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Setting a Learning Curve In MMOs

Ten Ton Hammer has an article looking at the learning curves of modern MMOs. Many of the more popular games, such as World of Warcraft, go to great lengths to make learning the game easy for new players. Others, such as EVE Online, have had success with a less forgiving introduction. But to what extent do the most fundamental game mechanics limit the more complex end-game play? "The current trend in MMOG's appears to be make the game so easy and interest-grabbing right out of the gate that even a person with the attention span of a monkey chewing on a flyswatter will be able to keep up and get into the swing of things. Depth of game mechanics is still possible with a system like this, but it needs to be introduced not only clearly, but later in the game, after a player has played enough to be hooked and is willing to put in some extra time to learn about the more intricate game mechanics available to them."

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  1. Link to results of a similar study by FinchWorld · · Score: 4, Informative
    --
    "I may be full of crap about this game, and I may be wrong, and that's fine." -Jack Thompson
  2. Eve Learning Curve by adavies42 · · Score: 5, Funny
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    -kfg
  3. I tried Eve... by abigsmurf · · Score: 4, Interesting

    And didn't make it past the tutorial. It was long, boring and suffered from information overload. Couldn't be bothered with it all really. Also not a big fan of games that are 'ruled' by super guilds.

    I think the problem isn't so much the learning curve as giving players the motivation and chance to learn. Take WoW, you're eased into skills, the early instances don't require you to be especially knowledgable of what spec you should be for your role (as at that stage there's little variation in talents and equiptment). These instances even teach you the basics about how to group (not to N on stuff you can't use or gems, how to avoid wipes etc.) FFXI lets you solo for about 8 levels before it gets into the forced grouping, there's a relatively early quest that forces you to tour the major cities.

    There's nothing wrong with having complex MMOs but you've got to ease them into the various aspects of it one stage at a time. Even simple play mechanics can suffer if everything is forced on you at once. To use WoW again as an example, one of the critisisms of the new Death Knight class is that as you're given one at lv.55, you haven't been levelling with the class but have a huge number of abilities and loads of talent points. As people haven't learnt the class in that way, it can be surprisingly difficult to play it properly and people may not realise they've bad specs or itemisation until it's pointed out to them.

    1. Re:I tried Eve... by Loki_1929 · · Score: 4, Interesting

      Something you wouldn't understand without having played it for a long time is that Eve actually does ease you into it.

      It has so much depth that if it eased you in at the kind of rate you're looking for, you'd still be learning basic mechanics when you've been playing for 2 years. It's a very unforgiving world in which you can experience loss like in no other game I've ever played, right down to the skills you've spent so much (real life) time training. It's a game where success or failure can depend on how quickly you can adapt to a radically changing environment with a vast array of competing counter-measures and strategies. Gaining a deep understanding of how everything stacks together and how to counter all kinds of various tactics and tools on the fly requires that you learn at an incredible rate constantly. And just when you think you're getting the hang of it, a new expansion comes out (at the rate of two per year) that vastly changes the balance of things such that new tactics and ideas emerge.

      Really, if you don't make it through the tutorial, Eve probably isn't the game for you. That's fine, as no game should try to be perfect for everyone as it will end up being poor for anyone. Eve is really for those who want to be constantly challenged in new and different ways by intelligent adversaries using skills and tools that work together in extremely complex ways. It has within it the ability to play as openly as any life simulator, but with far more danger than anything else I've seen before it.

      If the challenge of the tutorial turns you off, then the game itself will almost certainly turn you off as well. In that sense, I think the tutorial does a great job of both educating those who truly are interested in Eve's world view and in pushing away those who ultimately won't enjoy themselves anyway.

      --
      -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."
    2. Re:I tried Eve... by Anonymous Coward · · Score: 2, Funny

      Eve isn't designed for casual, rubbish players. In fact, if they got 500,000 casual, rubbish players, they'd simply be driven off by Eve's more unsavory elements in a matter of months anyway.

      Eve isn't a hack-and-slash for morons; it's actually designed from the ground up to be tough. And it's designed for tough people - people who are tough mentally and who are tough emotionally.

      CCP has enough challenges scaling Eve with the playerbase as it is. With it growing slowly and steadily, CCP is able to develop and test the technologies that put other MMOs like WoW to shame at a rate that ensures quality and stability.

      So WoWbabies can go play their little kiddie game all they like. Me? I like something that requires intelligence, that provides a challenges, that provides freedom, and that sits on the cutting edge of technology both in graphics and in scaling.

    3. Re:I tried Eve... by Sobrique · · Score: 3, Interesting

      In all fairness though, that tutorial is a good introduction to the game - if you don't get along with it, you won't enjoy EVE.

    4. Re:I tried Eve... by ZombieWomble · · Score: 3, Insightful
      The problem I observed with the EVE tutorial is not that there's too much information, but rather that it's presented extremely poorly and that the tutorial is not particularly engaging.

      In particular, your second and third paragraph is typical of the response given by people when asked why they play EVE - the problem is, all of this interesting and exciting content doesn't seem to be represented at all in the tutorial.

      Instead the tutorial seems to mostly just cover simple game mechanics (and often in a very poor way - does the game direct you about how to actually get back to the newbie zone if you leave it yet? That seemed to be the most mystifying thing to most people when I checked EVE out) and then dumps you with vast amounts of text-based information describing all the systems that weren't actually addressed in the tutorial.

      While you may argue that this is good because it weeds out the weak people, it has the issue that a player checking it out for the trial will probably completely fail to notice all this wonderful complexity as it can look like just poor implementation unless there's someone supplementing the tutorial and encouraging you to persevere - which seems to be almost the definition of a poorly designed new user experience.

    5. Re:I tried Eve... by Loki_1929 · · Score: 2, Insightful

      Actually, if players were fairly evenly dispersed, Eve could handle 500,000 players without a problem. Based on personal experience, with a fairly even distribution of players among all available systems (about 5200), Eve would do alright until it hit around 1.5 million players. At that point, every system would begin to experience some lag, and getting any kind of large-scale battles off the ground would be painful at best.

      Regarding the graphics issue, that comes down to individuals' computers. Playing with the high-end graphics makes everything gorgeous, but it also reduces your FPS on anything but brand new (within the past year) mid to high end hardware. If you have a middle-end PC from two or three years ago (fairly common), the new graphics will be fairly slow for you. If you have a middle-end PC older than that, it's unusable.

      One of my computers is a Core 2 6600 with an nVidia 7300 graphics card. It's not a powerhouse gaming rig (it's primarily just a coding workstation), but it's probably around the average of what your typical gamer has when you account for Eve's worldwide distribution. On the new, high-end graphics, I get fairly decent performance, but things get choppy when there's a lot happening at once. On the older graphics engine, everything runs great all the time.

      So would you prefer to be forced into the high-end graphics when you're in the middle of fleet combat? I'd rather have the option, myself.

      --
      -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."
    6. Re:I tried Eve... by Mascot · · Score: 3, Insightful

      So WoWbabies can go play their little kiddie game all they like.

      No worries. We'll be off enjoying other games while you fiddle with your MMO spreadsheet thinking it makes you somehow better than "the rest". This is a surprisingly common Eve attitude. Whereas, for the rest of us, Eve is rather transparent. The only reason there's a learning curve at all is that it's intentionally obtuse.

      Saying Eve is for the intelligent is like making a VCR without a manual and no button labels and claiming intellect had anything to do with the trial and error it took to see which button does what. Perseverance, would be the word you're looking for, not intellect.

      I should point out, I'm not saying there's anything wrong with Eve (I have an over four year old character there myself). It is what CCP wanted it to be, a sandbox where the players create the game around themselves. But claiming Eve is some kind of "high IQ version of an MMO" is indicative of self esteem issues, not intellect.

    7. Re:I tried Eve... by fitten · · Score: 2, Interesting

      The biggest thing about Eve that people I've talked to don't like is that they can't 'fly their ship'. Eve is not a space flight simulator.

      The biggest thing about Eve that no other game has is that the vast majority of the 'game' is player generated content, in effect. Nobody talks about how fun it was last night to grind that Guristas Extravaganza mission for the 1000th time. What they talk about is the 500 vs. 500 fleet battle in some system that resulted in 20 lost capital ships for one side or the other and the winners took sovereignity of the system when the smoke cleared.

      Player organizations waging war on each other is the content. However, you can't have all ship pew-pewers to win wars and hold territory. In fact, that's actually a small part of it (time-wise, anyway). You have to have massive logistics and production... all done by players. Those 20 capital ships that were lost? All built by players. They arrived at the battlefield by players both flying them there and other players who have to fly other ships to the destination to open up jump points for the capitals to jump to (fly through enemy space to get there). Those 50 battleships that were lost? All built by players. To build all those things, you have to mine (or buy from someone who did) minerals from asteroids, minerals mined from moons (requires a station to do that), and your systems can only be 'yours' if you have sovereignity, which requires stations that must be set up and defended.

      Yeah... Eve is complex. But, there are those of us who like complex games. It's not for everyone and "that's OK".

      One thing that's really nice about Eve... I can play heavily for a day or two and then not play at all for a week or even longer and not have any withdrawal or even think about the game if I don't want to. The only thing really requiring a player to log in is if you make money in the game by running missions. If you have an industrialist, you can make money while not logged in (buy materials and sell your player-made goods on the market while you're offline). You also advance your character even when not logged in. So, when I went on vacation for 10 days over the recent holidays, I had zero withdrawal from the game, didn't log in a single time over those holidays, and didn't worry or really even think about the game at all. When I got back, I had more money than when I logged out before my vacation and a new skill almost completed so I had something new and shiny to play with when I logged in next. Plus, stuff that I had set up to build while I was gone was built and ready for me to use/sell.

    8. Re:I tried Eve... by Sj0 · · Score: 2

      It takes all kinds, I guess.

      I haven't played Eve, but WoW does NOT represent a good learning curve, at least for me. I played for a few day-long sessions (enough to finish any single-player game on the market, experience shows), and I found myself playing an incredibly boring game where I fought easy enemies until I became strong enough to move to the next area to fight new easy enemies ad infinitum.

      I'm told that the game gets interesting when you max out your character. What sort of boring, lifeless person would I have to be to want to invest hours a day for months in a character just so I can finally see if I enjoy the game?

      I might be alone in this, but WoW feels like a Sisyphean task to me. Level up, raise the level cap. Level up, raise the level cap. When it gets boring, choose a whole new class to level up!

      --
      It's been a long time.
    9. Re:I tried Eve... by Aceticon · · Score: 2, Insightful

      Several years ago, i played EVE for a year (my first MMORPG).

      Went through the whole learning the game, joined a corp, mined my way into 2x Battleships, went to zero space and participated in PvP battles, made loads of ISK (EVE currency) playing the inefficiencies of the market for Tech 2 components ...

      ... then at some point I woke up to the fact that all that ISK just made me worry more, to the fact that most of the time in EVE was spent traveling from one place to another (and all systems look the same) and to the fact that EVE was more work than fun.

      That's when I quit and started playing WoW (which at the time had just come out).

      Now that I've played many more MMORPGs, looking back I can see that EVE was mostly composed of time sinks designed to waste players' time:
      - To get anywhere in the beginning of the game you have to spend most of your time mining (slow and boring), buying stuff in one system and selling in another (see next comment) or doing highly repetitive quests.
      - Once you move beyond the original systems your start spending most of your time traveling. For example, if your trip take you through 10 systems (not at all uncommon) it will take about 45 minutes on it's own through systems that pretty much all look the same. Zero space is huge and far from everything so you have to travel a lot to and from it and between areas there.

      The whole economy of EVE is highly relying in there being masses of people doing the grunt work of mining asteroids for metals which are then hauled to a place with manufacturing facilities to use in making ships and weapons. These are then used (and destroyed) in battles in zero-space. Of all the steps in this process, the only one that is fun is the last one (battles in zero-space)

    10. Re:I tried Eve... by Endo13 · · Score: 3, Insightful

      Something you wouldn't understand without having played it for a long time is that Eve actually does ease you into it.

      So basically, you have to have played it for a long time to really understand the tutorial? Yeah, I know that's not what you meant, but it's still effectively what you're saying. Either way, the tutorial sucks. Period.

      It has so much depth that if it eased you in at the kind of rate you're looking for, you'd still be learning basic mechanics when you've been playing for 2 years. It's a very unforgiving world in which you can experience loss like in no other game I've ever played, right down to the skills you've spent so much (real life) time training. It's a game where success or failure can depend on how quickly you can adapt to a radically changing environment with a vast array of competing counter-measures and strategies. Gaining a deep understanding of how everything stacks together and how to counter all kinds of various tactics and tools on the fly requires that you learn at an incredible rate constantly. And just when you think you're getting the hang of it, a new expansion comes out (at the rate of two per year) that vastly changes the balance of things such that new tactics and ideas emerge.

      Not really "depth". Mostly just complexity and change for the sake of complexity and change. Which is great, for the small niche group of people that really get off on that kind of thing.

      Really, if you don't make it through the tutorial, Eve probably isn't the game for you.

      No doubt. But then, that means Eve just isn't for very many people, which means their ROI for the game is a lot less than it could have been. Which is basically the whole point of TFA. Sucks for them, but it doesn't really matter to me one way or another. There's plenty of other better MMOs to play.

      That's fine, as no game should try to be perfect for everyone as it will end up being poor for anyone. Eve is really for those who want to be constantly challenged in new and different ways by intelligent adversaries using skills and tools that work together in extremely complex ways. It has within it the ability to play as openly as any life simulator, but with far more danger than anything else I've seen before it.

      You're right, there's definitely not going to be a game that's going to be perfect for everyone, but it's definitely possible to make a game that's a lot more fun and appealing to a lot more people than Eve is. (There's about 11.5 million WoW players right now who could give you some insight on that.) And it's also possible to change the first stages of *any* game to make it a lot more fun and appealing to newcomers, enticing them to stay on and thereby increasing your playerbase without changing a damn thing in the last stages of the game. Eve just fails at it, that's all.

      If the challenge of the tutorial turns you off, then the game itself will almost certainly turn you off as well. In that sense, I think the tutorial does a great job of both educating those who truly are interested in Eve's world view and in pushing away those who ultimately won't enjoy themselves anyway.

      Not necessarily. Or are you trying to say the rest of the game sucks as badly as the tutorial? Because it's very possible for a tutorial to be very shitty and the game to be a lot more appealing later. For a great example, see City of Heroes/Villains. The game is interesting for about 5 minutes, and quickly becomes very frustrating - until you start getting your better powers and enhancements at about level 20 or so. Then it starts to get fun. LOTS of fun. But not many players stick around that long, because the first 10-15 levels are mostly a lesson in frustration. I'd *HOPE* Eve's failure is mostly the same, only magnified. Because quite honestly, of games I've tried that enjoyed any kind of real popularity, the Eve tutorial was easily the worst 15 minutes I've spent.

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    11. Re:I tried Eve... by brkello · · Score: 2, Interesting

      I really don't get this. Eve isn't any more complex than WoW. It just has an extremely poor user interface that takes a long tutorial to explain. Yeah, there is more potential loss. But when it comes down to it, you hit F1, F2, F3, F4, F5, F6. Combat is extremely simplistic. PvE barely exists.

      People like to think Eve takes a degree to understand and they pat themselves on the back for being able to play it. It just takes a little more reading and is a lot less fun than other MMOs. I have gone back to it many times over the years and always come up with the same conclusion: it is a game I want to like, it is a game of extreme potential, but it always falls way short of the mark because it fails to deliver something that is enjoyable. I mean, you are in a space ship with all kinds of advanced weaponry...shouldn't that be fun? That and the game is forever tainted by CCP devs cheating. Single shard means that it will always be tainted by that and certain players/corps will always have the advantage over others.

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    12. Re:I tried Eve... by ultranova · · Score: 3, Funny

      Eve is perfectly happy without you. The brutal introduction is specifically designed to weed out fools, weaklings, idiots, and children afflicted with ADHD.

      Suddenly, it all becomes clear: the economic crisis was actually caused by EVE rejects who, having no outlet, decided to re-enact the game with the real stock market.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    13. Re:I tried Eve... by castironpigeon · · Score: 2, Insightful

      Missions are just there to make money. The content of the game is the player vs player interactions, be it combat, trade, diplomacy or whatever.

      And therein lies the problem for many and the draw for a few. Replace the space backdrop with anything - the Wild West, a Tolkienesque fantasy world, a giant black box - and it remains the same game. Is there really no problem with players creating the entire game content themselves? Couldn't you just stop paying the $15 a month and be better off playing DnD at local gaming shops?

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      mmmm...forbidden donut
    14. Re:I tried Eve... by brkello · · Score: 2, Interesting

      You guys give yourselves way too much credit. Basic mechanics after 2 years? Give me a break. The game isn't all that deep. You read the forums to learn how to fit your ship, you run boring PvE mission to get more ISK to get bigger ships and run higher level boring PvE missions. PvP is mostly shooting up people who make a wrong turn or running around in vastly superior numbers. Expansions offer very very little new content. They might change that people can't abuse nano's anymore, but that is hardly what I would call interesting. You just go back to the forums and find out what the next over-powered fitting for your ship is.

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    15. Re:I tried Eve... by Walkingshark · · Score: 2, Interesting

      I find myself in the same boat. I want to like EVE, but for me the endless amounts of travel time to do anything in the game is a huge turnoff. Its the same reason I stopped playing Counter strike as well... too much time spent waiting to play, not enough time actually actively doing something (other than clicking "ok now warp me to the next waypoint so I can watch my ship slowly glide into the warp gate and do all this again 7 more times). And I know there are some kind of waypoint files you can get from people that speed that up, but the whole fact that you have to jump through hoops to do that kind of thing turns me off from the game. I hate travel time in an MMO, when I'm playing a game I want to be playing a game, and if I have to do all the traveling I want there to be something interesting to do while I'm doing so.

      --
      The world you experience is only a close approximation of reality.
  4. I'm sick of small curves by PhrostyMcByte · · Score: 3, Insightful

    I'm getting quite sick of games with small learning curves - the ones who's mechanics you can master in less than a month without any special instruction. The ones that become a game of who went deeper into the dungeon for the better armor, who buys the more expensive weapon, who can snap-aim better (which takes skill, but is not a particularly interesting one). Give me something rewarding, where I can be playing a year or two later and still improving my skill. Items are cool, but after a while they don't cut it.

    1. Re:I'm sick of small curves by node159 · · Score: 2, Funny

      You know I think I found THE game for you!

      Its called 'The Big Blue Room', also known as IRL.

      The graphics are absolutely amazing, its completely open ended yet has a finishing goal, amazing how they got that to work.

      Its a total challenge, especially when your trying to mix gear upgrades with achievements.

      You should try it some time, you might be pleasantly surprised.

      --
      GPLv2: I want my rights, I want my phone call! DRM: What use is a phone call, if you are unable to speak?
    2. Re:I'm sick of small curves by wisty · · Score: 4, Insightful

      Learning to code? Learning a musical instrument? Martial arts? Latin dancing? Anything with a 2 year learning code is a hobby (or a job), not a game.

    3. Re:I'm sick of small curves by wisty · · Score: 2

      I tried it, but my avatar rolled too many 1s, and they won't give me another :(

    4. Re:I'm sick of small curves by Sir+Lollerskates · · Score: 5, Insightful

      I think you're doing it wrong, and here's why. In the interest of full disclosure, I play WoW, Counter-Strike, and QuakeWorld. Also, I can't understand EVE (but I tried).

      I'm getting quite sick of games with small learning curves - the ones who's mechanics you can master in less than a month without any special instruction.

      Depending on your definition of "mechanics", mastering them should be quite easy in less than a month. For example, one can learn the mechanics of Chess, in a day or so. The rules aren't particularly complicated, but to reach any level of interesting play, it can take years.

      My point is that the mechanics *should* be simple. When they're complex, you end up with EVE; and I think there's a general consensus that EVE is impossible for outsiders to comprehend enough to appreciate, let alone play for themselves. I've tried playing it, and my experience is that the game is completely inaccessible to those with anything but a dedicated interest in playing EVE. My guess would be that most EVE players are probably close friends with other EVE players, or they would never have been able to overcome the learning curve (or lack thereof) in the first place.

      If you have a chance to watch the Portal "Director's Commentary", they explain precisely how the learning curve was developed for that game, and the rationale behind it based on feedback testing.

      The ones that become a game of who went deeper into the dungeon for the better armor, who buys the more expensive weapon, who can snap-aim better (which takes skill, but is not a particularly interesting one).

      But not true. At the highest levels of play, all people are geared similarly with armor and weapons, and they can all aim. It's already assumed at being at a high level of play. Competitive WoW players already have their full sets. Competitive Quake players have insanely good aim. That's why, when you reach that level of play, you no longer have to worry about armor or aim. It's built-in. Check out the discussions going on over at the Elitist Jerks forums for WoW. Or go watch some QuakeWorld videos. Or if you have the patience to setup nQuake, go download it and watch some QuakeWorld demos .. or Quake3 for that matter.

      Sure, you might find cases where the winner is decided by having a super rare WoW-drop, or where someone's lightning gun or rail gun is what wins the match based on exceptionally good aim. But for the most part, it becomes a game of strategy.

      MMO's are very big into number-crunching, like the kind you'll find at Elitist Jerks. FPS's are very big into demo watching and strategy. Keep in mind, however, that it's only at very high levels of play that you'll see this.

      The good games, in my opinion, are easy enough for anyone to pick up, but complex enough that only the most dedicated can reach the highest levels of play. WoW does this very well. Quake is too inaccessible, and suffers from a lack of players (even bad ones) as a consequence. Counter-strike has a different problem, where the game isn't very good at high levels of play, but it is very accessible. The FPS is difficult to get right in a way that doesn't alienate newbies or pros. EVE is an enigma in the sense that it even survives at all. (Someone feel free to explain this to me.)

      Give me something rewarding, where I can be playing a year or two later and still improving my skill. Items are cool, but after a while they don't cut it.

      And that's why there's a casual gaming market. You're asking that a game neither be too hard that you can't pick it up nor too easy that it doesn't feel rewarding. You should pick a game that has both a large enough following that skill makes a difference at the end-game stages, while it is accessib

    5. Re:I'm sick of small curves by Jane_Dozey · · Score: 2, Insightful

      The initial curve is small though. Pick up racket, hit ball over net, wait for return. Not exactly rocket science and to get to a reasonable level takes a short amount of time unless you're really not co-ordinated.

      --
      Silly rabbit
    6. Re:I'm sick of small curves by brkello · · Score: 2, Insightful

      Then maybe you should get Eve players to not put down people who don't like their game. If someone doesn't like it, they are too dumb or have ADD. There are plenty of reason to bad mouth the game. One part of it is the Eve community. If someone doesn't like something, they are encouraged to quit on the forums and people ask for their stuff.

      I may find the game boring (it really is has nothing to offer to people who PvE), the user-interface to be poorly designed, the combat to be simplistic and a snore fest...but that's fine. It isn't a personal attack, I just don't like your game. But because I don't like it...I must lack the intelligence to play it? That's why people hate Eve. You come off as a reasonable person, but most Eve players just emit way too much smug.

      --
      Support a great indie game: http://www.abaddon360.com
    7. Re:I'm sick of small curves by an+unsound+mind · · Score: 2, Insightful

      If anything, I encounter MORE Eve morons than WoW morons.

      May just be because I don't hang out in the places WoW morons do, whereas Eve morons tend to be elitist dumbasses.

      For me, Eve gameplay has NO reward and it's incredibly boring. I'm not actually doing anything special without having a few dozen players - at least - on my side. And then any of those few dozen can freely backstab me without any repercussions whatsoever.

      Essentially, it's a game where I have to be constantly on my toes and I'm STILL bored, because everything is either The Same Generic Area or alternatively I'm interacting with players I need to be wary of. This is even less fun than WoW is.

      Whereas WoW is a themepark with a lot of kids, Eve is a parking lot with a lot of thugs with knives and anger issues.

      I dunno, I'll rather listen to the whining kids than deal with nonstop abuse.

    8. Re:I'm sick of small curves by Don853 · · Score: 2, Interesting

      Wait, what's the finishing goal? Die with the biggest pile? Die with the most STDs? Spawn the most children? Technological singularity? Completing some religious storyline?

    9. Re:I'm sick of small curves by AdamWeeden · · Score: 2, Interesting

      BINGO. A great example of this (for me) is Guitar Hero. I started playing last year and had fun on Easy and Medium. When I got to Hard it was such a steep jump for me that I would get booed off on a song 20% of the way through that I could play nearly perfectly or perfectly on Medium. So I was left with a choice. Do I spend my time trying to get better or do I invest my time more wisely? I chose the latter and decided to take up real guitar. This is not to say that games aren't fun and spending time playing games is wasted, but if you're grinding away for years trying to get better at a game, chances are in 10 years the game will be defunct or replaced, and that time would have been better served trying to improve a skill with more practical use.

      --
      I was quoted out of context in my autobiography...
  5. Complexity != Difficulty; It's about teaching. by psnyder · · Score: 2, Insightful

    But to what extent do the most fundamental game mechanics limit the more complex end-game play?

    None. Follow me here. They're correlating complexity with difficulty and the 2 often do seem to go together, but what complexity really goes with is time it takes to learn. If complexity is broken up into its smallest pieces, the difficulty only comes with unclear presentation, presenting too many pieces at once, or presentation when there is no motivation to learn.

    I'm in the education profession and I used to be addicted to MMOs, including a lot of WoW (but luckily got out just before WotlK). Learning curves are something I deal with every day (and MMOs used to be =p). It's all a matter of teaching. I'll use WoW as my example.

    WoW does a very good job at teaching most of its game, but if you look closely, it doesn't guide players through a few things; for example talent builds and rotations. And this is where it's very easy to see and divide crap players with people that have spent time on forums learning about their class. People on countless sites (like elitist jerks for example) had volumes of arguments, spreadsheets, graphs, etc devoted to these things. Although any high level character can easily get by in almost every aspect of the game, to maximize the potential of a class is something else entirely. As a raid leader or for PvP, there were a number of times where I'd be much more inclined to take people who I knew understood the mechanics over someone whose gear was better. The initial point being, WoW is not simplistic, but it looks that way because they teach many aspects of it well, and they let people get away with being crappy at the other aspects without detriment.

    That's not to say it couldn't be more complex. But that's not the point. Back in BC days, when you met a level 70 hunter talking about theoretically being able to lay up to 5 traps within a certain number of seconds when specced a certain survival spec and managing cooldowns properly, versus some guy's wife that takes over his hunter for a bit during a raid while he deals with an emergency at work, the difference is profound.

    The point is to break complexity up into it's smallest pieces, present it clearly, motivate, and don't overwhelm with too much at once. Dish it out over time.

    The first thing anyone needs to know is how to move around. Then go onto how to interact with the world. But in an MMO where there are a bajillion ways to interact, don't go over it all at once. If you need to know A & B for a task, first give a task that shows A, then a task that shows B, then give the task that puts them together.

    Some games do this with giving some sort of documentation at some point during the game. They give you a bunch of text, or a sensei, teaching you A-Z and then they thrust you into situations that use many of the techniques. Those techniques go from easy to harder, combining more and more as you go along, and you're usually allowed to go back to the documentation if you need it. But there is rarely the "isolation of concept" in this method. I remember an instructor in FF8 telling me to read instructions about the system on the computer terminal, and a similar 'instructor' in FF7 thinking about it. But it was rarer in games like the Legend of Zelda.

    In real life schools, we also often make these mistakes. We often immediately give the abstraction of concepts (eg: mathematical formulas) instead of first showing their real world equivalents. Or we give multiple concepts at once that can be broken down further (sometimes because we can't see that they can be). Or we don't motivate. Or we overwhelm with new concepts before the foundation has been able to sink in. A number of educators, (eg: Montessori), have been trying to get public schools to realize this for about 100 years, and it _is_ changing. But slowly.

    Take the Pythagorean Theorem for example. This is something that is normally gone into depth in high school,

  6. Re:Hazy thoughts by SatanicPuppy · · Score: 2, Interesting

    The thing about a good interface is that you don't need those things. WASD is pretty much standard, and iirc WoW also lets you use the number pad and the arrow keys if you prefer.

    Attacking things is likewise not rocket science. You just click on an enemy and auto attack kicks in.

    Eventually you start wondering about the crap on your hotbar, and click those things, and more stuff happens, and it moves on from there. Very straightforward.

    The places where people get lost in MMOs are never in the basic things (e.g. moving) it's in the area of "Okay, WTF do I do now?" and WoW nails that part. Your first quest giver gives you a quest that leads you to the next quest giver, who does the same. If you just follow the quests until you run out, without ever exploring, welcome to level 80. It's that simple.

    That is the easy thing about WoW. It's got nothing to do with the interface. Playing on a pve server, there is nothing to get in your way between lvl 1 and lvl 80 except ~12 days of mindless grinding.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  7. Keep trying... by StErroneous · · Score: 2, Informative

    Good for them. Too little, waaaay too late.

    EVE's population graph has been growing strongly since launch, and still is.

    When I play an MMOG, I like it to be at least *somewhat* social right from the start. That means, when I first log in on my first character I like to see at least one or two other people running around preferably right away, but definitely within the first hour or two. So tell me, how likely is that to be the case in Eve by now?

    Look at the window called Local and say "hi" - you'll be talking to everyone in your current starter solar system. If they ask for help, meet them outside station in their noobship, join their fleet and warp into the mission with them.

    When I pass through the starter systems (generally to pick up skill books) there'll be anything from five to thirty players in there, many are new pilots. Not only is EVE's population growing steadily, but EVE's PvE missioning system doesn't tier content into geographically remote zones in the same way. You'll find hardened mission runners running Level Four missions in the same systems as new guys running tutorials or Level 1s.

    You'll also find yourself subscribed to Help channels that are helpful, and a NPC starter corporation of a couple of hundred people - a mix of new pilots and bitter old hacks - to ask for advice.

    Right. So basically, in the end what it boils down to is if you *really* want to join the game and have fun now, you have to know someone already in the game with sufficient connections and resources to give you a good jump start.

    "Helps to" != "have to". Most corps recruit new "unknown" players, though they may be more cautious with their trust if there isn't someone to vouch for the new players.

    And, if you're in a bad spot, lose a few ships at the beginning and really need some cash to get you out of a spot, ask (nicely). The ISK that's vital to a new pilot is almost nothing to an old one, and pilots can be remarkably generous if you show that you're trying to help yourself.

    Or you could join Eve University - a thousand-strong neutral corporate with 60-120 players online 23x7, dedicated to helping players (new or old) make the most of the game and teach them the ropes.

    In the harshest MMO we find possibly the most largest single open-door philanthropic MMO organisation. Funny old world.