Browsing the archives for the Game Development category.

[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] Guilds, friendlists, and social media – social apparatus in MMOs

When I talk about social apparatus, I mean the functions within games that we use to communicate, coordinate, and structure our social interactions. I think this is an area that is often under-developed in newly launched MMOs, and is sadly stunted in established games due to the complexity of improving legacy systems. This is not about social engineering, or telling players how they should interact with each other, but about giving players the tools to organize and communicate effectively.

This is a long-standing bug-bear of mine, ever since the Real ID debacle in World of Warcraft, but has been brought to the front of my mind by the rudimentary systems available in Guild Wars 2.  The game has only just launched, and the design teams will be focused on fixing all of those bugs, rather than building new features. I fully do not expect any MMO to launch with perfect social apparatus, but it still astounds me that the social apparatus so often seems like an afterthought.

Always online, always connected

ArenaNet have  implemented a BattleTag style account wide friendlist. This is a step in the right direction – keeping friendships and guild linkages at the account level instead of on the player level removes a lot of redundancy and adds much convenience. Players will also post on the official forums under their tag, meaning that their contribution to the wider community will be much more visible. This unified friendlist is mostly awesome, except that the ability to hide from guildies and friends on an alt is completely missing. That said – is the ability to hide relevant in this day and age of being always connected to social networks, email and IMs via Smartphones? ArenaNET has avoided most of the Real ID weaknesses – the service is global, has statuses, and does not use your real name.

Just as Blizzard wised up and made remote guild chat an integral service rather than a premium extra, the ArenaNet team announced prior to launch that they plan to bring GW2 to smartphones and tablets. Rift still has the gold standard in mobile apps, but the more MMOs give their customers useful mobile apps, the better it is for you and me. ArenaNet has always been about removing the barriers that stop people playing together, and other MMOs are falling in line with this reasonings. By enabling players to be connected even when not at their computer, and centralizing identity via the Tag system, MMOs are finally catching up with the way that people actually play their games and connect with their gaming friends outside of games.

Reaching out – Social Media and MMOs

ArenaNet shows a lot of social media savey in general, and this is very obvious from the way in which the CMs quickly stepped up to the plate on Twitter and Facebook in response to the headstart problems that Guild Wars 2 faces.  Their zero tolerance policy may or may not yield results in the long run, but the attempt makes me want them to succeed (I have similar ~feels~ about the Trion team.) During development, the CMs kept the game in focus through engaging with GW2 bloggers and tweeters, and generally supporting community, so it was something of a surprise to me that the game did not launch with something similar to RIFTconnect. Players in Rift are able to tweet, facebook or tumblr from the game with a simple inline command – and can even send screenshots straight to any of these social services. This feature was initially very successful for raising awareness of all the cool stuff in Rift, and allows players to communicate with their twitter friends seamlessly from the game.

The feature isn’t without it’s downsides. If you follow a lot of people, then twitter easily drowns out in-game chat in the chat window. If you forget to adjust your defaults, you run the risk of spamming your twitter/facebook/tumblr followers with achievements and discoveries.

I think a lot of GW and WoW players may well respond that they don’t WANT social media in their game. I know many MMO players who are openly disdainful of social media, so I can understand the lack of motivation to spend development resources on such a feature. I’m also hoping that they’re the sort of thing that ArenaNet will add in later, once launch wrinkles are finally gone.

Multiple guilds – not so multiple

The idea of belonging to multiple-guilds does not live up to what I was hoping for. I understand that it is not fair to allow players to garner benefits from all guilds they are a member of, and that it would be unbalanced for a character to contribute influence to multiple guilds at once. I do. I just wish that the communication/social functions of guilds were not tied to the ‘Represent’ toggle.

Currently, Guild membership is held at the account level, but active participation in a guild is controlled by the player at character level. This means that choosing to Represent your PvP guild while you arse around in the Mists results in cutting off your access to the guild chat of your RP or PvE guild. It’s fantastic that a player can treat their guild choice as a kind of running buffet, while removing the administration for guild leaders. It’s fantastic that I can ‘be in’ multiple guilds, but frustrating that it creates a social barrier.

I’ve seen a few other bloggers criticising ArenaNet for going so far with a great feature, but not carrying it on to the next step – mainly in regards to the Bank/Collections system and crafting. The guild interface and multiple guilds is another example of that. Perfectly functional, but it could have been just that bit more often. Just as you can view multiple guild rosters at once, I think you should be able to access multiple guild chats.

There are some minor interface tweaks that could be done as well, currently I find the interface doesn’t really make that much intuitive sense. Plus you get guild management functions popping up in bizarre places like the party interface. Hopefully the UX team will be taking a look at that in due course.

Social cues

Guild Wars 2 is also missing a few other things which are odd. Things I didn’t even realise I would miss. Things like guild/officer notes that help guilds sort out just who is who in this brave new GW2 world. As I throw a mix of new guildies together from a variety of sources, it would help if I could add identifying marks on the guild roster.

For me, what made Guild Wars 2 feel a bit lonely with regards to connecting with friends, was that the ‘always online’ nature of the account-guild relationship means that player presence is not telegraphed to any of the people they might be connected to. Think about things like guild achievement spam, the ‘welcome to the guild’ wall of text that often greets new recruits, or even the simple act of saying ‘hello’ to someone when they come online. There is none of that. There’s no sign of these social connections unless you’re looking at the guild or friend pane every five minutes.

Couple that with a simple thing like targeted emotes not doing anything, and the complete lack of /hello, /bye /thank, and GW2 is missing both some basic opportunities that prompt players into talking to each other, and the apparatus to encourage micro-interactions out in the field. What GW2 lacks is not co-operative gameplay opportunities, but the framework for conversations created by guild and social activity information. ‘Person X has come online’ is not a requirement for talking to a friend, but it’s the sort of nudge that has made Facebook successful, and World of Warcraft into the critical mass of players that it is.

(Please note that I understand it is early days yet for Guild Wars 2, and I’m loving a lot about the game in general)

 

Girlfriend Mode – Systematic Design Short Cuts

A couple of things have been rolling around my brain today, in between focus on my day job. The first was an unfortunate choice of words from a lead designer on the Borderlands 2 team. This occurred very recently, and has raised the ire of a great many people. The second is a very short post on emotions in encounter design by one of Blizzard’s designers - Alexander Brazie. On the face of it, these two things are not related. The designer over at Gearbox massively put his foot in his mouth by describing a new skill tree for new players as ‘Girlfriend mode’. The Borderhouse Blog has an excellent post on why this sort of casual sexism in the Games industry (specifically, as opposed to the cess pit that is the fandom) is a bad idea.

However, shockingly, I want to focus on how Hemingway ‘s faux paus concerning the Mechromancer class and the one confirmed skill tree, Best Friends Forever, is indicative of how the tools/principles of game design systemise certain ways of thinking about bodies and gender. A caveat here – I am not a designer. I just do a lot of analysis of things that I love.

Character leads design

“The design team was looking at the concept art and thought, you know what, this is actually the cutest character we’ve ever had. I want to make, for the lack of a better term, the girlfriend skill tree. This is, I love Borderlands and I want to share it with someone, but they suck at first-person shooters. Can we make a skill tree that actually allows them to understand the game and to play the game? That’s what our attempt with the Best Friends Forever skill tree is.”

- John Hemingway via Eurogamer

The ‘mode’ in question is a skill tree, so the character – a cute, punky, youthful woman, with a mechanical arm- can be a little more forgiving for a newer player who is playing alongside a more experienced player (or perhaps another inexperienced player, who knows.) The above quote suggests, to me, that the design of the character came before the desire to implement such a skill tree.

Mechromancer Concept via Eurogamer

The character looks relatively non-threatening, therefore it is generally easier for a designer to hang ‘friendly’ mechanics on them. I’m not familiar with Borderlands 2 beyond a very quick glance, so please note that I am not saying this is something that Gearbox make a habit of – merely that sometimes in games, function seems to follow form. Which is all very well and good, but I think this probably allows ingrained thinking to continue, when you realise that the forms that most often cause questions in critical analysis of games are gendered female. And highly idealised. And have inspired an entire mini-industry in the algorithms known as ‘Jiggle Physics‘.

Function following form becomes a problem when the physiques of designed female game fit into a much smaller number of archetypes than those of male characters. This problematical shortcut is perpetuated as gaming, coding and geek culture passes on the training, the knowledge of ‘how to design a game’ to the next generation, along with the in-jokes and the social behaviours.

A rich tapestry of design

Now, I don’t know about you, but I’ve always found the way that art direction and game design interact something of mystery, because it is a process that rarely happens in front of the player. Game designers, in the MMO World, will often converse with the player base about class balance and such like. Questions about art generally centre on character design, and art and animation that directly impacts on the avatar/identity of the player.

Art in games often seems to be an artefact of over-all design – a fireball graphic to increase the fun factor, an AoE spell to telegraph to players what the next action should be. Game writing, I believe, lives in a similar symbiosis with the design of mechanics. In the end, the many elements come together to make the tapestry that is the game experience, but the mechanics remain the core.

Designing emotional manipulation

Going back to Brazie’s post, one quote in particular got me thinking about all this stuff in the first place

“Just as visual cues can appeal to the ingrained survival instinct, so too can an appeal to the human belief in saving others. Place a small girl or helpless character at risk and players will often try to take steps to save them.”

- Alexander Brazie via Breaking Open The Black Box

Just to place this post in context for you, it is part of a series of posts where Brazie discusses game design principles. His whole blog is well worth reading and following. Now, part of the job of a certain type of game is to manipulate us emotionally. Look at the huge outpouring of emotion over the Mass Effect series (and other Bioware games), think about the feelings evoked by Dear Esther. ‘Fun’ as a concept is completely enmeshed in emotions, and the outcomes of those emotions. ‘Small girl at risk’ is here an emotional stimuli to motivate the player, and so the character design of such a small girl is an example of form now following function. While this is in opposition to the function-follows-form of the Mechromancer, the form that is chosen for that narrow example is representative of the habit of a narrative shortcut. (Note that the Borderlands character Tiny Tina is character that takes great glee in subverting that particular expectation of the young female body.)

What I found particularly interesting about this short quote from a very short post, is that it illustrates perfectly how a game designer is going to be acting as a director or writer, even as they get absorbed in building an encounter like Netherspite (I’m so happy I know who to blame for that now, Brazie.) How much ‘storytelling’ training DO game designers get these days? Does the disconnect between overarching narrative and ancillary story products (such as the books) need breaking down more in modern MMOs. I hope there is a movement in that direction, although from what I’ve heard, the creation of quest lore and narrative often remains utterly separate to character focused endeavours such as the books.

These design short cuts aren’t always a good thing

We often forget that the gaming medium is still young, compared to the written word and the oral tradition of storytelling. Young even compared to TV and films. They are a monumental creative and collaborative effort, and there are hundreds of voices involved in the creation of an overall ‘game experience’. As new designers entire the industry – how do they learn the skills and approaches that Brazie is slowly uncovering in his blog? From mentors, from books written by people in the industry, and from the newly education programs at universities. From, essentially, the men and women who have struggled through the fledgling stages, made the mistakes, and now have the profession at the point where it is a real career goal.

This is an industry where casual sexism is so deeply ingrained that discussions about fake geek girls still happen, and well known ‘professional gamers’ stand up to defend the sort of abuse that even football (soccer) leagues now fine fans and players for. I hope that self-aware designers are looking at the way that game design is learned, and how it encourages game designers to view characters in games. Obviously, sometimes NPCs are there to be emotional stimuli, or to impart information to a player; but recognising the way in which taught design principles can systemize the presentation of gender, race, disability, religion and sexuality in game is a first, and positive step.

As, I suppose, would some PR training for your lead designers. Unless you’re specifically after the social media kerfuffle in order to raise awareness amongst the ‘traditional’ demographic, that is.