Showing posts with label Aion. Show all posts
Showing posts with label Aion. Show all posts

Tuesday, January 12, 2010

Easily Distracted

I'm just not very good at levelling up in MMOs, I'm afraid.  It's not that I don't like them - I do - but something about the leveling process fails to captivate me.  I know it's supposed to get me hooked - just one more quest till the next level, just one more hour till the next reward - but I guess there's just something missing in the area my brain that controls that area.  I have had the same experience in every MMO I've played, from the original EverQuest to my most recent trial of Aion.

It's not that I can't level up - I do have characters at max level in EverQuest II.  But it's not something that I do for the sake of doing it, it's just something that happens while I'm doing other things, unless I really force myself, in which case it's a chore, not compulsive fun.  (The closely related task of gearing up is equally yawn-inducing to me.)

Of course, these days it doesn't help that after spending 10-12 hours at work on EQII, it's really not extremely appealing to come home and spend another few hours staring at more of the same.  When we're working overtime at work I find myself much more tempted to do other things besides play computer games when I get home - reading, cooking, even cleaning.  Still, I did log in last night thinking I really should get my dirge the rest of the way to 80 while I still have the bonus XP from my 80 wizard. (In EQII, once you have a max level character all other characters on your account get an XP bonus so they level up faster.  However, the max level cap is going up with February's expansion so I'll lose that bonus soon.)

As usually happens though I did a few quests but soon got distracted.  In this case it was by someone in the general crafting chat channel who was low level but trying to do a harvesting quest in the Kingdom of Sky zones, which are higher level than he was.  He was clearly having trouble figuring out how to harvest safely.  Far more interesting than levelling up a dirge!  I hopped on my lower level monk and headed up there, and offered to give him a little tour of the safe areas where low adventure level players can get to.  Of course, the reason he was up there was a quest that I myself created, so I suppose I was technically responsible for his predicament in a way.  But I used to give harvesting tours long to harvesters in distress before I was hired by SOE anyway.  And I can't think of any MMO I've played in the past 10 years where I was actively excited by leveling.

There's almost always something more interesting to do than plain old XPing, in my experience.  Sometimes I hear a newbie in the chat channels who needs some help, and I go and do that.  Sometimes I decide to decorate someone's house.  Sometimes I help random people or guildmates with quests.  Sometimes I go crafting, or exploring, or finish off some collection quests, or some achievements.  Often I'm tempted to make new alts, since I really enjoy trying out new race/class combinations and thinking up new character appearances and names and backgrounds.  In Aion I've gone through three alts so far without getting any of them to 25 yet.  In City of Villains I can't even count how many villains I made, none of whom reached 30.  In WoW I managed three alts, even though I quit the game in frustration before any of them reached 20.  Champions Online was so broken it actually forced me to quit the alts before I wanted to, so that probably doesn't count, but even in Conan I had two going and that was painful indeed (one of them was a female bear shaman, the most broken possible combination at launch).

I know this is fairly unusual; MMOs are full of people who seem to enjoy leveling up just for the sake of leveling up, and it's practically the basis of gameplay in many of them.  I guess I'm fairly unusual in my lack of interest (or maybe other people like me just don't tend to play MMOs).  I still have lots of fun doing other things when a game permits me enough lateral options to have a broad gameplay experience, and EQII in particular is very good at supporting lots of different play styles.  Still, I sometimes feel as if I enjoy MMOs despite of their core design, not as part of it.  Now that I actually work in game design it makes me wonder how I would design a game that isn't so leveling-centered, and what aspects of MMOs I would actually make the core of gameplay if I were trying to appeal to people like me.  I like exploring, I like the social interactions, I enjoy the creative side, and the crafting (as in making useful stuff for other people) aspect.  And I'll generally choose any of those over XP leveling any day, as they're just more interesting to me.

Perhaps it's wrong to think of making separate games at all; perhaps it would be better to think of ways to integrate the different play styles better into one game world.  Perhaps they're just two sides of the same coin and could support each other solidly.  I sometimes feel EQII is almost there in the way it allows crafters to level up separately from adventurers, but there isn't really a true interdependency either.  In EQII it's more like two independent systems running side by side in the same world, and while that's good in many ways, I still feel there could be a better integration somehow.  Though at least it's better than most MMOs; too many try to force the different play styles together in ways that don't really make a lot of sense.  For example, in WoW you can't tradeskill without going out killing things for components, and exploration is pretty much impossible at low adventure levels as aggro range increases the larger the level difference.  In Aion your crafting skill is capped by your adventure level.  So if crafting or exploring interests you but killing things does not, well, these games are obviously not going to be ideal.  In a real world context it makes no sense - how good I am at cooking or sewing has absolutely nothing to do with my skill in karate or hunting, that's nonsensical.  Yet so many games try to force the two to relate in some way, and of course it feels awkward and forced.

I hope that as MMOs continue to mature and develop, we'll start to see more developers moving away from this forced dependency and lazy assumption that leveling is all that's needed to make gameplay fun.  EQII was a great step in the right direction (as was Star Wars Galaxies) but it's been 5 years since either of those and I'm just not seeing anybody else moving in that direction yet.  Is it a nasty catch-22 in that the current generation of game developers entered game development through their enjoyment of leveling-oriented MMOs, and therefore assume that everybody else must love them too?  Or is it just that the 500b gorilla of MMOs, WoW, is not particularly innovative in any area, and therefore new game developers (and their investors) are nervous about trying anything different?  I don't know, but I'm going to keep hoping (and poking and suggesting, where I get the chance) that future MMOs will try to broaden the types of game play options available.

(In an unrelated note, having stated my pessimistic predictions for STO in the last post, I felt obliged to sign up for the open beta now it's open, and so I'm currently downloading the patcher in the background.  We shall see ... though, judging by the snail's pace this download is crawling at, it won't be tonight.)

(Update: this comment by Zubon re: STO open beta made me nod agreement.)

Sunday, November 08, 2009

What's Aion Doing Right?



I mentioned in a previous post that I'd been playing and enjoying Aion lately, somewhat to my surprise.  While I haven't had much free time to play it, aspects of it have impressed me very much and I'm still enjoying it when I can log in.

Aion seems to be one of those games where people either love it or hate it; I rarely hear anybody in between.  I actually had no intention of playing it myself, for a few reasons:  one, I hate playing humans and the only race choice in Aion looks basically human; two, I heard it was fairly centered around PvP and I don't enjoy PvP; and three, I heard it was a bit grindy, and I don't much like that either.  I was vaguely aware it was in beta, but I'd planned to play Champions Online instead since I enjoyed City of Villains a lot.  Unfortunately, Champions Online turned out to be a disappointment to the point I considered it unplayable.  So when some friends decided to play Aion and invited me to join them, I gave it a try.

I certainly won't try to claim that it's a perfect game or is going to make WoW obsolete or any such thing. The former is clearly not true and the latter seems highly unlikely, although Massively posted an article this weekend that shows the game really is apparently doing extremely well in terms of sales. In terms of game play it's pretty standard MMO fare, not a lot of innovation, and it could certainly use a bit of polishing in a few areas (see my previous post on view predicates, for example).  And they have a serious, serious bot and spammer problem - I think they are really remiss to have launched the game without having a better (read: apparently any) framework in place to address it.

In other areas, however, it's very polished indeed and very well designed. The little tutorial videos that new characters can choose to play are excellent, particularly when contrasted to Champions Online's terrible walls of unhelpful NPC text. Some nice little features like hotlinks in the quest journal are small things but extremely nice: you can click into key words in your quest to learn more about areas or NPCs referenced, and click a handy 'locate' button to mark them on your mini map for ease of finding. The "campaign" special questline that runs through the game is really great, helping the player easily identify the major plot of the game and feel as if they're making real contributions to it.  Tradeskills (I'm currently a 100 skill handicrafter) are nothing innovative and there are certainly elements I don't like there, but seem well balanced and well thought out with elements from both WoW and Vanguard, and fit well into the game's role for them.  And the main reason there is such a draw for bots and spammers is that the economy is actually very well balanced indeed, no small task in a big MMO.

In particular the use of little cut-scenes to highlight the campaign quests is an example to us all of how they could be used really effectively. The storyline about your character 'recovering' his or her lost memories draws the player right into the story and make them feel really special - in what other game do you get to fly around, fighting armies, and battling uber monsters... at level 6? The use of cut scenes and "visions" to flash forward and preview how cool and powerful you WILL be if you keep playing is a very effective technique that really pulls you in and makes you feel special.  Look at these screenshots, which are game content I was experiencing at level 6:








Really?  Flying around in fantastic armor in a stunning landscape, fighting powerful and awesome looking evil Balaur?  How can this not win, compared to most standard MMO games where at level 6 you're generally running around in your underwear, or at best grungy brown leather, trying to find a rusty sword to smack rats with?  Aion is absolutely outstanding at making you feel special, from sequences like the above to cut scenes at the completion of important quest lines where you see yourself surrounded by the entire village cheering you.  Heck yes.

One of my minor peeves with RPG style games is when you complete some huge epic questline that the game tells you is super important, and you return to the questgiver having saved the entire world, and the guy says "hey thanks, here's some gold!" and never mentions it again, and nobody else ever mentions it again or even seems to know about it.  That pretty much sucks, yes.  And happily, Aion tries to avoid this and do it right.  Make the player feel important, and they will in turn feel it is important to keep playing.




The other thing that really gets my attention is just how darn pretty the world is.  I just love looking around a beautiful world and ever since EQ1 I've been amassing an enormous collection of screenshots of beautiful views from various virtual worlds.  Call me an MMO tourist if you like, but I love finding things of beauty in the world and taking those screenshots.  It's one thing I love about EQ2, and Aion is also a beautiful, detailed world just begging me to hit that screenshot button over and over.

Chanter on an airship in the sky canals of Sanctum:


Newbie spiritmaster standing in the woods:


A specific area that annoys me very much about the art in many computer games (MMOs or not) is how they claim to be set in other worlds, and often populated with nonhuman races, but then the animals all over the world are just the same old animals we see on earth (and almost always North America).  Really, how many times do I need to see spiders, wolves, and rats?  If a world's ecosystem did not evolve humans, why does it make sense that it evolved every other animal that exists on earth?  And most of all, why does the game team expect me to take it seriously that this is another world, when all the flora and fauna are straight out of my back yard?  It's not just irritating, it's immersion breaking, and very sloppy design in my opinion.  And I hate it.  So I have been delighted to see Aion broke away from this.  What their art team seems to generally have done is take 2 or 3 familiar earth animals and then hybridize them into some new creature.  Similar enough looking to not seem completely weird to players, and for it to be believable that this creature could fill the same ecological niche as its earth equivalents, but original and not the same old rats, spiders, and wolves that have been boring players in every computer game since The Bard's Tale.

Darus - some kind of adorable sheep/kangaroo hybrid, with perhaps a touch of mountain goat?





A snuffler, an armadillo/mole/anteater cross?


A kirca - a kangaroo rat meets an armadillo?  These little hopping guys are so adorable, I fell of a cliff trying to screenshot them the first time I saw them.



A tog: a cross between a wild boar and a bulldog, having a really bad day:











Instead of wolves we have the worg: a lean, mean mix of fox, hyena, wolf, and perhaps a touch of rabid badger:











The ever so charming potcrab, some sort of lobster/crab hybrid, which always looks like it's smiling:



A sparkle, which appears to be a cross between a firefly and a stag beetle:





A porgus, which appears to be a tiger/pig mix with an almost monkey-like face:





Larail, a greenish hare/kangaroo sort of thing with almost ostrich-like feet:







I love the level of detail that's gone into creating all these original critters.  The same level of detail also impressed me hugely when I noticed that the player characters have idle animations that are weather and terrain specific.

When it rains, if you've gone idle for a moment, characters start to look up at the sky, hold up their hands to feel the rain, and then pull out a leaf umbrella to shelter under.




In hot terrain, characters fan themselves to keep cool.



If you go idle in water, characters will bend down and splash the water, or try to catch fish.



Small touches, but completely unexpected: when I first noticed it, I was absolutely delighted.  I really love finding little details in game worlds and the level of attention that the Aion artists have paid to small details has so far continued to surprise and impress me over and over.

So, with all that said,what about the gameplay itself?  I'm only level 20 (max is 50), so it's a little early to pass final judgement.  It's a bit more grindy than, say, EQ2, but not necessarily in a horrible way.  Many modern MMOs are highly quest-focused so that questing becomes the most efficient method of levelling up.  Aion takes a step back - while there are still plenty of quests and they are good to do, just plain killing stuff is also apparently quite acceptable as a levelling method, and in this it has almost a retro feel that reminds me a bit of EQ1, but without the ridiculous penalties and with lots more polish.  There have been plenty of quests so far, although the sudden jump at times between solo and group quests was a little jarring.  The quests are certainly nothing innovative, consisting almost entirely of "kill 10 X" or "talk to Y", although they're generally done with a high degree of polish and a very robust storyline, as mentioned.

I don't think this is a game that will suck me in long term the way EQ2 did: it's just not deep enough for that in the areas that are important to me.  (Other people's mileage may vary, obviously not every game appeals to every person equally.)  I'm guessing that most likely I will keep playing until either the solo gameplay is exhausted, or I'm forced into PvP content.  I'm not sure how far this will take me, but a gorgeous world, an interesting storyline, and a compelling narrative for my character's progression are keeping me coming back so far.  I was glad to see the Massively article that suggests the game is doing well, though.  While it's certainly not a perfect game by any means, I really like the things it's done right and I hope that it'll be successful enough give it time to address its weaker points, and to encourage future games learn from its strengths.

Sunday, September 27, 2009

View predicates

If you're not actually working in game design the term "view predicates" might not necessarily mean anything to you without explanation, but the concept is pretty simple. The word "predicate" is from the Latin praedicatum, from praedicare ‘make known beforehand, declare’. In game design it refers to something that's required (a condition that has to be met) before you can do something else. For example, I must have my car key in my possession before I can drive the car. A "view predicate" specifically would be something that's required before you can see something else.


It's a fairly simple idea and one that we mostly take for granted, but older games didn't have this functionality and it meant that quests either had to be designed to not need this kind of functionality, or the players would have to suspend disbelief when what they saw didn't always sync with the stage of the quest they were on. As an example, I'm trying out Aion this week and have come across a number of instances where it seems they either don't have view predicates, or didn't bother to use them. I just finished a quest this afternoon, called "Where's Rae This Time?" which has exactly this problem.


It seems Rae's father has a problem with his daughter, who's always running off and getting into trouble. I'd already found her once before in an earlier quest, and now she's gone missing again. The problem with this quest is that another quest that someone else gave me earlier on happened to send me into the same caves where Rae is hiding for this quest, and of course, since I've already had to rescue the girl once before, I recognized her. When I saw her in the cave while on the other quest, I hailed her expecting to be offered a quest to get her home again, but I wasn't. She wouldn't say anything to me, and I didn't have the option of telling her to go home again.


Instead, I had to make my way back to her father and get the quest from him to go and find her, and unfortunately her father was about a 5 minute run away from her location. And then my own knowledge got in the way of me. Once I accepted the quest called "Where's Rae This Time?" I immediately ran back to the cave, since I already knew where she was. And when I got back to the cave, Rae still wouldn't talk to me and I still couldn't tell her to go home. When I actually read the details of my quest journal, I realized the quest wanted me to go and talk to Nobekk first, a fellow in the same village as Rae's father. So I had to go all the way back again and ask Nobekk if he knew where Rae was, and the Nobekk sent me to ask Derot if he knew where Rae was, and Derot showed me a little cut-scene vision of the caves and finally told me Rae had headed that way. So back I ran to Rae yet again thinking I could finally get her out, but she still wouldn't talk to me, because apparently I had failed to also stop and talk to Naito just before the entrance of the caves. Back yet again to talk to Naito, and then, FINALLY, I could go back to talk to Rae and she finally let me progress with the quest.


Needless to say this was a somewhat frustrating quest experience, and very immersion-breaking. And while, admittedly, a lot of the back-tracking was due to me being lazy about reading the exact details of my quest journal, it was the fact that I already recognized Rae and already knew where she was that caused me to be so hasty, and that is a design flaw. It's just frustrating to a player who already knows where Rae is to force them to jump through hoops that assume they do not know where she is and can't be bypassed. Two better quest designs spring immediately to mind, though there are undoubtedly others.


First, obviously, and probably easiest, the quest designer could have used view predicates. A view predicate on Rae saying that I have to be on the "talk to Rae" step of the quest would have prevented me from ever seeing her before I needed to find her. I'd never have known she was there, and therefore wouldn't have gone running off to talk to her too early -- I would really have needed to talk to all the people the quest required in order to gather the clues as to her whereabouts. This would have made their steps of the quest relevant and useful, instead of irritating and immersion-breaking.


Second, if for some reason technical limitations of the game make view predicates impossible or impractical, then change the quest so that you can get it from either the father or the daughter. If you find Rae first and hail her, she explains what she's up to and you can accept a quest to help her and get her home. If you go to the father first, you can follow the quest steps as they are currently laid out. This could either be done as two different quests, either of which permit you to proceed to the next quest in the line, or the quest could be rewritten so only the finding of Rae actually updates the quest, and the clues from the other people are available if needed but not required as quest updates. Of course, planning the other quests so that you're less likely to bump into Rae earlier would also be helpful.


View predicates are a great tool for a quest designer telling a story and I'm actually really surprised that Aion seems to be lacking them. I use them frequently when designing quests for EQII, as they allow different players to see the world slightly differently depending on what they've done in the past. For example, one quest that I created in Lavastorm asks players to help repair a forge chimney for a goblin there. The forge is visible at all times. The broken chimney is visible if you have not completed the repair quest, and invisible once you have. The fixed chimney is invisible until you finish the repair quest, and remains visible to everybody who has completed that quest. Therefore, anybody who has not done the repair quest sees a forge with a broken chimney, and anybody who has helped the goblin repair the forge sees a fixed chimney, which is completely consistent with their in-game experience.


Of course, you don't want to go too far overboard using view predicates, as it would lead to confusion if they were used so extensively that different players see completely different worlds. (Player 1: I'll meet you over by the red house under the tree. Player 2: where? I only see a blue wagon under a mushroom?) For small details like a chimney appearance however, it's definitely an easy and effective way to give players the feeling they're making a permanent impression on the world, and help give them a more immersive experience within your game.


Apart from a bit of view predicate irritation though, I'm enjoying Aion so far. It doesn't seem to be doing anything very original -- lots of parts are highly reminiscent of the original EverQuest (my fire pet even looks similar to my EQ1 magician's), the crafting looks suspiciously like EverQuest II's, and many UI elements like the map and quest screens are extremely similar to World of Warcraft. However, it is an extremely pretty game, which always wins points in my books; it's relatively well polished; and it does an outstanding job of making the player feel important early on, particularly through the use of little cut scene storytelling segments. I don't know if I'll end up playing it long-term, but I'm having lots of fun looking around for now.