[MMOs] A Little Less Conversation – A Little More Action Please

In my last post I ranted at length about how Guild Wars 2 launched without any conversation starters. Now I don’t mean ‘talking points’, such as how the low-level armour for casters was a little off-putting (I mean really, you want my bad-ass Norn to wear frilly knickers?) What I’m referring to is the lack of ‘social nudges’. I pondered on this topic a little bit in the Guild Wars 2 specific post, but it’s obviously still on my mind. I love to converse with my friends, especially in person. I used to enjoy gaming with friends, but for whatever reason that isn’t a current part of my play style.

It appears to me, from my outsider perspective, that game designers often talk about how to solve the social problems in MMOs. How do you solve griefing? You remove the points of competition, except in arenas where it is appropriate for there to be player vs player conflict. How do you get players to cooperate? You provide benefits for aiding in a kill, you enable the joining of groups automatically or with a few clicks. Or you remove the concept of ‘grouping’ entirely.

So players play ‘together’. Yet they don’t often talk. It is the act of conversing that enables a situation to form where a more permanent bond can form. Without conversation, the exchange of text and ideas and emotion, you do not get the creation of persistent networks. Think about how lonely guild chat gets. It is those networks that create ‘social stickiness’ within a game.

While Warcraft has all the hallmarks of convenience these days, it certainly started out with a lot of dialogue surrounding the very act of creating a group. Whatever the game looks like now, it started out with many more conversations inherent in the way players interacted with each other. I must point out that this was absolutely not unique in the MMO genre at the time, so I’m not saying this is why WoW is successful. I’m just pointing out that this was a condition inherent in it’s formative years. Along with griefing, and bugs, and 40 man raids, and many other things that seem antiquated and inconvenient now. While Warcraft’s massive popularity was certainly not due to this creation of dialogue in the player base, the fact that there was conversation is one that has helped to result in the general ‘stickiness’ of the player base.

People like me dabble in other games, but WoW hangs at the back of our minds because so many of our friends are there. Or they still have connections there.

Games these days are launching with less nudges for clunky text exchanges. They’re launching with no need to converse over forming a group, even if in the ‘old world’ prior to LFG systems this would have been a short hand trade channel advert.

Words have power, and when your gaming experience lacks either the written word or the verbal one, it becomes inherently less social. Yes, playing together does not inherently need communication - Journey and various other games show us that. But for those other characters on the screen to become more than NPCs to us, the players behind need to communicate. Otherwise other players are simply ‘there’.

Now, I don’t always want to talk to anyone in my games. Games shouldn’t HAVE to involve awkward social situations after all. Yet, I feel this is an avenue which is neglected. Fan-made works – art, videos, podcasts, blogs, and social networks spread the stickiness of the game because it creates dialogue between players and fans outside the game. Perhaps we need to look more at how conversations are facilitated and created within games.

[GW2] Some quick thoughts from early access

Just a few things that have been on my mind since I started playing on the live servers.

Save up for that 3pt Healing Skill

The default one is fine, but man alive, the 3 point one will kick it’s ass and make your life so much easier during early levelling. I am playing a Norn warrior, and the 3pt healing skill is a regen passive with a flat rate heal. The default scales with your adrenaline.

Buy gathering tools immediately

Not only is it an easy way to make money, once the Trading Post works, but it’s necessary for any of your eventual trade skills. This is probably obvious to most veteran MMO players, but worth remembering if you’re a disorganised person like me.

Be wary of levelling your trade skills immediately

Don’t do what I did and blow a wad of silver (which is in tight supply to begin with) on trade skill items. You’re basically paying to level (and the buff food is lovely, but it does only last for 15 minutes.) If you’re going to do it, set a budget!

The Digital Deluxe Edition was not worth it

So I got some cool stuff, but I didn’t read the fine print while I was in the throes of saving my characters name and have in the process lost a lot of the ‘one off’ buffs available. Why? I’m rather used to Rift and other games, where you get the ‘buff’ items on all your characters whenever you create them. Hmm.

I’m really enjoying this ‘do anything’ thing.

Like, one minute I’m protecting a lady chasing a Jackalope, the next I’m a Snow Leopard. And then I might wander off and throw some snowballs at kids and it all COUNTS. Helping to ressurect someone during battle nets you experience. Going back to an earlier area and helping with events nets you karma, copper, and experience. And then there are vistas, and skill challenges, and points of interest! If you talk to NPCs you get to work on your character traits too!

I’m alone

There has been a thread of conversation in the blogosphere lately about individualist vs collectivist. Guild Wars 2 is at it’s heart individualist – but this often what a lot of MMO designers say they want. They want the player to be the hero. You can only do that if the experience for the player is as smooth and ‘you centric’ as you can make it.

While I think the omission of a /thank emote is a glaring oversight (as pointed out by Siha) I have noticed that I am more willing to throw myself into a fight involving others. Early on it was a big free for all, and very confusing, but as I mastered my skills and figured out how things worked without the triad, I found myself grouping up wordlessly and working well with strangers.

This fella wants bunny food. You can carry the food and get knocked over by bunnies, or you can scare bunnies away from someone carrying food. You can help. You both get credit. Someone has bitten off more than they can chew and is now a jam stain on the road. I see their ‘dead player icon’ and run across the map to help. Most of the time. As our understandings of conditions improve, we find ourselves paying more attention to positioning.

It all adds up.

Am I still alone? No, I’m in a world filled with thousands of players. Just because I’m not talking, it doesn’t mean I’m not playing with anyone.

Siha also pointed out that you can’t help anyone complete quests in the same way that you can in WoW (group kills and the like) and this is true, but I think it might just be a different way of defining ‘helping’ and ‘working together’ in MMOs.

I’ve seen it all before

I must admit, between 2 WoW accounts, The Secret World, Star Wars: The Old Republic, Rift, Guild Wars 2, and the sneaking possibility of Wildstar, I’ve been feeling a bit blase about MMOs. To the point where my ‘been there, done that’ attitude had turned into a brick I was carrying around whenever I logged in. It got kinda heavy, and playing wasn’t fun anymore.

When I was a youngster, I devoured Sci-fi and fantasy books at a very large rate. I imagine that many of the people who are likely to read this did so too. I read LOTR when I was about 7 or 8, and followed it up with the Silmarillion not long after. I read Game of Thrones when I was about 12 or 13. I remember this because I recall my reaction to Daenerys’ predicament, and the revelation that she was my age.

My Dad, who is the awesome geek who is responsible for raising me on a steady diet of David Bowie, Jethro Tull, classic Scifi, LOTR and Red Dwarf, used to look upon my discovery of old authors with a benign sort of amusement. The amusement lasted until I made him read something. His reaction came in two flavours.

“I forgot I read this”

This particular one happened with alarming frequency. Or at least it was alarming to him. I was possibly highly entertained. At the time I couldn’t understand how anyone could forget these amazing reader experiences. There are moments when I wish I could read that scene in Game of Thrones, as though it were the first time. Times when I wish I could absorb THAT moment in Fledgling again. But forget? Nah.

Except that has started to happen to me now. I come across books, and start to read them because the names and synopsis are so completely unfamiliar to me and then I get a moment of ‘Uh, oh. It’s that book!’ I get very disappointed when this happens. Books don’t last me long, as consumable entertainment, so I feel cheated when my memory actually goes to the effort to the point that I know I’ve read a particular book before.

Other times I won’t remember until the last couple of pages of the book, in which case all is well. But hey, even I get old.

Playing older games is a bit like this. I know I played Duke Nuke’m, Secrets of Monkey Island. I know I played an Alien game on something that was probably an Amstrad. I know I played Chucky Egg, and Myst. Do I remember any specifics? No. But I remember that I loved them. It’s becoming much the same way with my early WoW experiences. There is no way to get those times back, tied up as they were in a different phase of my life when WoW was my escape.

“Oh, it’s another one of those”

This second response from my Dad, on the topic of books I’ve recommended to him, is more frustrating to me because it represents a moment where my judgement has fallen short. My judgement often falls short when recommending reading material to my Dad (and my friend @minus_caffeine, for that matter) because the man has had time to read and absorb a hell of a lot more storytelling than I have. He also values new experiences, as well as quality. Getting that balance right is hard at the best of times. For instance, I’m not certain I’d bother recommending that Brandon Sanderson series to him. It’s exactly the sort of book that he’d find tiresome because it tries to do new things, and falls somewhat short when it comes to actual execution. And not actually being that new.

That is not a critique of those particular books, but just an indication that it is extremely hard for creators to do something properly fresh in an established genre. Many authors I absolutely love have fallen at the hurdle of ‘Dad is bored with this now’. I’m now getting to an age where many ‘new’ books coming out don’t feel especially fresh or revolutionary to me, even when other rave about them. I really have to dig to find an author that steps outside the standard milieu. But that’s okay – that’s what happens when  one combines memory, pattern recognition, and experience. I suspect most readers will experience similar phases of malaise with their favourite genres, and will similarly find a new way to consume and enjoy the sort of books they’ve historically loved.

What has this got to do with games?

Coming back to the virtual spaces that we’ve all be inhabiting since MUDs opened their doors, the issue is this. Firstly is that narrative and characters need to grow, and evolve. Secondly that the gaming/MMO industry is having to mature at a very rapid rate, as evidenced by the ongoing ‘games as art’ and ‘games and feminism’ and ‘games and other ‘isms’ discussions, and the emergence of credible research communities and programmes in the field of game studies.

We have access to an ever expanding number of games, old and new, through digital downloads and multiple mobile platforms. Mediums like Tablets/iPads are bringing board games to videogaming. We have games like Dear Esther that prompt discussions about agency and narrative.

Yet these huge, massive MMOs that promise us so much, will always be battling against ‘Oh yes, I’ve played this before’ or ‘Oh man, this is so much like x Game.’ A while back I compared Rift and World of Warcraft to two different novels by Terry Pratchett, and the comparison was appropriate, but I think the Books/Games metaphor can be carried a little further. Yes, I know the player has a huge influence on how their MMO experience develops (through choice of in-game progression paths, character identity, guild choice, participation in group activities) and this isn’t something that is present in books, but a game is still a supposedly cohesive presentation of consumable and modifiable content, allowing a player to have an experience through a number of mechanics that will be somewhat familiar to them.

Still with me? I’m not sure I’m with me yet, so it is okay if you’re not!

Authors play with narrative devices, structures, grammatical rules. They break them and and follow them, and do all sorts of things with words in order to present us with the BOOK EXPERIENCE. The publisher adds to the BOOK EXPERIENCE throw marketing, covers, related images, editing and commissioning the rest of a series. The ebook revolution may be changing this formula slightly. Yet the regular reader will navigate the narrative of a book in much the same way every time, and we don’t get tired of the the overall format of ‘reading’.

With gaming, a similar thing holds true. A player of FPS games does not get grumpy because Half Life 24.546 includes a first person perspective and some shooting. And the point here isn’t that ‘fresh new story telling’ is needed to make a new FPS something special in terms of sales and a GAME EXPERIENCE. Nor even that MMOs do. MMOs do a particular job, and each next gen MMO re-iterates familiar formulas in the attempt to give us a newly compelling experience. All in the name of shareholders.

But I’ve had nearly 8 years in MMOs. As fondly as I look back on my first 2 years of roleplaying and regular raiding, it ain’t never going to be like that again. And I have to accept that with my experiences in games, and fantasy ones in particular, that I’m always going to have a sense of ‘oh, its this again.’ I’m rarely ever going to be alleviated of that brick, unless I play something I’ve truly never experienced before. I can’t expect the game developers to come and take that brick away for me – I need to find some way to carry it, or some way to put it down, while I go about my usual business of consuming games that otherwise bring me a large amount of fun and relaxation.

Excuse me, I think Guild Wars 2 has a stress test tomorrow, and I want to see if I can learn to play my Shadow Priest again in the time.