Showing posts with label immersion. Show all posts
Showing posts with label immersion. Show all posts

Friday, 21 August 2015

Progression


In "Paying to be the hunter", Tobold made the point (with respect to MMOs):
Many other games don't have character power levels or gear, so it is totally possible to create a game in which playing a lot would only make you stronger in as far as you become more skillful in the game
As 8f and Samus pointed out in the comments, there are plenty of games which require player skill, such as Call of Duty; but one of the unique features of virtual worlds is that we players are more like actors than athletes. Our skill lies not in dexterity, but in playing a role.

The premise of virtual worlds is the same as in D&D. It is the character that progresses, not the player. The fun is not in improving your keyboard skills, it is simply in acting the role of the character, and seeing the challenges from her point of view. As a player, I'm still rubbish at casting fireballs, but I act the part of my character, who is expert at it through the effort she has put into improving her magic abilities (not my keyboard abilities).

Of course, given equally powerful characters, player dexterity will matter if both are in competition. But it be the end, we players do not play these games because of our superb keyboard dexterity, or we'd be playing games in which keyboard dexterity matters more, and the second-by-second and minute by minute game-play was more attractive. We play these games for the epic stories told (and our part therein), whether player generated or developer generated; and for the personal development of our characters within that world.

It so happens that in most virtual worlds, character progress only happens when the player is in-game. That's not a law of nature, though, and I can quite imagine games in which characters are set skill-building tasks that progress while the player is offline. Skills in Eve online are trained while the player is offline. In WoW, followers level up by doing missions that progress while we are offline. In fact, the legendary quest is progressing through such naval missions. It would be interesting to see what could be made of a game in which our characters could train while we players are elsewhere.

Blaugust, day 21.

Thursday, 11 June 2015

Fear of Flying

I knew Blizzard was going to give in and let people go flying. I learned that Blizzard always give in, back in 2090, when they fixed a problem in how group disbandment worked. Before patch 3.1.0, people who left a group in the middle of an instance would be teleported to wherever their hearthstone was pointing. This so-called "ghetto hearthing" was identified as a potential problem for Blizzard's not-yet-released Dungeon Finder. People might queue for instances just to ghetto hearth out: hearthstones had a 60 minute cooldown at the time. When Blizzard announced that they were fixing the problem by teleporting instance-abandoners to the nearest graveyard, there was an outcry from the usual entitled sources, who felt it was their right to be able to ghetto-hearth. To use the other 4 people in their instance in order to hearth out.

And incredibly, instead of telling these entitled idiots that we all have to play nice with each other,  Blizzard gave in to them, and announced they would reduce the cooldown on hearthstones to 30 minutes. I knew then that Blizzard would always give in.

Flying has always been problematic, for reasons that I'll not go over here, as they've all been given a good airing recently! And because it's problematic Blizzard has tried to curtail flying in many ways (and I'm sure they're sorry they ever introduced it). I don't want to get into why it's been problematic, or what Blizzard could have done to  make it less problematic. I want to focus on how Blizzard attempts to curtail it.

Flying was introduced for level-capped adventurers in the Burning Crusade, and at that point Blizzard had a proper 3D layout for Outland, but not for Azeroth. So for ages, flying was not possible in Azeroth. No convincing in-game reason was ever given, it was purely an implementation problem.

But once you have level 70 players flying in Outland, there was a hidden problem left for Northrend. Why couldn't level 70 players fly their mounts in Northrend? The real reason was that it would have made quest design a whole lot harder. Blizzard introduced it in Outland only for level-capped players - so after they had already explored the whole of Outland on horseback, and done all their quests on the ground. Blizzard wanted the same freedom for their designers in Northrend. So they introduced the idea of "Cold Weather Flying", which was a neat way of sidestepping the problem. You needed to train a new skill to be able to fly in such cold conditions. That kinda got them over the hump for Northrend. But wait - if I can fly in Northrend, what magical property of Kalimdor prevents me from flying there? Again, no in-game reason, and this was one of the many reasons Blizzard decided that for their next expansion, they'd redesign the old world to allow them to support "Old Weather Flying".

 So the idea of a "Flight Master's License" was introduced for the old world.  Not a skill that was trained. A licence. We're used to the idea of levels as being proxies for our level of ability. So I am more skilled at level 70 than at level 1. But the problem for the Cataclysm was that I am already well-skilled in flying, having learned how to do it in Outland, and having perfected the cold-weather variant in Northrend. Blizzard couldn't keep inventing new skills that were particular to Azeroth but not Northrend, and it wasn't a viable long-term solution to their problem, which was that they wanted to keep us from flying until we'd done all the quests they'd designed to be done on the ground.

So they embraced the problem in the Cataclysm expansion. and designed their new quests with flying in mind right from the start. They allowed flying right from level 60. In fact, the stonecore dungeon entrance couldn't even be reached on foot, and the Vashj'ir zone was based on everyone swimming (i.e. flying) underwater.

That was a great solution, but for some reason Blizzard didn't extend it to Pandaria. I don't know what they saw that made them change tack (perhaps they deplored the "fly-in, kill, loot, fly-out" play pattern that Cataclysm brought), but change tack they did, and in Pandaria, flying was again only available at the level-cap.

This was a retrograde step for two reasons.
1. We already had the expectation that we would be able to fly in Pandaria from the start
2. There was no convincing in-game explanation for why we couldn't fly in Pandaria.

 Sadly no explanation was given as to why my existing flying skills don't work there. "Wisdom of the Four Winds" was the gate to flying in Pandaria.What is it anyway? A skill? I already have flying skills. A licence? Who is the licensing authority? I already have a "Flight Master's License". Something else? What? This was a lazy solution. There was no in-game reason. As a player, I understand the designers' design reasons, but a solution that made sense to Dàchéng would have been nice.

Now we have reached Outland again, and my well-honed flying skills yet again seem to have faltered. I'm sure Blizzard by this stage were ruing the day they ever allowed flying, but their attempts to put the genie back in the bottle were always doomed to failure. However their "compromise" is as ugly a solution as the Wisdom of the Four Winds. None of the preconditions for "unlocking the ability to fly in Draenor on all [your] level 90+ characters" make any in-game sense.

This is just a gamified solution, with not even the pretense of an in-world reason. Not even an inscrutable reason like Wisdom of the Four Winds. Instead we are asked to collect 100 "treasures". Explore all of Draenor on the ground. Complete all the quests that are part of the Draenor Loremaster and Securing Draenor achievements. Achieve three Tanaan Jungle Revered Reputations. These are hoops for the player to jump through that make no sense to their characters. What has any of this got to do with flying? It's another step away from a believable virtual world.


Thursday, 9 January 2014

On Choice

Dàchéng the mage in Azeroth was discussing morality yesterday. Today it is my turn. Me, her alter ego on Earth.

The boundaries of Dàchéng's world are set by Blizzard. Within those, she must make moral choices. But she can only make choices that are allowed by Blizzard. She can no more choose to attack King Varian Wrynn than I on Earth can choose to cast arcane barrage on a passing cyclist. The physics of these two worlds are different, and so are the moral choices available to the inhabitants of these two worlds. Like Saxsymage's rogue Saiphy, Dàchéng would like to help Vanessa Van Cleef. They cannot. The choice to do this is unavailable to them, just as the choice of taking Lordaeron back from the undead is not available to us, despite the efforts of many RP guilds on many realms. Though the adventurers of Azeroth wield unimaginable power, and can kill gods with the power of their thoughts, they cannot fix the gate in Lordaeron. They can't even chop a nearby tree down to fashion into a door. Those choices simply do not exist in Azeroth.

Sometimes we, the players on Earth, are reminded that some of the choices we can make on Earth are not available in Azeroth. That's when the game reminds us that we are just playing a game. That's one of the ways in which immersion breaks. The art of creating a great virtual world is to minimize these moments, by making it seem as if we have sufficient choice in Azeroth to direct our characters as our Earthly morals would dictate such a character would behave, or as we would behave if we were that character. And when we have the ability to make such choices, this is when we feel flow most, this is when we are most immersed.

Importantly, we bring our earthly morals into the make-believe world of the game, and (when we are fully immersed in the game) imbue the characters of the game with reality. We believe that these coloured dots on the computer screen are people. For of course it is not immoral to press F1 and make some coloured dots disappear. It's only when in the flow of the game that we can suffer moral quandaries by confusing these coloured dots with real people, and by confusing pressing F1 with ripping out their hearts.

A few years ago, Brenda Romero (Brenda Braithwaite as she was then) made a very interesting game called Train. In this game, you load yellow figurines into boxcars of a train, and then move your train along its course to its destination. Impeding your progress are a number of randomly drawn cards that can slow you down or derail you, free some of the figurines, and so on. When you reach your destination, its name is revealed as Auschwitz.

When described baldly like that, it may not evoke the same strong emotions in you as it did in the players. That's because they were immersed into the milieu by the board and its setup and by the gameplay, which were chosen to subconsciously evoke the Nazi era and put the players in the zone. You can read and watch an interview about it on the Wall Street Journal. What is fascinating to me is that, when players discovered what was going on in the game, they reacted as if those yellow figurines were real living, breathing people. They felt guilty about transporting the figurines to Auschwitz, and they tried to use the rules to free them. They were in the flow, immersed.

Of course, nobody dies. They are yellow figurines, not real people. But when you are immersed in the game, in any game, you treat it as real, and its rules as immutable like the laws of physics. Thus is is that people cry when their figurines reach the final destination, and are elated when they can use the rules to free the figurines or redirect the train. Yes. Even when they understand what's going on, they often still stick to the rules, trying to use them to subvert the final solution (rather than simply picking up the boxcars, emptying the figurines out, packing up the game and going home).

It is the same in Azeroth. We players are immersed in the game to the point of imbuing the citizens of Westfall with real lives, and of feeling evil when we kill the innocent. In fact, the point of the game is immersion in the virtual world of Azeroth, it certainly isn't for the exciting game-play.

But how do the inhabitants of this world feel? I know this is rather like asking if the yellow figurines are afraid or not. And yet it's a question that makes sense. If you were, in real life, in the situation that your toon is in, and you had her powers and abilities and history, what would you do? The answer to that is what pushes us to continue to play (rather than moving on to playing Tetris, for instance, whose moment-to-moment game-play is rather more intricate). We want to be immersed, but we can't help being Earthlings.

So when we are faced with a ludic choice that does not include the option we would like have (such as giving free candles to kobolds, and arranging to buy their ore), we players feel frustrated, and sometimes are brought out of our immersive state. But would our characters feel frustrated? Would they feel any more frustrated at not being able to help Vanessa  Van Cleef than we would at not being able to polymorph our neighbours? It just never occurred to me (before now) to want to polymorph my earthly neighbour. Perhaps in a world where the gods (Blizzard in the case of Azeroth) have not made some choices physically possible, our characters would be as unaware of the missing choice as we are about polymorph. That is to say, they might hypothetically amuse themselves imagining how great a world would be that allowed such a choice, but they know that in their world, it's all just fantasy.

Wednesday, 8 January 2014

Morality

Jana over at I Like Pancakes is worried about the morality of killing 30 people in order to investigate and solve a double murder. I agree. There are many such examples of immoral quests - immoral, or at least disagreeable, to the adventurer who has been asked to undertake them (for instance my own poor friend Paoquan). I remember DEHTA asking me to kill some poor starving people in Northrend, to save the buffalo mammoth from being turned into dinner for their families. To bring the immorality of it into sharp relief, the very next quest in the area is to kill the self-same mammoths to provide hides to cover some gnome's mechanical device.

Jana already mentioned how she felt about Vanessa van Cleef: she wanted to be able to help her, but due to the linear nature of the on-rails world that is Azeroth, she was unable. I sympathize. I felt the same about both her and her father, Edwin. I felt thoroughly ashamed that I helped Thrall escape from prison and killed Alliance guardsmen to do it (I will never do this instance again on any alt), and I was unhappy about killing members of the Scarlet Crusade/Scarlet Onslaught, whose aims I thoroughly agree with (even if their leadership had been infiltrated by our enemies).

We are not allowed to behave differently, though. I cannot join the Scarlet Crusade, much as I would like to. Its members are red to me and attack me on sight (members of the Zandalar tribe also attack me on sight, despite the fact that I am supposedly exalted with them). No doubt many orc adventurers felt troubled by helping Garrosh steal the Divine Bell, while other orcs must feel terrible about betraying him. What can they do about it, though? We are all on rails.


Tuesday, 9 July 2013

Shield Wall? We don't need no stinking shields now.

Azuriel just pointed out that in the 5.4 PTR

Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
What madness is this? Azuriel is unaccountably happy about this, and the same change to Spell Reflection, on the basis that it makes playing a warrior easier, but surely without a shield, the warrior should not be able to create a shield wall? This makes play easier for warriors at the expense of making it illogical and unimmersive for everyone. I had thought that Blizzard was slowly coming to the conclusion that forever making WoW "more accessible" isn't the same as making it better. Perhaps I should rethink that thought.

Tuesday, 5 February 2013

We Flew Spitfires

Gordon of We Fly Spitfires asks "Do MMOs Make You Feel Old?" I wrote quite a long reply on his website to this, but grrrh! Yet again, a Wordpress-based blog ate my homework. Undaunted, I know at least that I can respond here.

Gordon mourns the passing of his once-nimble dexterity, and feels old when faced with bleeding fingers caused by the game mechanics of today's MMOs. In days of yore, combat mechanics were much more straightforward than they are today. Even Syncaine, when not bashing WoW for being too easy, is praising Ultima Online because it's combat mechanics were basically semi-afk auto-attack.

It's hard to see the logic of Syncaine's position, since WoW combat is much more complex. And yet there is some merit behind what he says. In earlier times, MMORPGs were virtual worlds where we played the role of an adventurer, exploring these worlds, helping the people we met and occasionally slaying monsters. Today's MMOs are combat-based games, so it makes sense to improve the combat mechanics to make them more interesting. Virtual worlds are shrinking. Non-combat game-play is disappearing.

Travel, for instance. Once upon a time, we would venture forth from a city to find a distant wizard living in a dark tower in a darker forest to ask him for arcane help with an enchantment. The fun you could have on such a journey was great. Nowadays, there is no need to find him. Just look up his location on wowhead. No need to do any venturing forth, either. Just fly, teleport or zone in. And anyway, we now automatically learn the enchantment without needing to visit a trainer.

In bygone days, we would find concealed entrances to mystical dungeons deep inside caves high on lofty peaks, or in submerged caverns below the sea. It was a rare moment to come across these thresholds to adventure. We would ride for many leagues, o'er hill and dale, for three days and three nights, back to the city where, in a basement beneath a beer-swilled, sawdust-carpeted tavern down a narrow winding lane, our guild of adventurers holds its secret deliberations. There, we would raise a party of trusted comrades to investigate the dungeon, map it out and discover what lay within.

Today, no investigation is required except on Google. Nothing in the dungeon is unknown, except the location of its entrance1. Instead, all we need to do is click the Dungeon Finder's "Enter Dungeon" button along with four other strangers and congratulate ourselves on how streamlined getting into dungeons is nowadays compared to the old days, and how bored we are to be doing them for the 50th time. Still, at least the tank knows a route whereby we can skip half the instance. Meantime, we've missed all that game-play of the imagination, and Blizzard has had to make the combat more complex to make up for it. The big old world we used to find adventure in is reduced to a city background that acts as a lobby to the discrete combat games we queue for.

So, do not mourn the passing of your dexterity, Gordon. Mourn the passing of your virtual worlds.


1. The only time the location of the entrance is needed now is when the group wipes and the players have to find their way back to their corpses from the graveyard. Many a player has dropped group rather than having to actually find the entrance! Blizzard, take note. Put the Spirit Healers inside the instance, preferably every 100 yards.


Tuesday, 20 November 2012

A Second Life


Syncaine is quite right when he says that the first rule of MMORPGs is that they're for the long term. If you don't keep playing, if you aren't forming connections with your fellow adventurers, then you aren't getting the best out of the game, and perhaps MMORPGs aren't for you.

However there is a second leg that Syncaine is missing, even in the title of his piece: RPG. An MMORPG is not just a team game where as a team you work to achieve a particular goal. It's also a simulation of a world. If you are not immersed in that simulation, then again you aren't getting the best out of the game, and perhaps MMORPGs aren't for you. If the game to you only involves learning the right sequence of keys to press in response to changes in graphics on your computer screen - if you aren't inhabiting that world - then perhaps you'd be better off playing Tetris.

As Nils says (in an article on randomness), "As long as the player is immersed in the simulation part of the game, everything's fine". At some level, you've got to believe you are a mage or a starship captain or a pirate or whatever. Once you start to bring into the foreground of your mind that you're just sitting in a small room pressing buttons, not casting spells or launching missiles, nothing's fine.

And one of the biggest breakers of immersion, for me, is other players (which might help explain to Tobold why some people prefer to adventure in quiet zones) .

RP means playing a role. It doesn't  mean you should start talking stiltedly as if you were in a bad play about Henry VIII, but it does mean you should assume the role of the character you are playing. This is something that sRPGs are very good at: in Skyrim it's easy to stay in character, because every other character you meet treats you as a character in that world. In MMORPGs, the biggest strength - the many players - can also be the biggest weakness, as other players constantly jolt you out of immersion.

Of course, the best of both worlds is to find a guild that you are comfortable with, whose members have a similar world view to you. I love that on many servers, alliance guilds outraged at the bombing of Theramore took it upon themselves to go to Orgrimmar and bring Garrosh to justice. If only we could make a permanent change to the world.