Massive Growing Pains Part 2
Chapter 6: History, World Building, and ImmersionCreating a MMORPGs is one part game building, one part community building, and one part world building. That final aspect, world building, has gotten a lot of attention over the years and one of the biggest topics of discussion is how much the players should be allowed to affect the world. Players naturally break things, sometimes maliciously, but often not. There have been raging arguments about what's appropriate in the fiction. This race or faction would never do this or that. Or players shouldn't be allowed to do something because of "The Lore". The term Lore is a somewhat nebulous concept that is often attached to the entirety of the back story, fiction, and flavor based game design of an MMO. It's a concept that is all inclusive of anything which reflects an MMORPG as a virtual world rather than an online game. The question, however, is whether this Lore is even important at all. Gaffney and Long had some very interesting things to say about how they view game histories when listening to pitches:
They make a very compelling point. The real story of a MMOG is made everyday by the people in it. So the question becomes this: Do we need Lore at all? Sage puts things in perspective:
As Sage says, "the world environment is important." There's a reason there hasn't been a successful MMOG with zero, or basically zero, back story. It may work for an FPS but it just doesn't work for an MMOG. You need a compelling world. That's part of the charm of these games: the virtual world people can allow themselves to be absorbed in. This is one of the compelling dynamics that other genres cannot offer and are a major factor in player retention. Lore is important. But players are more important. The goal, the target, the holy grail perhaps, is to create a world that the player is immersed in but where their stories are the focus. This means you have to strike a delicate balance, made more delicate still because you're catering to the likes of thousands or even hundreds of thousands of people. This balance must set a stage for the player while leaving them the main characters. The danger is that if the player is not the focus the Lore gets in the way of the player playing the game and, by extension, having fun. However it is the environment that makes entering the world compelling. It provides consistency and is a mark of value. Without a well crafted world for the player to exist in your MMOG is just another game and you've missed out on one of the major selling points of the product. As in all things, it is the balance which is important. And as the genre grows and generations pass that balance will become more and more polished as it is a key aspect of the genre. Chapter 7: The Spoken Word: Voice in Online GamingTechnology is not particularly the focus of this article. However, one evolving technology is likely to become very important through the next generation and is already having a strong impact through third-party applications among the hardcore audiences. This technology: voice communication. It is, perhaps, the one technology which has not really been addressed by any of the games that have come out in the First or Second Generations but which will have to be approached, one way or another in the Third.
Given: MMORPGs, at their heart, are about communication. Given: The spoken word is easier than text. The trend is already visible among the hardcore players in MMOGs and even the more casual Xbox Live players. Voice is the future. But it's difficult. Perhaps it will be a middle-ware solution that wins out. Perhaps the solution is in game design. Perhaps the solution is simply evolving the game technology itself. But whatever it may be a developer should consider this an opportunity. Voice is one of the major open doors for innovation in the next generation and whoever tackles it well will do well in turn. Chapter 8: Beta Testing, Millions ServedOne of the unique features of MMO games, thanks to the Massively Multiplayer aspect, is the large scale beta test. In your average game, beta is a simple, internal, process of bug testing. But MMOGs are so large that you need to hit a certain critical mass of users to have any hope of finding even the majority of your bugs and balance issues. The catch, of course, is that this critical mass is far too large to employ internally: somewhere on the order of thousands, even hundreds of thousands of testers when the time comes for load testing. So how does one hope to manage such an endeavor? How do you get your game tested without giving your game away? Long broke it down into three major questions:
All of Long's points are critical. But it seems that the most critical one a developer must have a good answer for before the test even starts is the last. MMOGs have had little problem finding people to test their games. People line up for it. The latter though is a huge problem because all these people are volunteers. You are not their primary interest, they are. As a tester in a traditional game it's your job to find these bugs and report them. There's a paycheck waiting for you as incentive to do this. But beta testers, in the online sense, lack this incentive and exist on such an enormous scale that you obvious can't just pay for it. So what do you do? The first decision is positive or negative reinforcement (or both). Will you give your testers some sort of bonus if they report a bug? Typically this would be an in game bonus. The advantage here is that, suddenly, it's in a player's best interest to report a bug. They get something out of it that is, to them, tangible. Of course there are flaws. What if, for example, the bug allows them to duplicate in-game currency? Suddenly they have an infinite source of cash. Now say your reward is in-game currency. Why would the player report the bug? They can report the bug and gain a finite reward or abuse it and receive an infinite reward. Some of the most successful rewards seem to be things that are exclusively created for reward purposes. Things like giving the player's character's titles or special items, or things of that nature. The danger is that either other people will scream about favoritism or they will become desperate to get the rewards themselves and will bombard you with hundreds if not thousands of irrelevant bug reports, making the whole process much more difficult from a development end. Negative reinforcement hopes to intimidate the player-base into reporting bugs. The typical response is to ban, or at least suspend, accounts where the developer finds a player that has been aware of a bug and willfully failed to report it (and, typically, abused it themselves). The hope is that players will value their ability to play the game and thus will report bugs they find so that they don't risk losing that privilege. The problem here, however, is that there will always be those who will take the risk and abuse bugs anyway. Still more will just quietly save bugs and hope that they're still there when you release. If you are too easy on these people then more will follow in their footsteps. They'll rationalize, "Oh, well those people abused a huge exploit and only got a slap on the wrist. They'd never ban me." Conversely, if you are too aggressive then your testing community may begin to feel oppressed and either begin to generate a negative buzz about your game or even, in a worst case scenario, begin to do things that are directly harmful to the testing process. It is possible that the best method lies somewhere in-between. However, as Paul Sage pointed out, every beta test is different. There's no clearly right answer as it depends entirely on the mechanics of the game, the goals of testing, and the community in question. As for the other questions, Gaffney, Freese, and Weil addressed Long's question of "How long" in a little more detail:
There seems to be a consensus that testing-wise and retention-wise the shorter the better. Of course, taken to the extreme, this is a zero-sum equation. The best result would be to have no beta at all. This is balanced then, as Long pointed out, by the need to actually test the game under conditions that you cannot arrive at internally. The point, then, is not that there is one right way but just the opposite. A company has a lot to gain by finding the perfect solution for the game they're making, be it tried and true or totally revolutionary. There's a lot of wiggle room and success breeds not only a better game but also is one of the major pieces of marketing and buzz that will accompany your game into launch and beyond. Sometimes even significantly beyond. There is a further consideration of what types of players you allow into your test. Beyond the obviously negative elements who simply exist to cause grief either for your other players or for you as a developer there are two types of players who can actually harm the development process through their divergent interests. The first is the "fanboy" mentality. This is the type of the player who is, for one reason or another, absolutely sold on the game and who is absolutely convinced that this game will be the best game since sliced bread. While they can be good for hype, they can also have a serious negative impact upon the game's testing community. Quite often they feel the need to defend the game, and, by extension, their love for it, and will actively debate or, more likely, attack those testers who are making comments about negative aspects of the game. While some of those comments may be off base the important point is that they can prevent useful information from ever reaching the developer's ears. It's pretty easy for them to create such a cloudy signal to noise ratio that actual useful messages are lost in the clutter. Gaffney mentioned one of the more interesting types of "fanboys": "There's a group of players who are always like, 'Oh, they're going to shut the servers down three days before launch and that's when they're going to add in all the stuff I want.' But they're not. The game you saw three days before is going to be the game you see when they launch it. They say that if it's a month, they'll say it if it's three days, and nothing changes in that last period of time, you've got the same damn game." The other type of potential negative tester is a very interesting development that is only now beginning to become apparent as the concept of beta testing and MMOGs age. The very social structures these games work to foster have grown a… mutant strain of player if you will. Gaffney elaborates:
This player type is very experienced. So experienced in fact that they have totally lost all resemblance to the player you're trying to reach. Simply put the players who have evolved to this point are not really customers anymore. So are these players worth having around at all? Well, like everything else, that depends. There are dangers in allowing these types of players into your game. You're getting skewed reporting and input that's going to be irrelevant or even counter to the goals of 95+% of your player base. On the other hand the information you can garnish from how these highly experienced and organized groups can attack your game and your content can be invaluable. The moral is simply to understand who you're letting in the door and monitor them appropriately. The biggest danger is that most developers are hardcore players themselves. It's easy to hear the praise of this ultra-hardcore audience and think you're on the right path because you like it too. It's what you want to hear. But this is the road to hubris because Joe Consumer is not hardcore. He has an entirely different set of needs than the hardcore minority and, ideally, you need to balance your game design to fit both as much as possible. |
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