September 10, 2007

About a button...

„So here is a bothersome question.

In order of importance for a button on the screen how do you rate...

The design of the button
The position of the button on the screen
The action that button will do
Feedback that the button is available
Feedback that the button has been activated
Feedback on cooldown (assume it has a cooldown)

It's been bothering me for a while.“ - P. Barnett, creative director of EAMythic.

Not very bothersome imho. They are all equally and utterly important. Let me explain why, from an MMO design standpoint of view.

The design of the button
Very important for players that are new to the game and thus tremendously important for the game. They have not yet figured out how the controls are working. They still need to learn when to use which ability to play efficiently,... The design of the button is the safe anchor: it tells them by art design what the ability generally does („Hm, a sword with guts on it – it's probably a close-combat damage ability!“). After a while, they'll have learned the buttons use and the action which is activated by it – and will mostly only use it's visual design to rearrange their individual keybinding-defined hotbar.

The position of the button on the screen
Again, very important for players that are new to the game and thus tremendously important for the game. If they can't klick on it as fast as other buttons, they will probably use it less often because they think it is not important. In general, you have to differentiate between standard attacks (e.g. fireball) and situational attacks (e.g. a counter-attack after parrying). The standard attacks should be arranged close together, due to tradition and 'WoW standard' preferably at the bottom of the screen. Situational attacks should pop up close to the character model when available to give feedback of „You did X, now do something cool out of it!“ and to provide easy attainable and instant gratification. Later in the game, they won't care too much about the (standard attack) button positions anymore since they'll mostly be using their keyboard for activation.

The action that button will do
The available actions define your character. They provide meaningful choices and reward correct decisions in a way that can decide between victory or defeat. Every single action should have a significant impact on the situation that causes its activation. Utterly important.

Feedback that the button is available
The player will require standard attacks to be accessible at all times and that situational attack buttons pop up and textually & visually notify the player as soon as they are available. If that's not the case, it's bad feedback design. A design flaw that should immediately be taken care of. Tu sum up: it's more than important – it's a gameplay requirement.

Feedback that the button has been activated
There are two kinds of feedback: the button feedback (e.g. it greys out until the cooldown is finished) and the screen feedback (e.g. a special attack animation that is being performed by the character). A button has to react immediately upon activation. Everything else will confuse the player, cause unintentioned double-activation and thus frustration due to unwillingly performed actions. Again: more than important – it's a gameplay requirement.

Feedback on cooldown (assume it has a cooldown)
Another gameplay requirement, this time for the opportunity to strategically plan in advance. Which ability do I want to activate next? Are there cooldown-related dependancies („When I slow him now I could fire my ranged ability a second time to finish him off.“)?

sneak preview: PotBS

Pirates of the Burning Sea preview - sounds awesome.

However, I don't see where the acclaimed 'next generation' is. It rather sounds like a thoughtful combination of many nice and interesting game / MMO features. In a good way. Even though the game was delayed several times, now being five years in development.

That's probably the advantage of boing funded by multi-millionaires, not being dependant on a solely profit-oriented new economy investor.

September 09, 2007

thoughts on Tabula Rasa

Well, the NDA on Tabula Rasa is lifted. So... what is TR? TR is a sci-fi based MMO-shooter. The setting: an alien race, the Bane, almost extinguished mankind - and several other races on other planets. The humans main allies are the somewhat shamanistic Eloh who teach the survivors the use of logos, some sort of language which letters (logos) you can find spread around the different planets. Futuristic human and Bane (an alien race that almost terminated humanity and several other planets / races, the main enemy) structures, weapons, dropships etc.

With the combination of firearms and logo abilities, you fight the Bane, the animals corrupted by the Bane, and other enemies in mostly medium-sized quest-driven (instanced) zones and small very story-driven instances.

Your main source of damage are your firearms. There are three basic weapons (pistols, rifles, shotguns) and one specific firearm per career tree option (however, most of those career tree weapons use way to much ammo to be efficient). You have to target your enemy FPS style. However, it's not completely FPS-style, you rather get a bonus on your hit chance and I think also damage when you correctly aim at your target. The upside: it's different. The downside: it's kinda hard to control what you are shooting at because the interface displays all health/armor bars of the direction you are looking at.

Additionally, you can use logo abilities that you can learn and improve by spending training points. Speaking of character advancement: all players start with the same class. At lv5, you can choose b/w soldier (damage-oriented) or specialist (support-oriented). There are other career choices at lv15 and lv30. Each lv-up, you get 2 training points for skills and 3 attribute points. Increasing a skill by one rank costs previous rank +1 training points. So to skill up to rank 5, you have to spend 1+2+3+4+5=15 of 100 available training points. That means you can max out not more than six abilities of which two or three are passive and not active-use.

The problem (currently?) is: there are some skills that are way superior compared to other choices, e.g. 'firearms' greatly increases damage of all three basic weapons (pistols, shotguns, rifles) vs. an armor type that increases your run speed by up to 5%. So differentiation b/w characters actually starts at lv15 or so, from lv1-14 they somewhat all feel the same because of certain "must-have" skills (lv5 firearms, lv3 tools for medi-kits + rez / lv3-5 rage, lv3-5 lightning --> 15+6+6=30 of 100 training points are somewhat pre-defined).

Due to the lack of character difference in early levels, there are also no different roles or something like 'control of the enemy'. When you group, there are (almost) no synergies, instead of one player it's several players shooting at (many) health bars. That enhances egoistic behavior, plus you can just overrun enemies with your combined firepower without the use of any tactical planning. So you basically see a lot of comparably large bars. Quite confusing. Because of that, it's also quite hard to control or focus or assist mobs / enemies, instead of "I control the situation" you rather have the impression of shooting at bars until there are none to shoot at any more.

Only at lv15, the basic archetypes / roles start to flesh out: commandos = heavily armored brutes, rangers = stealthed damage dealers, sappers = use of mechanical and explosive support, biotechnichian = healer. I playtested a biotechnichian and it was pretty senseless: the most effective tool for healing were still the armor repair and heal discs I already acquired as a specialist. At lv30, those archetypes flesh out even more - I hope in a better and more unique way... However, you don't get the impression of making meaningful choices in the early levels which makes it quite hard to delve into the TR world in the beginning due to the lack of personification / identification b/w the player and the character.

The crafting also doesn't contribute to character individualization: you can loot crafting recipes to enhance your weapons / armor, craft colors to customize your character appearance or tools like medikits and ammunition. However, as soon as you use one of those recipes, it's gone forever - you don't learn it, you have to find a new one to craft it again. Not very achiever-friendly and rather tedious. Plus, the weapon enhancements are quite costly and it's way easier to find new and better weapons then improve your current one for tons of credits / gold.

In short: there are some new and nice elements / ideas (FPS style fighting, logo language, career choices), but they could have executed them a lot better / more appealing. Destination Games has one more month to fix those issues. If they don't, I'd guess TR aka Destination Games will have the destination of being Sigil'ed: famous person + crappy game design = epic failure.

September 02, 2007

Collecting tester feedback

While scanning through the Tabula Rasa closed beta test forums today, I kinda noticed that approx. 97% of player feedback is absolutely useless.

Beta test means: the key elements are implemented in the game and the testers are now asked to provide feedback about those elements, find bugs, and come up with suggestions and ideas of how those key elements should be combined to make the game fun and appealing. This process is iterative, meaning the developers continuously add more features like more races, more classes, secondary features, and improved key features. However, the key features are not and just cannot be subject to change since they define the core gameplay aspects of the game. Or, to say it frankly: devs will probably ignore (maybe even cry about) suggestions that would cause shipment delay of several months to implement. Really, they are just not interested in things that would require implementation or even extinction of the key elements that are already in the game because all those key elements are connected in many different ways. Well, I think you got the point. The question is: how to get qualitative and valuable tester feedback?

There's even one more challenge to keep in mind: only a very very small part of the beta testers participates in official testing-related feedback mechanisms (e.g. beta forums) at all.

Many games seem to use basic empiric and mandatory evaluations to collect feedback, e.g. whenever you complete a quest or level up, you have to answer a few questions like „did you like that quest?“ or „do you think your current equipment if ok for your level?“. This method may provide general gameplay happiness feedback, but won't really help in collecting broad qualitative feedback about the different key elements of the game.

Preselection of beta testers? Nigh impossible if you have 50k+ beta signups. And the applicants might've just copied well-written texts from somewhere else. Game exterior feedback collection? Only a small percentage of beta testers will even use it. So basically you need ingame-collected qualitative feedback. How do you get that? Well, I'd say by making your QA employees secretly interview the beta testers ingame. Tell them to found guilds and continuously form groups and then chat / talk to them about the game – within the game / current build without ever revealing their actual position within the company. [This of course would only work for multiplayer games.]

August 31, 2007

MMOGs = social

Surprise, surprise...

75% have met new friends in MMOs.
50% of them have met those friends in person.
40% preferred discussing sensitive issues with VL-friends.
10% have developed physical relationships.

The last one's ratio is a lot better than any online partnership website.

"Please help me - I'm a geek?!" Nah, sorry. I think I'm fine.

August 30, 2007

G|C Leipzig 2007

There was the Leipzig Games Convention several days ago. I attended it. 
There was a WAR beta key contest / lottery. I won a key and I am eagerly waiting for it being send to me.
--> check out my GC coverage on my GuildCafe blog

 

August 04, 2007

Barnett Interview

Epic interview. No marketing-based interview where it's all about telling what great product you'll be delivering to the people. Nothing but a game designer enthusiastically talking about what he is doing. 

Speaking about WAR... Freakin' aweseome movie!

August 01, 2007

character customization in WAR

Q: Why is this a smart move?
Lance Robertson: We are going to have a lot of changeable faces, for certain races like the Greenskins. There is really going to be a lot of variety.

What we really want to concentrate on though for the customization of your character in general is more your silhouette so to speak. I’ve got spikes on my shoulders or I have trophies hanging off of my body that shows pretty much how much of a badass I am. Our artists call it the 20 Foot Rule. We really want to make it so that the guy from 20 feet away is obviously different from the other guy in terms of their race, career, and how high a rank they are.
A: 1st of all, it saves workload. Make ONE model, not 3,000 different customization combinations where you have to check at each one of them if the animations are alright, if some equipment causes certain illustration errors etc., so basically a lot less required QA and manpower ressources.

2nd, it provides time for dynamic character customization: you can't only read in your tome of knowledge, what badass you are, you can also determine it by just looking at yourself. You become a walking trophy collection, bragging about your achievements and heartily inviting enemy players to give a damn about (trying to kill) you.

And 3rd... Well c'mon, who cares wether your nose is 2 inches long or what your exact skin color is when you are covered in full armor and helmet anyway?

July 22, 2007

just a short WoW rant #4

Comment on this picture: "Seriously: What must Rob Pardo think when he sees an image like this?"



I know what he thinks: "Paying customers. Yay!"

July 17, 2007

"Get a life!"

what can you do in real life? you can stick to the rules. you can live according to the overall conditioning principles of society (don't steal, don't scare old people,...). you can experience things within the vicinity that you already know or may have experienced in another way at a similar place. you can meet people that mostly try to get along, but not people that stick to their own individual and interesting personality.
well ok... you might also journey to another country on the other side of the world, or join an interesting community that fits to your needs. but let's be honest: the later two are rather a rarity than a common occasion.

what can you do in virtual life? you can go kill a dragon - or virtual people you don't like. you can make your own rules. you can do things you could never accomplish alone in the real world, like crafting a nice peace of armor or brew a potion that makes you stronger (forget about spinache!). you can meet fellows and achieve something together in a collaborative struggle.

the next time people tell you to "get a life", tell them to try out YOURS. ;)

July 05, 2007

WTB Gold?

"We never believed in the ancient prophecies... like fools we clung to our old hatreds, and fought as we had for generations. Until the day the sky rained gnomes."

It is raining gnomes. Everywhere! This is just impressive, hilarious, very creative and perfectly executed concerning synchronisation. My earnest respect for that! 



How do they do this? A player who used to play on a private server assumes the following:
They use a program that hooks into the World of Warcraft client and modifies the memory address that handles player location. They then alter their location to be at specific point and drop from the sky.
Anyway: "Our gnomes will blot out the sun!" *rofl*

July 04, 2007

WAR vs. AoC

If you say "Lets go smack my bitch up!" in Warhammer Online, you are going to be banned.

If you say "Lets go smack my bitch up!" in Age of Conan, you are probably going to a tavern.

June 27, 2007

E-penis++

Playing virtual god anyone? ;-) 
Lad: You play World of Warcraft?
Randy: Well, I have a level 65, but I've never been to MC as I'm not in a raid guild.
Me: I've pugged it a few times. I have three 70s, a 60 and a 20-something.
Lad: I have two 70s. Hey, I think it's really great that people of all ages play WoW.
Me: Well, we have been playing this kind of game for a while...
(Randy glances at me with an "are you going to do it?" look).
Me: What was World of Warcraft based on? What game did the developers look at and think, "we can do that, only better"?
Lad: Er, was it called EverQuest?
Me: That's right. Do you know what EverQuest was based on?
Lad: No, but I think there was some guy at IU who gave a talk...
Me: EverQuest was based on DikuMUD, which was a textual world developed at the Datalogisk Institut Kobenhavns Universitet in Denmark. DikuMUD was based on AberMUD, written at the University of Wales at Aberystwyth. AberMUD was based on MUD, written at the University of Essex in England. MUD wasn't based on anything. I co-wrote it.
Lad: You wrote it?
Me: The first graphical virtual world was Habitat, written in 1985 by — who wrote Habitat, Randy?
Randy: Randy Farmer and Chip Morningstar.
Me: We've been writing and playing these games since before you were born.

Designers don't like farmers

I told you so. :-)
Having worked with designers, I know they hate farmers more than a lot of players do, because the farmers are finding and exploiting design weaknesses in products they've worked on for years. Some people would say, "Hey, tough luck. If your design is weak, it's your own fault."
Source

Btw: interesting Escapist issue this time.

June 23, 2007

www.bullseye-games.com?

Some of you might have noticed that this blog may now also be reached via www.Bullseye-Games.com.

What's this all about? See, I have been thinking about working in the computer games industry since err... well since a very long time, maybe even since I played a computer game ('Mission Elevator' on an Amstrad Schneider CPC) for the 1st time, 12 years ago.

But over the years, I learned that the working conditions in the computer game industry are not very well – crunchtime 12 hour work shifts for several months short before launch, financial and contentual dependancy on your publisher (if you have one) or a run only millimeters away from the financial abyss (if you're an independent game developer).

Thus, when I started college, I joined the students radio to work as a journalist to look for other career options. I worked together with fellow students that kept praising the content of private radios, that generic 'the best hits from the 80s, 90s and today!', those constantly grinning moderator-entertainers who like themselves more then their listeners... So I applied for an internship at the WDR, the largest public radio station in Germany, hoping to find journalistic quality and an overall vision of how to spread information. Actually, I did. But I also found very discouraging bureaucratic structures, very slowly working windmills, hierarchy pyramids, and very few space for personal development and personal contribution...

So what IS Bullseye Games? It's back to the roots. It's a project, an idea, that buzzes through my head since my internship at the WDR, which has been two years ago. It's the understanding that if I really want to work in a company that fits my personal expectations and needs... Well then I probably have to found it by myself.

I know it is risky, that there will be downsides like long working hours and a huge responsibility. But from my 'leadership experience' (editor-in-chief at the students radio for a year, founder and leader of a non-guilded 'World of Warcraft' raid), I think I also got the impression of the advantages: a lot of personal freedom, advancement and independency. And the opportunity to change and greatly contribute to a self-made community. I hope this dream, this idea of 'Bullseye Games', will come true some day.

June 22, 2007

Southfury Banks v0.6 released!

The battle for the Southfury River begins! Up to five players fight side-by-side to defeat the other faction's general and to take over the control of the riverside.

The core feature of 'Southfury Banks' are the player-controlled units. These can be upgraded to mighty warriors, stealthy rogues or bright druids, greatly supporting each other.

Together, they fight against the opponent players, seek control of flag points or summon a mighty creature to help them vanquish the enemy general and his officers. At dawn, they try to recover - until the drums of war thunder once again for the battle of 'Southfury Banks'.
  • Fight against enemy players in team-based PvP skirmishes.
  • Obtain Tomes to upgrade your unit up to one of six unique classes.
  • Tomes are dropped by killed players or can be bought at Horde Sages / Alliance Librarians.
  • Capture neutral or enemy flags to get additional spawn points and income.
  • Kill the enemy faction's officers to destroy your enemy's towers and to kill their general more easily.
  • Hand in Flasks of Mojo (Horde) / Arcane Crystals (Alliance) at your main base to summon a mighty NPC.
  • Make life harder for enemies by upgrading your faction guards or reviving Sages (Horde) / Librarians (Alliance).
Mary can NOT be butchered.

June 21, 2007

EA Mythic hires ex-Sigil employees

Do you remember that epic failure? Well, apparently some of the ex-Sigil workers have found a new job position:
We also picked up a few ex-vanguard people here at EA-Mythic central, they are all good people, they have to be to get passed our recruiter bulldog and the interviews we have here. ... At first they looked a little like deer in head lights. It can be quite daunting entering our place and seeing people smile, laugh, be joyous and basically loving their jobs. But we have a great team of people and we are making them feel at home.

They are being immersed in the whole Warhammer-ness of our project and the way we do things around here. I told them to wear their sigil t-shirts with pride. They worked hard, they tried, I know that this time it didn't work out but that's not reason to hide what you have been doing with your life. To use a phrase from GW HQ. "The Emperor will not judge you by your medals, he will judge you by your scars."
That's cool. I hope they hired some of the crafting coders since the Vanguard crafting system put some innovation into that section of virtual worlds.

Plus, by reading WAR newsletters and several interviews it appears that EA Mythic employees are treated better than EA used to (or still does?).

just a short WoW rant #3

WoW - Version 2.1.2 patch notes

change: "Druids in Swift Flight form can no longer loot herb nodes."
reason: several Tauren players complained about being called 'honey-beef'.

June 20, 2007

just a short WoW rant #2

Omg, they cut off the basement of the pyramid. *lol*
... a few of the attunements have turned out to cause unnecessary stress on guilds either doing the content or attempting to do the content.
Yeah. Very surprising indeed... *rolleyes*