Competitive Dungeoneering
I still seem to be hooked on the topic of risk and reward in MMOs. This article continues along that vein, but instead of the harsh, cold realities of item loss, we are going to think in terms of the spirit of the Olympic Games and talk about the sport of Competitive Dungeoneering.
Betting – In this system, some instances are only accessible to teams willing to pay the ante. Depending on the instance, this ante can be in the form of gold, experience, or interesting items. A low level dungeon might require 50 coins, or a green weapon to enter. A high level instance might require 1000s of coins and an epic piece of equipment. Any items bet cannot be used until the team has completed their mission.
Very simply, if your team completes the mission, they get their bet back plus an appropriate reward. However, if they fail the instance, they lose the bet and their stuff is lost. The definition of failure would vary each instance. A party wipe could mean failure, or the mission might require that a certain player or NPC never die, or the mission might be timed.
One variation is to allow players to up their ante, thus increasing their reward if they win… and possibly the power of the enemies in the instance. This is a pretty direct way to climb the risk vs. reward curve.
Now don’t get me wrong, this is contrived, and requires a lot of meta-gaming on the part of the players… but MMO players ought to be used to meta-gaming, right?
Item World?– One interesting variation steals from console RPGs like the Disgaea series. Instead of betting gold or experience, players put up items to enter dungeons. Groups that succeed in conquering the instance find their items returned to them, but with significant upgrades in their stats and powers.
Competitive Dungeoneering — The next step in this idea requires that we devise a system by which we can score a team’s performance in our dungeon. Missions could be timed, or we could score based on monsters killed, or treasure found. Deaths would likely count against a team’s score and a party wipe could mean the team is disqualified.
Similar to the betting system, teams would enter the dungeon only after putting up a decent amount of cash. Once the team completes the run, their score is calculated and recorded on a leader board. At the end of the week, the best teams split a hefty portion of the bets placed by all the groups that week.
Variant Dungeons– This system lends itself to tons of variations. Instances could be created with the competitive dungeoneering concept in mind. You could have dungeons where teams faced wave after wave of monsters with little time to rest in between. The team is scored based on how long they can last. Some instances could consist of long hallways filled with platforms and obstacles and teams could engage in a timed race to the finish… with monsters thrown in to slow them down.
Competitive Dungeoneering
I still seem to be hooked on the topic of risk and reward in MMOs. This article continues along that vein, but instead of the harsh, cold realities of item loss, we are going to think in terms of the spirit of the Olympic Games and talk about the sport of Competitive Dungeoneering.
Betting – In this system, some instances are only accessible to teams willing to pay the ante. Depending on the instance, this ante can be in the form of gold, experience, or interesting items. A low level dungeon might require 50 coins, or a green weapon to enter. A high level instance might require 1000s of coins and an epic piece of equipment. Any items bet cannot be used until the team has completed their mission.
Very simply, if your team completes the mission, they get their bet back plus an appropriate reward. However, if they fail the instance, they lose the bet and their stuff is lost. The definition of failure would vary each instance. A party wipe could mean failure, or the mission might require that a certain player or NPC never die, or the mission might be timed.
One variation is to allow players to up their ante, thus increasing their reward if they win… and possibly the power of the enemies in the instance. This is a pretty direct way to climb the risk vs. reward curve.
Now don’t get me wrong, this is contrived, and requires a lot of meta-gaming on the part of the players… but MMO players ought to be used to meta-gaming, right?
Item World?– One interesting variation steals from console RPGs like the Disgaea series. Instead of betting gold or experience, players put up items to enter dungeons. Groups that succeed in conquering the instance find their items returned to them, but with significant upgrades in their stats and powers.
Competitive Dungeoneering — The next step in this idea requires that we devise a system by which we can score a team’s performance in our dungeon. Missions could be timed, or we could score based on monsters killed, or treasure found. Deaths would likely count against a team’s score and a party wipe could mean the team is disqualified.
Similar to the betting system, teams would enter the dungeon only after putting up a decent amount of cash. Once the team completes the run, their score is calculated and recorded on a leader board. At the end of the week, the best teams split a hefty portion of the bets placed by all the groups that week.
Variant Dungeons– This system lends itself to tons of variations. Instances could be created with the competitive dungeoneering concept in mind. You could have dungeons where teams faced wave after wave of monsters with little time to rest in between. The team is scored based on how long they can last. Some instances could consist of long hallways filled with platforms and obstacles and teams could engage in a timed race to the finish… with monsters thrown in to slow them down.
Putting Risk Back Into the Themepark — Drop Chance
Last month, I posted a bit about the concept of risk in MMOs and the conclusion I came up with is that most modern themepark MMOs have sanitized their gameplay such that risk is no longer a factor. I feel that risk is an intriguing design element and that without it, our MMOs are less than they could be. In this article, I am going to talk about a traditional MMO death penalty that has been abandoned in most modern games, Losing Your Cool Stuff.
Of course, the most extreme example of this penalty is the Full Loot/Corpse Run — you die and everything you own is left on your corpse. You might have a window where only you can loot your corpse, or if the game is “full loot”, then your corpse is fair game. This is the death penalty of old-school, “hardcore” games like Ultima Online, Everquest and more recently, Vanguard and Darkfall. I understand why people don’t like corpse runs. You play through dozens of quests and instances to get great gear, only to die in the middle of a lava pit and have to sit naked and forlorn, staring at your unreachable corpse as the timer runs down and your precious items vanish. Full loot is even worse because almost every death brings with it the loss of your good stuff — and most players hate losing their stuff.
The Drop Chance System
This is a simple tweak to the full loot idea. When you die, instead of dropping all of your items on your corpse, each item has a small percentage chance that it drops — say between 2 and 5 percent. When an item drops, it will either stay on your corpse, to be possibly looted by players, or it will appear in the inventory of the monster that killed you. Most of the time, players will be able to shrug off death, having lost nothing, or only trivial items. However, every so often, death will mean the loss of a powerful weapon or armor and the player will have to decide whether it is worth the effort to get it back.
One of the problems you see in full-loot games is that items lose a lot of their value. You might own a powerful sword, but because the chance of losing it is so high, you never take it out of the bank. At this point, though the sword might be worth quite a bit of in-game currency, it isn’t in play and thus becomes pointless. If you want a game with lots of important, powerful gear, full-loot probably isn’t the way to go. Darkfall is a good example of this. Gear is important in the sense that it makes a difference in combat, but it is all expendable (and consumable) and so no specific piece of gear is interesting.
By making item loss possible, we add an element of risk. By making item loss rare, we increase the expected return of a player equipping his best gear. If there is only a 2% chance of losing the Greatsword of Doom and it increases your combat abilities by 20%, that is a pretty good bet that most players will be willing to make. We get our element of risk, but still get more gear, and more interesting gear, into the game.
Let’s take a look at some other ramifications and possibilities of this system.
Spicing Up Loot Tables: If you die to a mob, any items lost will be found on the inventory of that creature when you kill it. This gives players a chance to get their gear back, if they are so inclined, but also means that any mob kill has a chance to turn up some unexpected gear dropped by another hapless player. I like the idea of killing a wandering goblin and finding he just killed an unfortunate adventurer to the tune of a couple hundred gold and a nice sword.
Spicing Up the Monsters: Take that one step further and actually give the creature the benefits of any items he takes from players. I would mark these creatures in some way (ideally by putting the armor/weapon model on them) to show players these creatures are enhanced, but carry more loot than usual. You would have to limit this to humanoids, or just accept that this is a little goofy — how would a raging boar wield a sword? Still, imagine coming across a goblin in the wilderness and jumping him, only to find that he is wielding a wand of fire, or going up against a giant ogre boss when you know he just wiped the previous group and snatched a particularly powerful mace… but man do you want that mace!
Unique Items: One possibility I find very intriguing is that this system would allow the inclusion of powerful unique items in the game. These artifacts would be more powerful than similar items of their level, or have unique effects, but would have much larger drop chances. They are worth seeking out and owning, but you know that you won’t keep them for very long. Sooner or later, you will die and the item will pass on to the next owner.
Spicing Up the Economy: Part of the game’s economy could be focused around drop chance. Because the drop chance is low, I think people will be more willing to use (and lose) cooler stuff. However, because the chance to lose your good gear is there, most people will have backup sets. These sets will have to be looted, bought or crafted and I think a viable economy would exist for “second-tier” items. Crafted “second-tier” items would be even more in demand if you made the drop chance for crafted gear lower than that of looted gear.
A possible variation of this system is that drop chances could start low, but then increase as the player died. Certain classes or crafters could have access to enchants or buffs that lowered the drop chance. An economy would certainly spring up around these enchants as people tried to protect their best pieces of equipment.
Tying Risk to Reward: You could make certain areas of the game increase the base drop chance of the items of anyone who dies there. Increasing the drop chance increases the risk, because players who die have a higher chance of losing items. However, the rewards in that reason would be increased, either because the designers put the best stuff there, or just because all the monsters you are facing are likely to be carrying player gear. Dungeons could have the absolute best rewards, but only if you were willing to brave a greatly increased chance of dropping your best items.
So that’s the idea… If I were to be creating an MMO, I would consider a drop chance system as a compromise between a hardcore risk system like full loot and a no risk system like durability loss. Still, there are other ways to inject risk into a traditional themepark game and we will explore another one of those next post. Until then, I hope you have some questions, comments or ideas of your own. I would love to hear them.
Putting Risk Back Into the Themepark — Drop Chance
Last month, I posted a bit about the concept of risk in MMOs and the conclusion I came up with is that most modern themepark MMOs have sanitized their gameplay such that risk is no longer a factor. I feel that risk is an intriguing design element and that without it, our MMOs are less than they could be. In this article, I am going to talk about a traditional MMO death penalty that has been abandoned in most modern games, Losing Your Cool Stuff.
Of course, the most extreme example of this penalty is the Full Loot/Corpse Run — you die and everything you own is left on your corpse. You might have a window where only you can loot your corpse, or if the game is “full loot”, then your corpse is fair game. This is the death penalty of old-school, “hardcore” games like Ultima Online, Everquest and more recently, Vanguard and Darkfall. I understand why people don’t like corpse runs. You play through dozens of quests and instances to get great gear, only to die in the middle of a lava pit and have to sit naked and forlorn, staring at your unreachable corpse as the timer runs down and your precious items vanish. Full loot is even worse because almost every death brings with it the loss of your good stuff — and most players hate losing their stuff.
The Drop Chance System
This is a simple tweak to the full loot idea. When you die, instead of dropping all of your items on your corpse, each item has a small percentage chance that it drops — say between 2 and 5 percent. When an item drops, it will either stay on your corpse, to be possibly looted by players, or it will appear in the inventory of the monster that killed you. Most of the time, players will be able to shrug off death, having lost nothing, or only trivial items. However, every so often, death will mean the loss of a powerful weapon or armor and the player will have to decide whether it is worth the effort to get it back.
One of the problems you see in full-loot games is that items lose a lot of their value. You might own a powerful sword, but because the chance of losing it is so high, you never take it out of the bank. At this point, though the sword might be worth quite a bit of in-game currency, it isn’t in play and thus becomes pointless. If you want a game with lots of important, powerful gear, full-loot probably isn’t the way to go. Darkfall is a good example of this. Gear is important in the sense that it makes a difference in combat, but it is all expendable (and consumable) and so no specific piece of gear is interesting.
By making item loss possible, we add an element of risk. By making item loss rare, we increase the expected return of a player equipping his best gear. If there is only a 2% chance of losing the Greatsword of Doom and it increases your combat abilities by 20%, that is a pretty good bet that most players will be willing to make. We get our element of risk, but still get more gear, and more interesting gear, into the game.
Let’s take a look at some other ramifications and possibilities of this system.
Spicing Up Loot Tables: If you die to a mob, any items lost will be found on the inventory of that creature when you kill it. This gives players a chance to get their gear back, if they are so inclined, but also means that any mob kill has a chance to turn up some unexpected gear dropped by another hapless player. I like the idea of killing a wandering goblin and finding he just killed an unfortunate adventurer to the tune of a couple hundred gold and a nice sword.
Spicing Up the Monsters: Take that one step further and actually give the creature the benefits of any items he takes from players. I would mark these creatures in some way (ideally by putting the armor/weapon model on them) to show players these creatures are enhanced, but carry more loot than usual. You would have to limit this to humanoids, or just accept that this is a little goofy — how would a raging boar wield a sword? Still, imagine coming across a goblin in the wilderness and jumping him, only to find that he is wielding a wand of fire, or going up against a giant ogre boss when you know he just wiped the previous group and snatched a particularly powerful mace… but man do you want that mace!
Unique Items: One possibility I find very intriguing is that this system would allow the inclusion of powerful unique items in the game. These artifacts would be more powerful than similar items of their level, or have unique effects, but would have much larger drop chances. They are worth seeking out and owning, but you know that you won’t keep them for very long. Sooner or later, you will die and the item will pass on to the next owner.
Spicing Up the Economy: Part of the game’s economy could be focused around drop chance. Because the drop chance is low, I think people will be more willing to use (and lose) cooler stuff. However, because the chance to lose your good gear is there, most people will have backup sets. These sets will have to be looted, bought or crafted and I think a viable economy would exist for “second-tier” items. Crafted “second-tier” items would be even more in demand if you made the drop chance for crafted gear lower than that of looted gear.
A possible variation of this system is that drop chances could start low, but then increase as the player died. Certain classes or crafters could have access to enchants or buffs that lowered the drop chance. An economy would certainly spring up around these enchants as people tried to protect their best pieces of equipment.
Tying Risk to Reward: You could make certain areas of the game increase the base drop chance of the items of anyone who dies there. Increasing the drop chance increases the risk, because players who die have a higher chance of losing items. However, the rewards in that reason would be increased, either because the designers put the best stuff there, or just because all the monsters you are facing are likely to be carrying player gear. Dungeons could have the absolute best rewards, but only if you were willing to brave a greatly increased chance of dropping your best items.
So that’s the idea… If I were to be creating an MMO, I would consider a drop chance system as a compromise between a hardcore risk system like full loot and a no risk system like durability loss. Still, there are other ways to inject risk into a traditional themepark game and we will explore another one of those next post. Until then, I hope you have some questions, comments or ideas of your own. I would love to hear them.
League of Legends an MMORPG?
League of Legends (LoL), is a Defense of the Ancients (DotA) game made by Riot Games. I have logged in countless numbers of hours into LoL during the past few weeks but not once did I think of it as an MMORPG until I saw this news feature on the League of Legends website. LoL was nominated for: Best MMORTS 2009 and Best New MMO 2009. After seeing this I wondered why people would consider LoL an MMO. Riot Games says that League of Legends is not technically an MMORPG but it does have a lot of similarities that these type of games offer.

So how exactly is a DotA game like League of Legends an MMORPG?
Your character in LoL is a summoner that can summon a champion of your choice onto the battlefields of Valoran. At the start of every match you can choose two utility spells out of a list of thirteen to use during the game. The spells vary from heals, extra movement speed, teleport, etc. At the end of every match you gain experience based on whether your team won/lost and your personal performance during the match.
The max summoner level is 30 and for each level you gain you get a mastery point. Mastery points are spent on the three mastery trees which are: Offense, Defense and Utility. This allows you to customize your summoner to your play style. Adding in talent trees makes LoL very unique for a DotA game since everyone will have different mastery builds.
You also get influence points at the end of every match (which can be viewed as currency). Influence points can be used to buy champions you don’t currently own and also to buy runes.

Runes are items that enhance your champions traits and abilities. Summoners have a rune book where you can place certain runes in their respective slots. As you level up you get access to more rune slots in the book and higher tiers of runes. There are three tiers of runes that can be purchased with influence points and four different types of runes. The different types of runes are: Marks, Seals, Glyphs and Quintessences. The runes do various things like increasing attack speed, additional mana, bonus health regeneration, etc.
So is League of Legends an MMORPG? I don’t really think there’s a right or wrong answer. People will have their own ideas and views of what an MMORPG. If you search for “League of Legends MMO” you will find a lot of sites that view LoL as an MMO. Even sites like SK-Gaming (a well known team of professional E-Sports players that compete in games like: World of Warcraft, Call of Duty, etc) refer to League of Legends as an MMO and points out that the game has many similarities which are found in MMOs. LoL is just one of those games that could be an MMO while at the same time it isn’t. What I can say is that it does have a lot of things that you would find and expect in an MMORPG like choosing spells, leveling up character, customizing mastery trees and buying items (runes) that increase a character’s stats/abilities.
For the record I personally don’t consider League of Legends to be an MMO/MMORPG. It does have some of the main traits that an MMORPG has but I just don’t consider interacting with nine other people (five vs five games) as a “massive” multiplayer game.
League of Legends an MMORPG?
League of Legends (LoL), is a Defense of the Ancients (DotA) game made by Riot Games. I have logged in countless numbers of hours into LoL during the past few weeks but not once did I think of it as an MMORPG until I saw this news feature on the League of Legends website. LoL was nominated for: Best MMORTS 2009 and Best New MMO 2009. After seeing this I wondered why people would consider LoL an MMO. Riot Games says that League of Legends is not technically an MMORPG but it does have a lot of similarities that these type of games offer.

So how exactly is a DotA game like League of Legends an MMORPG?
Your character in LoL is a summoner that can summon a champion of your choice onto the battlefields of Valoran. At the start of every match you can choose two utility spells out of a list of thirteen to use during the game. The spells vary from heals, extra movement speed, teleport, etc. At the end of every match you gain experience based on whether your team won/lost and your personal performance during the match.
The max summoner level is 30 and for each level you gain you get a mastery point. Mastery points are spent on the three mastery trees which are: Offense, Defense and Utility. This allows you to customize your summoner to your play style. Adding in talent trees makes LoL very unique for a DotA game since everyone will have different mastery builds.
You also get influence points at the end of every match (which can be viewed as currency). Influence points can be used to buy champions you don’t currently own and also to buy runes.

Runes are items that enhance your champions traits and abilities. Summoners have a rune book where you can place certain runes in their respective slots. As you level up you get access to more rune slots in the book and higher tiers of runes. There are three tiers of runes that can be purchased with influence points and four different types of runes. The different types of runes are: Marks, Seals, Glyphs and Quintessences. The runes do various things like increasing attack speed, additional mana, bonus health regeneration, etc.
So is League of Legends an MMORPG? I don’t really think there’s a right or wrong answer. People will have their own ideas and views of what an MMORPG. If you search for “League of Legends MMO” you will find a lot of sites that view LoL as an MMO. Even sites like SK-Gaming (a well known team of professional E-Sports players that compete in games like: World of Warcraft, Call of Duty, etc) refer to League of Legends as an MMO and points out that the game has many similarities which are found in MMOs. LoL is just one of those games that could be an MMO while at the same time it isn’t. What I can say is that it does have a lot of things that you would find and expect in an MMORPG like choosing spells, leveling up character, customizing mastery trees and buying items (runes) that increase a character’s stats/abilities.
For the record I personally don’t consider League of Legends to be an MMO/MMORPG. It does have some of the main traits that an MMORPG has but I just don’t consider interacting with nine other people (five vs five games) as a “massive” multiplayer game.
Aion: Blurring the Gender Boundaries
Plenty of games on the market are geared towards females, but it’s no secret that not every female wants to play Cake Mania and Imagine: Fashion Designer. Women who aren’t just into fashion, makeup, and cooking are left with few games that speak to them personally. Until recently, women and gaming have hardly been mentioned in the same sentence, let alone acknowledged. Although women obviously have a base in the gaming community, they are generally recognized as casual players, but the recently released MMO Aion has surprisingly captured the attention of many female gamers, and I count myself among them.
An MMORPG by NCsoft, Aion combines Player vs Player and Player vs Environment gameplay, expanding a fantasy environment broken into three different worlds. I’ve been playing Aion since its release in September and since then, I have discovered that I’m not the only woman playing the game. In fact, women make up a large majority of Aion’s players, but the reason for what is special about Aion that attracts such a strong female base is a little more difficult to nail down.
I’ll admit the reason I first picked up the title is purely based on aesthetics, like many other female gamers. Alynis, an in-game friend, claims that she too was “initially drawn in by Aion’s stunning visual imagery and in-depth customization.” Even Game Master Parallax admits the “intense customization aspect” attracted her but beauty can only go so far, so… what keeps us coming back? Associate Producer Lani Blazier believes Aion appeals so strongly to female gamers due to a “well thought-out and implemented game design.” Furthermore, she feels as though Aion tends to all the needs of both casual and veteran gamers. “If you love a deep, rich story, Aion has that. If you prefer PvP over PvE or you want a nice mix of both, Aion has that.”
GM Parallax is the first to attest that she plays Aion for reasons other than graphics. “I love the lore, the gameplay, and the diversity in the amount of things you can do such as questing, crafting, hunting, chatting, and running to the opposite faction’s zone for a little bit of sport.” Narrowing down one single element that sets Aion apart from its competitors, Lani Blazier believes that its “flight and all of its game implications and features” are what puts it over the top. Like most games, escapism also plays a large roll in why people play what they do. A fellow gamer, Aere, feels as though “Aion is a place to relax and get away from the hustle and bustle of everyday life.” I think that most people have their own getaway, whether it be exercise, watching TV, or video games. Aion works for me because it provides a challenges, friends to chat with, goals, and things to look forward to as I level up. Drawing from personal experience, I too find it as a nice vacation from the real world. Where else can you slice and dice people and have it be socially accepted?
Based on first-hand accounts we now know why women play Aion, but what defines their transition from casual to hardcore? Lani thinks the answer lies in the idea that it’s “more accessible to a casual gamer than many previous MMOs, while staying true to what veteran hardcore players love most.” Alynis is a perfect example of Lani’s theory. “Aion is actually the first MMO I’ve ever played and loved it from the first minute. The gameplay is challenging but intuitive, requiring some skill to adapt to while not alienating an MMO amateur like myself.” To further the theory, Parallax believes “it’s fair to say that we’re a bit on the hardcore side compared to a lot of MMOs. And not in the ‘you have to devote 80 hours a week to the game’ kind of way, but more in the ‘we expect you to have a basic grasp of gameplay mechanics and netiquette.” Drawing from first-hand experience, learning all the mechanics in order to be a successful MMO gamer takes a certain level of commitment. That commitment and growing drive to play as you level and meet people only attaches us more, slowly transforming the once casual gamer into a hardcore player.
All theories aside Parallax points out the fact that “the general public is coming to terms with the fact that games aren’t just for kids, and they aren’t just for boys.” As a female gamer it’s nice to see the rise in women finally blurring the boundary between casual and hardcore. Whether it be escaping from everyday life, broadening social networks, or killing monsters, everyone plays games for similar reason regardless of gender. “Most of the time, though, me being a woman online doesn’t mean anything different to the people I play with. Male or female, we’re all out to kill the boss, loot the epics, and beat the bad guys.” -Aere
Aion: Blurring the Gender Boundaries
Plenty of games on the market are geared towards females, but it’s no secret that not every female wants to play Cake Mania and Imagine: Fashion Designer. Women who aren’t just into fashion, makeup, and cooking are left with few games that speak to them personally. Until recently, women and gaming have hardly been mentioned in the same sentence, let alone acknowledged. Although women obviously have a base in the gaming community, they are generally recognized as casual players, but the recently released MMO Aion has surprisingly captured the attention of many female gamers, and I count myself among them.
An MMORPG by NCsoft, Aion combines Player vs Player and Player vs Environment gameplay, expanding a fantasy environment broken into three different worlds. I’ve been playing Aion since its release in September and since then, I have discovered that I’m not the only woman playing the game. In fact, women make up a large majority of Aion’s players, but the reason for what is special about Aion that attracts such a strong female base is a little more difficult to nail down.
I’ll admit the reason I first picked up the title is purely based on aesthetics, like many other female gamers. Alynis, an in-game friend, claims that she too was “initially drawn in by Aion’s stunning visual imagery and in-depth customization.” Even Game Master Parallax admits the “intense customization aspect” attracted her but beauty can only go so far, so… what keeps us coming back? Associate Producer Lani Blazier believes Aion appeals so strongly to female gamers due to a “well thought-out and implemented game design.” Furthermore, she feels as though Aion tends to all the needs of both casual and veteran gamers. “If you love a deep, rich story, Aion has that. If you prefer PvP over PvE or you want a nice mix of both, Aion has that.”
GM Parallax is the first to attest that she plays Aion for reasons other than graphics. “I love the lore, the gameplay, and the diversity in the amount of things you can do such as questing, crafting, hunting, chatting, and running to the opposite faction’s zone for a little bit of sport.” Narrowing down one single element that sets Aion apart from its competitors, Lani Blazier believes that its “flight and all of its game implications and features” are what puts it over the top. Like most games, escapism also plays a large roll in why people play what they do. A fellow gamer, Aere, feels as though “Aion is a place to relax and get away from the hustle and bustle of everyday life.” I think that most people have their own getaway, whether it be exercise, watching TV, or video games. Aion works for me because it provides a challenges, friends to chat with, goals, and things to look forward to as I level up. Drawing from personal experience, I too find it as a nice vacation from the real world. Where else can you slice and dice people and have it be socially accepted?
Based on first-hand accounts we now know why women play Aion, but what defines their transition from casual to hardcore? Lani thinks the answer lies in the idea that it’s “more accessible to a casual gamer than many previous MMOs, while staying true to what veteran hardcore players love most.” Alynis is a perfect example of Lani’s theory. “Aion is actually the first MMO I’ve ever played and loved it from the first minute. The gameplay is challenging but intuitive, requiring some skill to adapt to while not alienating an MMO amateur like myself.” To further the theory, Parallax believes “it’s fair to say that we’re a bit on the hardcore side compared to a lot of MMOs. And not in the ‘you have to devote 80 hours a week to the game’ kind of way, but more in the ‘we expect you to have a basic grasp of gameplay mechanics and netiquette.” Drawing from first-hand experience, learning all the mechanics in order to be a successful MMO gamer takes a certain level of commitment. That commitment and growing drive to play as you level and meet people only attaches us more, slowly transforming the once casual gamer into a hardcore player.
All theories aside Parallax points out the fact that “the general public is coming to terms with the fact that games aren’t just for kids, and they aren’t just for boys.” As a female gamer it’s nice to see the rise in women finally blurring the boundary between casual and hardcore. Whether it be escaping from everyday life, broadening social networks, or killing monsters, everyone plays games for similar reason regardless of gender. “Most of the time, though, me being a woman online doesn’t mean anything different to the people I play with. Male or female, we’re all out to kill the boss, loot the epics, and beat the bad guys.” -Aere
Risk and Uncertainty
I am currently working on a post that talks about ways to create risk in MMOs and how designers might make that risk palatable to an otherwise risk-averse themepark gaming population. In the meantime, Callan S. made a comment I felt was interesting enough to discuss. In response to the idea that Eve Online is a game that incorporates risk correctly, he says:
As far as I’m aware, in terms of risk Eve suffers or fails in that in more dangerous space you have no idea of the risk (you have some idea in poker, for example) since people who will kill you aren’t regulated in any way. Is it thrilling when there was a zero change of being ganked, cause all the local gankers were on bio break?
I think there are a couple of points in this small quote. First, I think core to the idea of risk is that of uncertainty, the idea that you are not sure of what is going to happen beforehand. If you are certain that you will easily defeat any enemies you might meet, or that you will reach your destination without meeting any enemies, then there is no risk. Likewise, if you know you are going to die when you leave your base, there is no risk. The concept of risk implies that you are betting on an unsure outcome.
On the other hand, if you take your character on a spin through your favorite MMO world and are suddenly struck down and then told your character has been perma-killed, that isn’t risk either because it is arbitrary. For our purposes, risk also implies that you know you are betting and you know what you are betting.
Given that explanation, I think Eve works because as you move from highsec space to lowsec space, you know there is an increasing chance that someone will ambush you. When I take my ship out in Eve and make a trade run through lowsec space, I am betting my ship, cargo, implants and skill gain that I can make it through without incident. It does not matter if, on a particular run, “all the local gankers were on bio break” because the point of risk is NOT to ensure that I face challenge, but to present the possibility of danger and then force me to bet accordingly.
Well I guess that raises the question that if you don’t know you couldn’t die, but you felt as if you could and that was exciting, whether it the truth of the situation or the feeling of the situation that matters. Personally I’d go with the truth.
If there is a chance I could be presented with failure and lose something, regardless of whether that situation occurs or not, I would say yes, that is the essence of risk in an MMO. Say you are playing poker and your opponent makes a $1000 bet. You have a good hand, but not an unbeatable one, and this is a sudden, large bet. Is it a risk to call? Sure it is. Once you call and find out that your opponent was bluffing, was it less of a risk? No, because when you made the bet, the outcome of the hand was uncertain.
I think what Callan is talking about here goes back to the difference between risk and challenge. I am deliberately separating the two because I think there is value in doing so. When Callan says, “Personally, I’d go with the truth” he is saying that he wants there to be a real chance of death or failure and that is how we defined challenge. Risk on the other hand, is what you lose because of that failure — your bet. My trip through lowsec space wasn’t challenging at all, but it was still risky…
Alright, enough of this; I didn’t mean to beat the dead horse further into the ground, but that comment made me think and I figured it was worth discussing. Next post, let’s talk about systems that will put some of the risk back into the themepark.
Risk and Uncertainty
I am currently working on a post that talks about ways to create risk in MMOs and how designers might make that risk palatable to an otherwise risk-averse themepark gaming population. In the meantime, Callan S. made a comment I felt was interesting enough to discuss. In response to the idea that Eve Online is a game that incorporates risk correctly, he says:
As far as I’m aware, in terms of risk Eve suffers or fails in that in more dangerous space you have no idea of the risk (you have some idea in poker, for example) since people who will kill you aren’t regulated in any way. Is it thrilling when there was a zero change of being ganked, cause all the local gankers were on bio break?
I think there are a couple of points in this small quote. First, I think core to the idea of risk is that of uncertainty, the idea that you are not sure of what is going to happen beforehand. If you are certain that you will easily defeat any enemies you might meet, or that you will reach your destination without meeting any enemies, then there is no risk. Likewise, if you know you are going to die when you leave your base, there is no risk. The concept of risk implies that you are betting on an unsure outcome.
On the other hand, if you take your character on a spin through your favorite MMO world and are suddenly struck down and then told your character has been perma-killed, that isn’t risk either because it is arbitrary. For our purposes, risk also implies that you know you are betting and you know what you are betting.
Given that explanation, I think Eve works because as you move from highsec space to lowsec space, you know there is an increasing chance that someone will ambush you. When I take my ship out in Eve and make a trade run through lowsec space, I am betting my ship, cargo, implants and skill gain that I can make it through without incident. It does not matter if, on a particular run, “all the local gankers were on bio break” because the point of risk is NOT to ensure that I face challenge, but to present the possibility of danger and then force me to bet accordingly.
Well I guess that raises the question that if you don’t know you couldn’t die, but you felt as if you could and that was exciting, whether it the truth of the situation or the feeling of the situation that matters. Personally I’d go with the truth.
If there is a chance I could be presented with failure and lose something, regardless of whether that situation occurs or not, I would say yes, that is the essence of risk in an MMO. Say you are playing poker and your opponent makes a $1000 bet. You have a good hand, but not an unbeatable one, and this is a sudden, large bet. Is it a risk to call? Sure it is. Once you call and find out that your opponent was bluffing, was it less of a risk? No, because when you made the bet, the outcome of the hand was uncertain.
I think what Callan is talking about here goes back to the difference between risk and challenge. I am deliberately separating the two because I think there is value in doing so. When Callan says, “Personally, I’d go with the truth” he is saying that he wants there to be a real chance of death or failure and that is how we defined challenge. Risk on the other hand, is what you lose because of that failure — your bet. My trip through lowsec space wasn’t challenging at all, but it was still risky…
Alright, enough of this; I didn’t mean to beat the dead horse further into the ground, but that comment made me think and I figured it was worth discussing. Next post, let’s talk about systems that will put some of the risk back into the themepark.








