Design Blog

Sunday, August 16, 2009

The Problem With PvP

I've been a fan of fighting games (especially Guilty Gear) for a while and now that I'm working on Guild Wars I find that there are a lot of parallels in terms of how the players approach the games and how new players get into them. After a bit more analysis I found that the reason for this seems to be a core of understanding the nature of competitive play.

To put this idea simply, it's that "PvP, by its nature, is designed to reject potential new players."

An adendum to this is: "The rejection rate of new players will increase with the game's lifetime."

Now, by PvP in this case I'm refering to any game which has direct competition between players based on skill. Fighting games are the purest example of this, but MMOs that have battlegrounds and balanced tournaments as well as sports games. However this also extends to just about every other method of playful competition including real world sports. I think in general the idea that competative activities can be hard to get into is obvious, but games have an additional layer to them.

Here is the process as I see it:

Stage 1: The Level Playing Field

In any PvP game that is first introduced, all new players start at the same skill level. Any new player has just about any chance to win as any other player. Obviously some players will grasp the rules of the game better than others and perform better, but in general at this point there exist no high level strategy of techniques and players work with simply their normal understanding of the rule set.

In fighting games, this is the absolute beginner stage where players mash buttons in an attempt to win.

Stage 2: Complexities Emerge

After a certain amount of time in the game a portion of players start to break off as "skilled" and have mastered all of the low level ideas of the game (punching, jumping, dashing, etc), and move onto developing more complex strategies and techniques. For fighting games this takes the form of things like wakeup games, high/low mixups, and intentionally wiffed moves.

At this point players who have not grasped these aspects of the game begin to lose more often. This is the stage at which you start to see complex behaviors develop, as designers, I think this is something we need to design into our base mechanics so that the game can reach this next level.

Stage 3: The Metagame

The metagame refers to the game that exists outside of the game. Generally this refers to elements of competative play which become determined by players rather than the designers. If a certain strategy or combo is seen as effective then it will start to be duplicated. The differece between competative players and non-competative players is that competative players will actively seek out the most efficient method for winning, even if it is less fun to play and especially if it is easier to execute for its effectiveness.

This is when specialized player terms begin to develop in a game. Game specific elements such as Wave Dashing, Roll Canceling and Burst Baiting start to show up at this time as a result of player experimentation and drive for efficiency. Generally at this level the true level of balance that the designer has achieved will become apparent.

This stage is also the one at which a barrier to entry becomes apparent. While competative players who have been playing since the beginning have gotten to the point where the previous low level elements have become simple, new players now have an even higher skill and knowledge bar to attain to become competative. This is the level at which new players start to be detered, due to the difficulty of learning everything as well as the low chance of winning against players that understand the metagame well.

Stage 4: The Slippery Slope

The final stage of PvP games comes when the influx of new players trickles to a halt or at least a slow drip. At this point new players are generally turned off from attempting this game due to the high time commitment required to compete on an even level with veteran players. The conundrum is that you have designed your game to be balanced, then this is exactly what should happen. But the problem is that if new players lose 90% of their matches or more because the game is filled with veteran players then the game has sealed its own fate by locking out any new players.

Even well designed PvP style games begin to decline at this point, and to some extent that's okay. No game is meant to last forever, but for many companies who produce these games it's valuable to be able to keep selling copies as long as possible between releases.

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So what can be done to prevent this kind of thing? Looking at some real world examples we can see a few solutions. Real life sports such as basketball and baseball separated players into leagues of relative skill levels. Even though NBA players would easily crush junior high basketball teams there are systems set up so that they only play people at their own skill level. Similar to this games sometimes use a ranking system to make sure that new players are not matched up with players of a higher skill level. This is a great solution and works in a lot of situations for many games since it allows new players to start out the game in an environment where their chances to win are approximately 50/50, and the large barrier of time to develop skills can proceed at its own pace. Players in these kinds of systems can choose to quit whenever they feel like it if the competition becomes too difficult.

But skill discrepancies can still cause problems even in these kinds of systems. Skilled players can often have a difficult time getting their friends to join them due to the skill barrier. If you prevent skilled players from dropping down levels to play with their friends then the system itself becomes a barrier to players. Similarly the ability to measure a player's skill level becomes difficult in video games as well, since players can simply buy another account or throw matches in order to get a low rank again. If too many players engage in this behavior then the ranking system becomes irrelavent since it does not reflect the skill level of the players anymore.

At the moment, there really isn't an obvious catch-all solution for the problems, and to some extent the solutions need to be developed to the case at hand. This somewhat extends into my ideas about game design patterns, but that can wait for another day.

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posted by Saikyo at

 

Saturday, August 15, 2009

My New Job

I've been pretty busy lately with my new job, but I have updated my LinkedIn profile to reflect my new job at ArenaNet. My official title is "Live Team Designer" which basically means I get to work on all the issues affecting the current state of Guild Wars. This includes everything from skill balance to bug fixing to developing new ways for players to play and refining existing ones.

I've been really excited about it since I talk about and play Guild Wars a lot. I think it's going to be a really great job for me since I basically get to do what I do normally with regard to Guild Wars, except now I can actually affect changes. (And somehow I also get paid for it.)

I was a little worried when I started about the potential burnout, since I've been playing Guild Wars for so long and now I'm exposed to it even more as part of my job. So far though it's been pretty much the opposite, I've actually been trying to play the game more often since I started to see what kinds of other changes I can make and what other parts of the game could use work.

I've got a few other posts in the works that have been stewing for a while, as well as the next part of my thoughts on healing classes. I've been super busy the last few weeks trying to get up to speed on all the internal stuff as well as moving cross-country to Washington, but I think I should be able to get another one up this week.

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posted by Saikyo at

 

Monday, June 1, 2009

Team Based Games and Healer Classes Part 1

I was planning to write about Blazblue today, but something else came up that has been dominating my thinking time recently so I'll get that off my chest first. Blazblue updates will continue soon, since I want to finish before the game is released. It seems bad to start another multipart post when I still haven't finished my first one but I think this is worth it.

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Today want to talk about healer classes and their presence in team based games. I speak primarily of MMO style games like Guild Wars, as this is where the majority of my experience comes from, though I feel it has relevance to other games with healing roles as well, such as Team Fortress 2, to a lesser extent.

So my main issue with healers is that I don't believe that it's possible for them to be balanced. Certainly healers can have a degree of balance and games with healers enjoy what can be construed as balanced play with occasional updates, but I think in general the concept itself has flaws at the game mechanic level. Let's set up some premises first on which I'm basing my argument.

1. In a team based game, it's possible to focus fire. Which means that one person can potentially be ganged up on by several enemies, causing him to die very quickly.

2. Dying is bad. This is common to all games, but most of the time it carries a penalty so that players will avoid it.

3. To counter dying as a result of many simultanious attacks, the designer creates a healer class.

4. A healer is a class dedicated to the defense of his allies, while he may have some offensive skills, in general his assumed role in the team is to keep his allies fighting while being attacked.

Based on these premises, a few conclusions quickly develop:

"A healer must have the potential to protect an ally from the damage from at least three enemies."

Let's start from the beginning here. If a healer can only keep himself alive, he is worthless, if he can only keep one ally alive, then you should take another damage dealer instead. Because healing classes typically contribute very little in the way of offensive power you can consider that they add a value of zero (0) to the parties offensive capabilities. If we assume that any other class contribues equally to attack and defense in a ratio of 1/1 then a healer must contibute at least 0/2 to make him worth taking. In fact, because he does not contribute significantly to attacking which is the ONLY way to defeat opponents in most games he must be worth more than 2 in terms of defense to warrant a spot on the team.

The next logical following is where things start to fall appart:

"Because healers are worth so much defensively, they become priority targets."

This conclusion is backed up from emperical evidence. If you look at any Guild Wars PvP game or even many situations in PvE the first target is always the healer. This is because every player on some level inherantly recognizes that he is more valuable than the other classes. Looking at TF2 yields this example as well if anyone remembers the Penny Arcade strip about "shoot the doctor".

Another thing to consider here is a situation where a healer class fights any other class in a 1v1 situation. If we consider the non-healer's goal to kill the healer and the healer's goal not to get killed then the result will commonly be that the healer "wins" and the attacker "loses" even though the match is technically a draw.

Expanding this to larger groups, the case tends to be that groups with healers tend to have the advantage over groups without healers. Take a 4v4 situation where one group has a healer, assuming average players the team with the healer is more likely to win. The reason is because if a good healer can heal the damage from up to three enemies, then that one healer is already worth three members of the opposing team. Taking them away means it is a 3v1 situation. The condition only escalates when more healers are added, though there is obviously a limit (which I will address in a later post).

So in the end the final conclusion we arive at is:

"Healers are objectively worth more than other characters."

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Now that we've established the basic idea, the next post on this topic will go into arguments in favor of healers and why they still do not address the problem. Stay tuned!

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posted by Saikyo at

 

Wednesday, May 6, 2009

Guild Wars and Design Mechanics

Instead of continuing with the BlazBlue stuff today I thought I'd take a break and talk a little about some issues going on in a game that I play frequently, Guild Wars.

Guild Wars established itself as an online RPG without monthly fees, which at the time was pretty much unheard of in the MMORPG market. In fact, there really haven't been too many other games that have followed the Guild Wars model an been successful (at least not that I know of), moreso, I'm not even sure if there are any that tried to follow it. Guild Wars strikes me as kind of different from tradtionl MMORPG structure anyhow and I hesitate to affix that label to it since the game is fully instanced and is focused more on skills than on leveling which sets it appart at the base mechanic level.

Background asside, the game has been around for four years so far and recently had it's 4th Anniversary. The fact that the game still has an audience after four years is pretty impressive for one thing, but for this event they added a host of new features and game elements in an attempt to liven up the game and get people to play it.

And yet as I browsed the forums I found this amazing sense of entitlement from a lot of the playerbase which even got hostile at some of the updates that the developers worked hard to bring to this event. Obviously, not everyone is like that and I recognize that the percentage of people who complain on online forum postings tend to represent only a small portion of the audience (the people who like it tend to go and PLAY THE GAME instead), but I wanted to talk about some of the new features and my thoughs on them from a design perspective.

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Pet Management
An entire new area was introduced that allows players to store their captured pets and pet evolutions. As you level up pets you can unlock them permanently in this area, called the menagerie and summon them back at any time. It's useful for players who want to use different types of pets on their rangers and ranger secondaries, since it allows to you experiment with different pet evolutions. Further it provides a sink for certain resources both old and new in order to unlock pets that would otherwise be too troublesome to find or level up. As a final option players can purchase an unlock pack to unlock everything for about $10. This type of thing isn't new with Guild Wars, since they also provided a PvP skill unlock pack for about the same amount.

What is interesting about this, is that I always felt that pets were a very small part of the game. Your character has to be ranger primary or secondary to even use a pet, and for the most part, it's fairly uncommon to see pets in PvP and PvE. There is a clear expenditure of resources for this new area, but at the same time I wonder how big of an impact it ends up having, since the actual use for pets is limited to a small part of the game.

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Extra Storage Tabs
More storage is always a useful thing especially for people who like to save everything they pick up like me. ArenaNet has always been warry about giving more storage though since they claim it has an associated cost. Many people will tell you that server space can be bought relatively cheaply ($100 per TB was one such number I've heard), so the logic is that it should be realatively easy to add without a huge cost to the consumer. In fact this update did add a large quanity of storage to the game without any cost to the player. There is a free promotion for 20 extra storage slots on the website and new 5 slot equipment bags can be purchased for a resonable cost in game.

Oh but here is where the entitlement comes in. If you want more than the 20 free slots with the promotion which oddly enough people actually DISLIKE because it requires you to make an NCSoft account (it's STILL FREE), you need to pay $10 per 20 slot tab, up to 4 tabs. Now the thing is that storage tabs are more convienient since they can be accessed on all characters on your account, but the thing is another character slot cost $10, and characters can hold over twice that amount in their normal inventories. So it becomes a matter of cost vs convenience. I'm not going to argue one way or the other, I think the sales numbers will influence any further changes to the price, and I'm not privy to those things, but some of the complaints call charging for storage a scam because it costs a disproportionate amount.

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Extra Storage Bags
The equipment bags are another can of worms. Anyone can by a 5 slot bag for a modest fee but 10, 15 and 20 slot bags come at a much higher cost. You need to trade in special coins for them, coins that can only be aquired through questing. Additionally the price for the larger bags increases exponentially. The 20 slot bags cost FIFTEEN TIMES more than the 10 slots. Which is a large commitment in gameplay time, since you have to earn the coins and cannot trade them with other players.

I'm not sure how I feel about this type of incentive, and certainly there are many complaints about having to grind coins for storage, but in general the tasks required for gaining coins feels fairly entertaining for me most of the time. The notion though that players should be entitled to the 20 slot bags though is something I can't agree with. Certainly everyone CAN get them, but like most things in Guild Wars, it's a goal with clear steps to reaching it. I don't want to say this is the perfect solution (since the cost is truly does feel steep) but think people exagerate the magnitude of the issue. It's actually fairly common to set up grind for players in MMOs for more storage, you tend to earn more as you level up, so I don't see this as that ridiculous. If anything it's just a way for players to advance their characters after level 20. I find that the general design behind most MMOs is to develop a character you really like and get them all sorts of cool things. Since you can't progress past level 20 in Guild Wars, the team has made many other (optional) things players can do to advance their characters, and this doesn't seem any different.

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Daily Quest
This is kind of an odd little thing in my opinion. Daily quests are common to other games like World of Warcraft already, and the idea is that every day some new quests are available for some kind of reward. In the case of Guild Wars, that reward tends to be the coins I mentioned earlier as well as cash and sometimes faction (another type of currency really). The only wait to get the coins required for the equipement bags is to do these quests (there are other rewards for turning in the coins). There are three types, two for PvE and one for PvP that cycle every day, and players are limited to having three of each type in their log at a time.

This is an interesting strategy, but one that so far seems to be working well. The problem that occured after four years of being online is that certain areas of the game were basically empty and nobody except new players would be there. Older players would rarely go back to old content, and unless you had a guild or group of friends, it was unlikely for you to find many people to play these areas with.

The daily quests encourage people to go back and re-do old stuff for new rewards. So far this has revitalized areas of the game as they daily quests change every day. Certainly some of them have been far more challenging than others, but if one quest is too hard, you just have to wait a day until a new one replaces it. This seems to be an amazing way to revitalize mission towns and areas of the game that the designers feel are lacking, without actually creating new content for the areas. I'm a big fan of this part of the update myself.

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Wow, I talked a lot about that, so I guess I'll stop for now. There's certainly a lot more to it, but I don't want to make these blog entires so long that nobody will read them.

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posted by Saikyo at