designer jobs and find which skills are commonly required, then find which of these skills fit into the proposed topic in order to choose the marking criteria.

27 - 31 Oct
Week 5
Decide on the title of my proposal, along with the marking criteria & create a timeline until the first prototype


3 - 7 Nov
Week 6
FRIDAY 7TH NOVEMBER 4:00 PM FINAL SUBMISSION FOR PROJECT PROPOSAL
10 - 14 Nov
Week 7
Research player progression and related mechanics. Research the different types of fun in games.
17 - 21 Nov
Week 8
Research pacing and meaningful choices in games.
24 - 28 Nov
Week 9
Research game economies and balancing.
1 - 5 Dec
Week 10
Research typical mechanics & player grouping in MMORPGs.
8 - 12 Dec
Week 11
Research dramatic gameplay & chance in games.
15 - 19 Dec
Week 12
Research existing game mechanics, economy systems and background 'story' settings that I could build upon.
22 - 26 Dec
Christmas

29 Dec - 2 Jan

5 - 9 Jan

12 - 16 Jan
Exams
Create a design document detailing the initial design of the game.
19 - 23 Jan
Week 13
DISSERTATION SEMINAR PROJECT PRESENTATIONS DATES TIMES TBC
26 - 30 Jan
Week 14
Look into spreadsheet software that can be used as the game's database, and create a spreadsheet which can handle data management for the game.
2 - 6 Feb
Week 15
Gather play testers and test the first prototype. Collect feedback along the way.
9 - 13 Feb
Week 16
Start working on the first iterations.
16 - 20 Feb
Week 17

23 - 27 Feb
Week 18

2 - 6 Mar
Week 19

9 - 13 Mar
Week 20

16 - 20 Mar
Week 21

23 - 27 Mar
Week 22

30 Mar - 3 Apr
Easter

6 - 10 Apr

13 - 17 Apr

20 - 24 Apr
Week 23

27 Apr - 1 May
Week 24

4 - 8 May

FRIDAY 8TH MAY 4:00PM FINAL SUBMISSION OF DISSERTATION ARTEFACT AND BLOG