Intro
In the previous post I wrote about the main design barriers hindering people fun during the player's journey to the endgame. Now that I know what the problems are, I will move on to pointing out the solutions that have been mentioned and try to come up with new ideas.The Main Issues To Be Tackled
Issue 1: Leveling System / Gear / Stats (The Power Gap)
- 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.
- 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
Issue 2: Quests & Restricted Access
- 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.
- 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.
Issue 3: Solo Focused
- When players don't need each other it breeds anti social behavior.
- If players are in control, they don't need each other.
Issue 4: 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.
Issue 5: 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.
Solutions For:
Leveling System / Gear / Stats (The Power Gap)
Scaling player's level up or down to suit the area or event that you are in. The higher level player is still superior even when down-leveled however due to perks gained through leveling. - Christina Lauro. (2014) mentions that this is used in Guild Wars 2.
After looking through several MMORPG forums, most of the comments about down-leveling systems were positive as many people are welcome to being able to play with friends. However a drawback to this system was mentioned as well: "Having this system in place makes the game feel the same from the first to the last level."
When you take power away from the player, which the player has gained through progression in the game, it reduces the value of what the player spent his time gaining.
Dungeons & Dragons Online attempted to solve this issue by allowing players to reset their level, but keep a small bonus in exchange for the levels that they lost.
In episode 7 of a radio show called Beyond Bossfights, the host mentions another solution that is used in Lord of The Rings Online: Purchasable levels.
Players can pay for levels, which would make it easier to get to the same content as that being played by their friends. I have also noticed that World of Warcraft has included this feature as well.
Unfortunately as I mentioned in a previous post, charging real money would act as another barrier, and even then, players who worked hard to gain their levels would feel cheated to see others simply bypassing the process.
When considering that down leveling is currently the most accepted method of tackling the Power Gap issue, my personal opinion is: rather than down leveling, use smaller power gaps between 'levels'.
If power gains which occur through progression in the game were a lot smaller, the 'higher level' players would still get a challenge from going back to earlier content without the need to lower their actual power. This way whatever the player gains through progress will never lose its value.
I noticed that in the game Dark Souls the power gap that occurs as the player progresses through the game is much smaller than what you would find in typical RPGs. This had a big impact on certain aspects of the game.
When the player goes back to earlier content, or fights against a lower level player, the encounter remains challenging. While the power gap does give a clear advantage, it is not big enough to make such encounters effortless.
On the other hand when the player is under-leveled the player is not restricted from accessing later, higher level content. If the player wishes to, they can dive straight into the harder levels and still have a chance of success.
Quests & Restricted Access
As mentioned above, having smaller power gaps between levels would solve level based access restrictions since the lower level player can still succeed even when fighting against higher level enemies and give reasonable contribution when teamed with higher level players.
Some areas may be still be restricted for the sake of the player feeling like they are progressing through the world, however this will not stop higher level friends to come and help you unlock such restrictions quicker.
When it comes to quests, Guild Wars 2's method is the closest to solving the issues. Their solution was to let any player drop in to the quest area and take part even if other players have already started it. Also, players are allowed to repeat quests if they wish, however this would be sub optimal as it gives less rewards than completing it the first time.
Personally I believe that quests should be used sparingly, if at all, rather than to be relied upon as the main method of progression.
Some MMORPGs, such as Arch-age have started to lean towards the use of sandbox elements as an alternative to quests, allowing players to progress any way they want, instead of having players restricted to questing.
This freedom from quests allows players to be more flexible, thus making it easier to play together with friends.
Solo Focused
Jenova Chen says in "Theories Behind Journey" - Full Keynote Speech says that in order to make players care about each other, take some of the power away from the player, and give it to the enemy, this way players will enjoy being in the presence of each other because they need each other.
The issue with needing other players is that players sometimes want to play alone or only want to team up with friends that they know, who may not always be online at the same time.
Due to this I think it is important to give players a wider choice of difficulty levels where they can progress. This can be done by giving players access to a range of content, with increased rewards depending on the difficulty and risk. While this gives motivation to play together, players would still have the option to progress alone if they so desire.
Sharing Resources
Jeremy Stratton. (2012). says that Guild Wars 2 have also removed the frustration of sharing resources such as mining veins and quest mobs. Dealing with this was quite simple, resources do not become unavailable to you when another player takes them.
In terms of materials such as mining veins, they would only become unavailable to you after you use them. As for quest mobs being a 'limited resource', any player that takes part in defeating them, gets awarded progress towards their quest, regardless of whether they are in the same party.
Noise
Jenova Chen says in "Theories Behind Journey" - Full Keynote Speech, that reducing noise helps get players to focus on other players. To deal with the issue of noise in Journey, the number of players in a game was limited to two.
Another method that was used was to have the setting of the game be a desert void of life. This makes it natural for players to focus their attention on other players as there is not much else to focus on.
Unfortunately while the latter is an excellent method of bonding players together, it may not fit in more action oriented games where players need to pay attention to their enemies.
Summary
When designing the game, I should include the following traits in order to avoid creating design barriers which hinder people fun.
- Progression system which has small power gaps between levels.
- Progression system does not rely on questing.
- Less access restrictions based on level, giving players a wider range of difficulty levels to choose from.
- Players are rewarded for completing harder content to motivate grouping.
- Limited resources in the game world cannot be made unavailable by other players.
- Groups should have a small size limit in order for every individual to be noticeable by others.
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.
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 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.
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>.
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 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.
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>.
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