I played in the Star Wars: The Old Republic beta. I had some
thoughts which I started to type out here, but let’s just cut the good and bad
down to, “Meh. It was okay.” When it
launched I tried making bets with people that it would be free-to-play in a year.
I got a whole lecture from more than one person about how EA wouldn’t allow
that because they invested so much money yadda yadda. Even after the lecture, they wouldn’t take my
bet. Nobody took my bet.
I think we all agree that this model of MMO is dead. Even
World of Warcraft’s numbers are falling (can't find the article I read that says though, sorry) and their last expansion was 'lacking
the luster' in my opinion. Eventually, maybe not anytime soon, but eventually they will go
free-to-play as well. They could do something amazing this
next expansion, but
generally I think they already peaked.
Thing is, I don’t actually think it is the pay model that is
more of a problem. I think the whole ‘quest, kill monsters, grind your level
up, get better gear, rinse and repeat’ thing that is the problem. Seriously, it
doesn’t matter what fiction or license you wrap around your game. It doesn’t
matter how great a story you have behind why some guy wants to you traipse
across hostile landscape to get him some MacGuffin. None of that matters because
it still gets boring after a while. It is like they say about breasts, you’ve
seen one you’ve seen them both. (Note: I think that joke may have been a bit
inappropriate in this context, but it just fit so well. Also I am writing this
while watching a documentary about
Lenny Bruce.)
We have got to stop thinking that these games need this
horrible treadmill.
The Sims Online is great example of this problem; the Sims
games were a license to print money. Electronic Arts decided to make a Sims MMO. Unfortunately they
tossed out everything that made the Sims fun and successful and instead put in grinding and leveling
mechanics. The result was a horrible failure. I don’t think they stopped to
think that people would be happy just living in an online Sim’s world with
their friends.
I think it is time we go back to the sandbox approach.
Looking back at the MMO’s
Raph Koster was trying to make with Ultima Online and
the first Star Wars MMO, Star Wars Galaxies. Those games had a lot of problems.
Oh my God did they have problems. Horrible database systems, they were many exploits,
and lots of bugs. I played Ultima Online and I was even a customer service representative
for Star Wars: Galaxies at launch, so I could go on and on about these problems.
I think the problems and bugs that these two games had caused us to abandon
these types of games in favor of the leveling and grinding mechanic.
Everquest came
out and started eating Ultima Online’s lunch. And World of Warcraft, essentially
a polished up Everquest, came out not too long after Star Wars Galaxies and ate
its lunch too. It’s not too hard to see how game companies said, hey these
games are doing better than those, let’s make more of these.
I want to give you two stories from Ultima Online. The first
was this guy who set up a vendor outside of one of the major cities that sold
the head of infamous player killers for exuberant prices. Basically, he fought
player kills out in the world, won, took their heads and then sold them on this
vendor. These player killers bought back their own heads because they didn’t
want to be seen as somebody who got their butt kicked by this guy. How awesome
is that. But look at all the game mechanics (tools and toys) that went into
that:
- ·
A complex player vs. player system with
reputations, where there can be player killers that prey on other players and
can in return be hunted.
- ·
Having the ability to mutilate a corpse, which
wasn’t a good thing either, I think there was a reputation penalty for doing
that.
- ·
Having the ability to set up your own vendor in
a public place that sold items to other players.
The second story is about a group called
The Pacific MageTower that tried setting up a role-playing group that would generate content
for other players. There were no mechanics that allowed them to do anything but
they tried. These were people who just liked messing around in this virtual
world. They didn’t’ want to go out and adventure. They wanted to create things
for other players to do. I hung out with them for a while, but the work to fun
ratio was too much for me. It was really difficult for them to do even simple
events. For example, whenever they got the word out they were doing something,
the player killers would hear about it to. Even having my guild, The KGB (
Knights of Glory and Beer - A guild that is still active in various games btw), who
were known for hunting player killers, there for protection it just wound up
turning the event into a massive battlefield. Imagine if they had systems in
place for people to build and create content. People love that kind of stuff.
Look at
Minecraft. Even as much as we make fun of
Second Life, look at Second
Life.
In line with that second story, let’s jump to
Star Wars:Galaxies which was supposed to a sandbox game but it didn’t have any tools or toys
in the sandbox. The planets were boring that just weren’t worth exploring. A
sandbox isn’t fun because it is filled with sand. It is fun because you bring
your toys in with you. You bring some Matchbox cars, Tonka trucks and plastic army men. Then you build things to make playing with
those toys even more fun your tools and materials. You bring in a bucket and shovel,
or at least a few Dixie cups and a spoon. You have your Legos and maybe add some Lincoln
Logs. You build things with those tools, giant sand castles, that that plastic
army can assault. You build ramps to jump things with your matchbox cars. Those
things are what make the sandbox fun.
There was one thing in Star Wars: Galaxies that I wanted to
mention. They build this system where you got some sort of combat fatigue after
a while, but if you went to a cantina were an entertainer was performing it
would reduce the fatigue and it would level up the entertainer. I like that
co-dependency. I heard they were building another system in there were high
level crafters couldn’t make the stuff they used to make when they were low
level, but they would need those things to craft higher level stuff. That way
there was a market for the low level stuff and a co-dependency between the low
and high level crafters. Don’t know why
it didn’t make it in, but I can imagine something like that would be hard to
balance just right.
I’m not saying that we should completely get rid of leveling
and skill trees in our games, but let’s makes grinding them unnecessary. Let’s
not focus on having a treadmill, but rather having a world where the player
enjoyed having their character live there because there are lots of fun things
for them to do and explore.
Even if we just take those concepts and ideas from Ultima
Online and polishing them up, thinking them through a little better and getting
rid of the exploits. Not trying to insult the people who worked on those games,
they were working in the edge on the gaming frontier and praying the technology
could keep up.
I would love to see us taking the things we have learned in
the last 10 years, the technology advancements and give this type of MMO game another
shot.