Two years

It’s now over two years since David Gemmell passed away and I wrote this post. It doesn’t feel like two years.

You’re still missed David. Your writing, your storytelling, your force of personality.

Up or Sideways

I’d been thinking about the problem of ever-increasing levels in MMORPGs recently. In almost every respect it’s a symptom of the source for those games, paper based RPGs and to some extent paper based wargames. Certainly traditional roleplaying games for the most part were built on the concept of skill or level progression where-in you became more powerful and hence were able to take on greater and greater challenges. That power improvement came from increased skills in skill-based progression games (like the original Call of Cthulu), or in lumps in level-based progression games (D&D being the most famous). On top of that you gained access to better equipment and tools which in turn augmented your ability to survive and overcome. MMORPGs have for the most part inhereted that feature set.

However, for anyone who ever ran a long running level based progression (and to some extent skill based progression) roleplaying game, or ever played in a long running campaign, you should immediately spot the flaw. At some point you are more powerful than anything you can meet – unless the stakes are raised. In a solid campaign with a good backstory and a lot of information, it may not be a problem being at the same power level without any way of improving it. Perhaps the increased power comes instead from increased knowledge or increased resources or contacts. But the base point remains, once you can’t progress in power, you can’t take on more powerful challenges and the whole feeling of progression and improvement that people seem to love is lost.

So for many of us, the results are familiar, the original D&D game moved through Basic, Expert, Companion and Master levels. But they couldn’t resist bringing out the Immortals boxed set so you could become a god. People wanted to stay with their favourite characters, the ones they had built up over time, and who they knew, so the first option was to pop the top off the limit and raise it higher. The other option was to retire your characters and start over, with a new campaign or more often than not an entirely new rulebase for a change.

MMORPG’s are suffering the same issue. Everquest will soon be increasing the level cap to 85 or 90, WoW has increased it and will do so again, Lord of the Rings Online is moving to a level cap of 60 with the latest expansion (Moria). Once most of your players have their favourite characters at the maximum level, and they’ve had time to sample most of the content, what is there for them to do? Fine tune their characters, fill in the gaps with whatever ‘alternative advancement’ options they have, finish off the quests they never did, explore the parts of the world they never saw. But then what?

Any new content has to offer people at the maximum level something new – and if what they crave is to grow in power and scope, then naturally the first choice is to raise the level cap and increase the power of the enemy. Eventually it becomes surreal, in Everquest the Planes of Power pitted the players against the very gods themselves, but then in the next expansion it turns out the gods aren’t all powerful because there’s some other guy in a temple who’s even more powerful and then of course he turns out not to be that bad when an even more powerful enemy is found.

Raising the level cap lets people progress, but the cost is mudflation, and polarising the player base. If you have to provide new content for the people at the top level, new content for those at the lower levels suffers. There are only so many resources. Of course the other issue is that over time, the distance (in power terms) new players have to travel to team up with their high level friends is immense, and so coping mechanisms have been added where-by high level players are encouraged to group with their lower level friends (mentoring, for example).

Eventually people come to realise that killing level 122 dragons when you’re level 121 is about as challenging as killing level 22 dragons when you’re level 21. That the improvements in power are shallow and repetative. Some games deal with this by adding functionality (Everquests’ AA mechanism) but that brings balancing complexity, further alienates low level characters and soon becomes simply a means to an end (earning alternate ability points to make earning more alternate ability points easier).

You may be wondering why the hell people play these games if it’s all so negative. Firstly, while this issue may not come as a surprise to many long playing roleplayers it does seem to be an issue the ‘industry’ is only just coming to recognise as a serious issue. Secondly, there is an addictive quality to progressing your character either through gear, levels or skills. Just making that last final improvement or getting that much needed upgrade can be a good driver for playing. Thirdly, MMORPGs are engaging because they are socially rich. People like working with other people, or against them. People like forming clans or guilds or kinships, people enjoy sharing time with their friends and making new friends to share time with.

While MMORPGs are games they’re also social environments, something roleplayers sitting around a table have claimed for many years. Problem solving is fun and challenging, doing it with 7 other people only increases the challenge and potential for reward. So we have a situation in which people like playing games, they like ‘getting better’ over time, they like developing a single character who they associate with and they like sharing that space with other people. But at the moment, the standard response to the problem of continuing to provide a challenge to long term players is to increase the level cap, throw bigger enemies in and hope people don’t mind.

There are other options, and while reading around (reading around being searching once, reading two blogs) I found this and this. These posts discuss the ideas of horizontal game design rather than vertical (what I’ve been describing above is mostly vertical game design).

I liked Tipa’s idea of multiple locations, all in the same small level range, but in which your gear or experience or whatever it might be from other locations counts for naught, levelling the playing field. I like this idea, but it does feel like it might end up in a ‘collect the set’ situation for gear. Everquest did something sort of similar in the early days, where you really needed a good set of resist gear for certain encounters instead of your normal every day gear. What differentiated your ability to survive against your peers was how much of this gear you collected, not what level you were. So this is horizontal design by collecting new gear or new skills that only really benefit you in certain locations.

I think this solution would certainly fit some game designs better than others, imagine a game based around Stargate, where each new world discovered has a broad range of attributes which can be wildly different to other realms. Such wide differences lend themselves to limiting your success with your existing gear or skills. In a low-fantasy setting or modern world setting it may be harder to justify why your sword isn’t as effective in the newly discovered continent as it used to be in your home land. I guess you could build an entire world system on it, perhaps creatures on particular land masses are vulnerable to particular minerals only found on those same land masses, and virtually immune to everything else. But that feels like a stretch, I think the ‘new world’ approach would work a lot better.

I guess if I could reel off a few dozen ‘better’ horizontal design options I’d be a games designer and not a sysadmin.

It’s just struck me that faction / reputation is an attempt at horizontal design. Your political stance or reputation provides access to more quests, more locations and more challenging encounters but isn’t based on your level or skill-based power. Perhaps that element could be expanded to enable progression and increased challenge, although Everquest players certainly complain about the amount of necessary faction work involved (emphasis mine to prove the point). Maybe it can be more integral to the game, less explicit and more naturally obtained. A complex political system of factions and alliances may allow you access to quests or adventuring areas which are challenging and new but you can still bring your friends with you as long as you vouche for them, and if they do anything out of order you may find your own reputation suffering.

What I do know is that Second Life has no power progression, no game in that sense but still attracts a huge following. Sure, you can make money and it has sex, but that can’t be all of it? It has people, it has people interacting and working together to build places and do stuff. If you get a game that fits around that and provides fun and challenge then bingo.

Anyway as usual I’m rambling by this stage, set off with a good idea, murder it by the second paragraph and then waffle my way to a slippery conclusion. Here’s what I see as the basic truth, MMORPG creators are going to need to answer this issue and soon, or they’ll find everyone retires their characters or gets bored when they turn into gods. Tabletop roleplayers have known about it for years – time to catch on.

The changes Google has wrought

I’m sure that these changes aren’t all purely because of Google, but you have to admit that the market penetration it has, has pretty much changed the face of the Internet. There’s a bunch of stuff I love that Google provides (blogger – has it’s faults but for free what can you say, google mail – matches my needs perfectly, google reader, google talk, etc., etc., etc.) but the core feature that I love is how they’ve turned search into something else.

Search isn’t about finding pages any more, it’s about finding answers. In ye olde days, Alta Vista was about finding the web page you knew had the information you wanted to know. Someone had written something about China and you needed to find out, or someone had a page on the web listing time zone information and you needed to track it down. Now, Google tells you what you want to know if it’s something which is simply a fact or can be sourced and tracked.

Want to know what time it is in China now? Type “what time is it in China” into Google. It doesn’t just bring you back some pages, it’s flat out tells you the time.Wondering how many pounds there are in a kilogram? Don’t go searching for a website that lists all the conversions, now just ask Google. Wondering how to spell a word? Just misspell it with Google, and it’ll suggest the right spelling.

Wondering what the weather is like in New York, but don’t want to spend weeks trawling the web to find a web site which tracks it? Ask Google about the weather. Google does maths, it converts units, if you tell it where you live it’ll look up movie times for you. The list is huge and it’s not just about finding content any more, it’s about providing content using common search terms.

I don’t reach for a dictionary, I don’t reach for an atlas, I don’t reach for books, I just ask Google. It’s no wonder the verb ‘to google‘ has made it into popular use. People talk about the move to a semantic web, I really have little clue how the whole thing is going to turn out, but you can’t deny that Google’s so called search engine has changed how a generation of people look for information.

Bwahaha, now you’re going to suffer.

So, I found an interesting web site (http://mysite.du.edu/~bkiteley/exercises.html) which has some creative writing exercises (from a much larger selection in the author’s book, The 3 A.M. Epiphany). Found it while I was searching for various creative writing resources. Anyway, it’s the kind of thing I’d been looking for, never having had any formal creative writing teaching, something to give me some actual exercises to have a shot at.

And of course, now you have to suffer the consequences. Since Brian’s exercises are from his book, I won’t post the full text of the ‘question’ here, but I’ll tell you which number I had a shot at (#2) in this case. I actually ended up writing a story which in no way had anything to do with the question, but it was fun none-the-less.

The little bell tinkled as Jane opened the door. She loved that bell, it meant somewhere warm and relaxing where she didn’t have to think about work or Ben, or any of that. Alice looked over as she set down two scones and a pot of tea, “Coffee? Usual?” She turned away again, not really waiting for the answer and caught the pot with her hand. Everyone scooted backwards as hot tea covered the floor.

The waitress looked more surprised than anyone and apologised over and over, “I’m sorry! Here, let me get a cloth and some more coffee, really, I am ever so sorry!” The man in the seat looked mean, but he just nodded.

Jane shook her head a little, watching Alice bustle about getting more tea for the two pensioners in the corner, before taking a seat for herself near the window.

Watching had always been a favoured pastime. Even during a wet drizzly today like today there were always people moving out there, rushing to be somewhere else or to get back to where they had already been.

Jane looked up as two young boys ran past, almost losing a football to a bus, laughing and enjoying another sunny day. Her coffee arrived, her usual. She nursed it for a while before adding sweeteners and watching the little patches of foam form on the top. She would ask Ben what caused that, and then reminded herself she wasn’t thinking about Ben today.

The door swung open, a little squall blowing in some rain and a gentleman struggling to hold onto his hat. She hunched a little closer to her mother, hugged her little bear a little tighter; nervous but not sure why. She got a pat on the arm, everything was all right.

The door swung open and the bell tinkled. Her eyes snapped from her coffee to the door. Two girls had come in and were ordering some sandwiches for a nearby office, Jane didn’t quite hear everything, enough to remind her of her time running around getting lunch for other people. Which led to Ben, and another lapse.

She watched as he walked over to the table next to theirs. She gripped her mother’s arm a little tighter, her bear tighter still. There was a bang, a scuffle, the man was pushed into their table, she fell to the floor and her mother’s arm was out of reach. Another bang.

Mother? But so much blood, even at seven she knew it was too much.

Jane snatched her phone from her bag, dialled her mother. “Mum?”

“Who else Jane?”

“You never told me how Gran died?” There was a short silence.

“Jane, are you okay you sound… has something happened?”

“How did she die?”

“Well, it’s been such a long time, are you sure? Okay, I remember it had been raining.”

So, now when I try out the various exercises on that page (and maybe if I buy the book and try a few more) you guys get to suffer! You can petition Google to add a feature to Blogger if you want, to filter out certain tags. I’ll tag all these as ‘Fiction’ so if they ever do add that feature you can avoid them!

Creativity

I have what I think are creative urges every now and then. Sometimes they last a few days, sometimes longer, sometimes less. I can’t really explain why I feel like I have to create something, I can’t explain the feeling in my head that makes me feel like I have to make, produce or create. Over the years I finally came to realise what the feeling meant. When I was younger I would write roleplaying adventures for whatever game I was playing or reading at the time, or if I was running or playing a game at the time I’d express the urge during the game or while running it. Haven’t done any paper roleplaying for long time though so haven’t had a chance to write anything.

I used to paint miniatures as well, which was another way of expressing the need. Not particularly well I might add, but still, it worked. I also spent a lot of time writing little bits of random code in random languages to do random things. Writing code for me has always been more art than science and satisified my creative urges.

I guess the urge manifests itself now in the creation of random new websites (www.bookthing.co.uk, www.onelinemoviesreviews.co.uk), reviews, blog posts, forum/usenet posts and the like.

The main problem I have with the feeling is that I want to be creative, I want to create something, but I’m not always really sure where to direct the energy. Sometimes I think I want to ‘write’ (fiction) but I’m either too lazy or too scared to do it. Sometimes I think I’ll just write pithy and insightful blog posts but that doesn’t always suffice (and I usually fail). I envy people who can sing or play musical instruments, I’d love to be able to make movies or short videos of any kind of quality but have no clue really what I’d make them about (and certainly don’t want to be just another ‘ranter’ on YouTube).

I don’t know how common this sensation it, feeling like you want to create or write or do something but not really having much idea what it is you actually want to achieve, or maybe, feeling like the things you would like to create you don’t have enough skill to do them justice.

Blood sugar woe

It’s been a few days of random blood sugar. Very low a few days ago, high ever since. Not sure if I’ve got some kind of bug which is affecting my sugar, or if my diet has worsened, or if the few pounds I put on in Brighton has tipped me over the equilibrium I’d developed.

Frustrating and worrying whatever it is. I’ll have to try harder.

TNF – Raids in August and Important News

Raids in August

There will be a TNF Raid on August 9th. Meet in PoK at the usual time (8pm UK, 9pm Europe, 3pm US Eastern). Targets have yet to be decided.

Important News

I have a penchant for melodrama, so I make no apologies for the tone of the following news.

Everything that has a beginning, has an end.

In November 2004 (the 6th to be exact) a few of us raided Overlord Ngrub in the Torgiran mines. Lessi will know the insane amount of planning that went in to that raid, I took screenshots, I planed the route, I worked out a strategy, I drew up diagrams. It was the start of a 4 year rollercoaster that none of us could imagine.

A few weeks later Siddhaya ran some raids against Luclin targets, Zelnithak, The Va`Dyn. Soon we were ‘in’ Ssra taking out legendary targets we had simply dreamt about. I remember those first raids with complete clarity. The Siddhaya & Grayhelm Saturday raids eventually turned into TNF, with a charter (too long, we never did get it short), a structure, and a solid raid team.

We achieved the impossible, truly. Casual raiding, without any significant bitching, no serious falling out, no catastrophic collapse. We progressed without being a progression force. We grew, we accepted anyone, we handled loot in an adult and relaxed manner.

And we took on and killed the mightiest in Everquest.

2005 Sat Apr 09
Target: Kael Drakkal – The Avatar of War

2005 Sat May 14th
Target: Kael Drakkal – King Tormax

2005 Sat Jul 30th
Target: Plane of Innovation – Manaetic Behemoth

2006 Sat Jan 7th
Target: Plane of Tactics – Rallos Zek the Warlord

2006 Saturday 8th April
Target: Plane of Fire – Fennin Ro the Tyrant of Fire

2006 Saturday 14th October (in conjunction with PoTM)
Target: Plane of Water – Coirnav

2006 Saturday 21st October (in conjunction with PoTM)
Target: Plane of Air – Xegony

2006 Saturday 2nd December (in conjunction with PoTM)
Target: Plane of Earth B – The Rathe Council

2007 Saturday 20th January
Target: Ikkinz, Chambers of Destruction (Ikkinz 4)

2007 Saturday 27th January
Target: Plane of Time – Complete

2007 Saturday 10th March
Target: Uqua, The Ocean God Chantry – Complete

2008 Saturday 5th January
Target: Tunat`Muram Cuu Vauax

2008 Saturday 26th January
Target: Anguish, Overlord Mata Murum

It has been an astonishing four years. Both myself and Siddhaya are honoured to have raided with you all. To have challenged at the time, some of the toughest content in EverQuest with casual players and beaten it convincingly in the right way.

However, the time has come for myself and Siddhaya to step down. There is no single reason, no single cause. Simply that it is harder to commit every single Saturday, harder to find the time to research the targets, harder to find the energy and enthusiasm that the raid force deserves.

August 9th will be our last raid together with TNF as raid leaders. We may finally go and raid Crushbone, or maybe we’ll revisit the Guardian of the Seal, or perhaps we’ll go kill some random stuff in Theatre of Blood or go and wipe to Vishimtar, who knows. Turn up and find out. We’d love to see you there.

Before deciding this, both myself and Siddhaya had already found ourselves unable to commit to raids on the last three weeks of August (due to summer holiday or work). So, we propose TNF takes a break in August.

The question for you all, is what will happen to TNF going forward after August. There are really three options.

1. Some folk volunteer to take up the leadership role and TNF remains as it is now.
2. Some people wish to start up a raid team, but want a fresh start, and start something new to replace TNF.
3. People feel that they need a break and nothing is started immediately.

All three of those options are fine options. The decision is really in your hands. Myself and Siddhaya will support you in any way we can.

It has truly been an honour, a privilege and a complete blast spending Saturdays with you guys. Well over 120 unique people have raided with TNF over the last four years, maybe more. We thank you for everything.

What makes a fun MMORPG?

Anyone who has known me in the last few years knows I play EverQuest. I used to play EverQuest a lot, and in recent months that amount has decreased. It’s done that before, and then I get re-interested. There’s a long standing joke that you never quit EverQuest, everyone comes back. In EverQuest I’ve been a regular player, a guild member, a guild officer (a few times), a guild leader (for a short time), a raider, a casual raider, a grouper, a hard-core raider, a raid leader. I’ve been thinking a lot about what makes a MMORPG (massively multiplayer online rolplaying game) ‘fun’, and what a game needs in order to make it as accessible as possible.

If you’ve followed the history of EverQuest or played you’ll know it had a pretty strong focus on ‘the group game’. In the early days it was tough to solo anything, impossible for some classes, challenging and slow for others. Grouping was really the only way to achieve any significant gain. This wasn’t an issue, there were many, many players also looking for groups. As the game has grown, and inevitably the player base has shrunk (and the number of low level characters shrunk and the number of places for people to go and hunt grown) that focus on the group game is causing some pain.

Competitors to EverQuest (World of Warcraft being the most famous) have taken a different slant. You can achieve significant gains without ever grouping, and even if you do need to group to complete a certain goal, you can be sure the time investment will be short, 10 minutes maybe, or 30 minutes, and you can achieve your goal and move on to other things together or alone.

In the current EverQuest many goals take hours and hours of time investment to achieve. This is both the reason it has been so successful and its biggest curse. For some people that challenge and time investment is what keeps them in the game, but for many it’s just not possible to invest four or five hours at the keyboard to achieve (and in some cases, not achieve) any significant gains. And yet there are people who claim WoW is ‘too easy’ and many who have played it and burned out quickly because there is less challenge and less content.

I’ve not played WoW to any significant level so I can’t comment on the specifics, but I have played a few MMORPG’s, and I do now, after 7 years or so, know what I want from a game. I’m not sure a single game can actually provide this, but this is what I think it would need.

  1. It should be possible to achieve something without assistance, at any level of the game, in around an hour. The question of course is what counts as ‘something’ and ‘achievement’. For me, it must progress the character, it should be possible to log on and within an hour or so have achieved something which has progressed your character in terms of power. Obviously in the early stages of the game that progress will be quite large, and in the later stages that may be quite small, but it should still feel like an achievement.

    This is necessary because people can’t and won’t commit huge amounts of time to a game, but if the game lets them achieve things in shorter time periods they will feel they are able to make progress even if they can only ‘pop in’.

  2. It should be possible to group with your friends and achieve stuff, no matter how many or few of them are on at any one time. It should be easier to achieve goal X with two people than with one, no matter what classes those players are. It should get easier with more people, regardless of class. Of course, this doesn’t preclude a good balance of classes making something which is very challenging doable against a random set of classes making it more challenging, but it should still be possible to achieve progression regardless of group make-up.

    Too many times I’ve been in a game with 2 or 3 friends, and we’re not able to achieve something or progress with just those friends because we don’t quite have the right classes, or someone has had to fall back to a less-favoured character to fill the space, or to 2-box a character to bring a required class along.

    If 12 of my friends log in, we should be able to find something that challenges 12 of us, and the tools should support that. Obviously there needs to be a limit, but fixed group sizes are restrictive. The growing concept of ‘groups’ and ‘raids (collections of groups)’ is limiting. There should be a single concept to cover a ‘collection’ of players, and if that’s 2, 6, 11, 15, then so be it. Groups should flex to cope with the number of people present, the number of people present should not be massaged to ensure they fit into the game’s group structure.

  3. People should be able to join in or drop out, within reason, regardless of where you are and what you’re doing. If someone feels they’ll be tied in to doing something for three hours, and if they leave that endeavour will fail, they may feel less inclined to help out because they may need to sort out some washing or chores in the house. However, if they know they can help out and then head out without dooming the mission, or that if they turn up late they can catch up, then the result is a more inclusive experience.
  4. I’m sure this one will be controversial. Your gaming skill should not be the biggest factor in your ability to progress. It should be a factor sure, but MMORPG’s are social games, they should be inclusive, not exclusive. They should allow people to come together, form groups, go and achieve stuff, and not have to worry about whether the person playing the Barbarian Scalp Beater is able to press keys as fast as the person playing the Gnome Invoker. Sure, players with more skill should be able to achieve things more quickly, or more efficiently, but players with less skill should not be precluded from achieving anything.
  5. There should be no exclusion to who can communicate with who. There should be no geographical barriers in-game or in the real world. I detest the current approach of restricting servers based on geographical location. The internet has destroyed the boundaries of country and continent and MMORPG developers appear to be putting them back. If I choose to play on an American server with the associated latency and in-hours-patch times, that’s my choice. If my American friends want to join us on a European server they shouldn’t have to lie about where they live and buy a different version of the game to do so. This is a high tech world, solve the technical problems if there are any, solve the billing issues, get it right. Give us back the global player base. In-game, friends lists, inter-character communication and similar features should not be restricted by in-game faction or alliances. I want to know if my friend Bob logged on, even if he’s playing the most hated of evil enemies I have in the game. And I want to be able to /tell him so.
  6. There should be content that can not be beaten alone, or even with small numbers, but that content should never be core content or required content. There should be content that can be beaten alone, or with small numbers but doing so requires many hours of time invested, not necessarily all at once, but again, it should not be core or required content. It should be luxury content, additional content, some extra for people who can find the time. The core game should be accessible to all.

Obviously, the game content should be interesting and engaging and impressive, but those are the things game developers would focus on anyway. The above 6 points are really the ones I have come to believe are critical for new non-niche MMORPGs.

Maybe I won’t go to America on holiday after all …

From: http://www.washingtonpost.com/wp-srv/content/article/2008/08/01/laptops.html?hpid=topnews

Federal agents may take a traveler’s laptop or other electronic device to an off-site location for an unspecified period of time without any suspicion of wrongdoing, as part of border search policies the Department of Homeland Security recently disclosed.

Also, officials may share copies of the laptop’s contents with other agencies and private entities for language translation, data decryption or other reasons, according to the policies, dated July 16 and issued by two DHS agencies, U.S. Customs and Border Protection and U.S. Immigration and Customs Enforcement.

Security at what cost?