The City of Heroes Expansion & the Issues of User-Created Content
eldavojohn writes "Wired has a piece on the new City of Heroes content that is created by players — or rather the severe abuse of it. Namely, creating missions for the characters. The problem is that gamers game this system, even though Paragon City has tried to maintain a good risk/reward ratio for experience in these missions. Making the situation even worse is that people who architect highly-rated missions get architect awards, which are redeemable for prizes — almost ensuring experience farming missions. Eric Heimburg (lead engineer and producer of Asheron's Call and the upcoming Star Trek MMO) comments on this: 'It may seem sad that giving the players what they want is detrimental to the player's overall length of enjoyment of the game, but that's the truth. Once you reached that top of the hill, if there's nothing left to do or see, players are likely to move on. Length of enjoyment (equals) amount of money earned, so developers have a strong incentive to keep players from gaining power and levels too quickly.' Matt Miller (lead designer of CoH), addressed the community on this very topic. This is resulting in an unexplained ban/loss of experience if you are determined to be abusing the mission architect, causing an uproar in the community. Is user-generated content a dead end for an MMORPG?" Update: 05/20 20:27 GMT by T : Rather than lead engineer of Asheron's Call or the Star Trek MMO, a correction at Wired says rather that "Heimburg worked as Star Trek Online's systems designer at Perpetual Entertainment, prior to the game's transfer to Cryptic Studio."
Create a mission they said!
Everyone Wants User-Created Content They Said!
Then you get banned. Bah!
AnimePapers.org: Anime Wallpapers Handled With Care
The loopholes here is "players can create content, and rate others' content, and gain rewards from the content itself and getting good ratings." The inevitable result is:
Honestly, it's not the system, and it's not even a lot of players. It's the tools who come in, pay real cash for IG money and levels, and will soon get bored and move on anyway. Screw them. You can't base your business model on that.
That which does not kill us makes us... st
From TFA:
"Give participants the tools to mold a game into an ideal form, and they'll quickly use them to generate so-called min-max exploits that produce the fastest possible experience or in-game wealth for the least effort possible."
Once you give participants the tools to mold a game, then "molding the game" becomes a meta-game. And the goal is obviously to exploit loopholes in the original game as much as possible. It's just too bad the meta-game-playing folk conflict with the original-game-playing folk.
The apparent game vs. the actual game:
In most multiplayer gaming contexts, players are competing against one another either singly, or in teams. This goes way back into our heritage as damn dirty apes, and is unlikely to change, barring some sort of radical transhumanist break with human nature.
In some games, with FPSes and RTSes being the clearest example, this social competitive game is more or less identical with the apparent game(that is, the computer game actually being played). You achieve dominance by killing the other guy in the game, you bond with your teammates by working to do so, and so forth. In this context, "user-created content" has a strong track record. Just look at the mod scene for FPSes, or the endless subtle tweaking and rebalancing that goes on in TA:Spring. This works because people are quite good at building satisfactory rules and mechanisms for competition with one another(such as every sport ever invented). Since the computer game is a direct proxy for the social game, this works pretty well.
In many MMORPGs, the situation is different. The computer game is, in many respects, closer to parallel single player than to competitive multiplayer(some degree of cooperation is generally required at high levels, and there may be some more or less cosmetic PvP; but the game mechanics mostly involve grinding NPCs). However, the social competitive game is still there, it just doesn't align with the computer game all that well. The social competitive game is the acquisition contest between players, for XP, levels, loot, prime raids, and all that. For that reason, the drive to win the real game is a drive to subvert the computer game, rather than to refine it, since the obstacles of the computer game is an impediment to success in the real game.
Another matter to consider is barriers to entry/costs of switching tactics in a given game. Most FPSes and RTSes, for instance, have relatively low investments in a character, class, faction, or strategy. If the zerg get nerfed, I can play the terrans without too much trouble. If snipers get overpowered, I can switch from medic to sniper. MMORPGs, on the other hand, often have fairly high investments. If I have a level 60, and my class gets nerfed, I have just lost a lot. For that reason, it is reasonable to expect that RTS/FPS players would prefer "fair" rule formulations(since, with low character investment, everyone will just move from the unfair side to the fair side, causing the game to contract a bit; and conveying no lasting advantage to anyone) while MMORPG players would be more likely to be strongly invested in a superior outcome for themselves(since, with high character investment, not only do they win, the losers are somewhat constrained and so may stick around to continue to be losers).
Lawl.
We're talking about an MMORPG that has never taken its own EULA seriously, never done serious work to curtail the influence sellers (read: gold farmers), and never done anything to fix the various missions they themselves created that were being used as farms.
In other words, they already had a broken system. The fact that Mission Architect broke it even further should surprise no one.
New players rarely, if ever, come to CoH/CoV any more. If they do arrive, the chance of their being treated well and learning the game and having fun is virtually nil. Getting into anything on the high-level scale is either a function of grinding all day and all night (not fun) or worming your way into one of the insular and unhelpful "Supergroups" (guilds) in the game, also not fun since you're just signing up for all the usual drama-queen stuff that goes on with any organizational setup like that.
If they really wanted to improve the game, focusing on making it fun at all levels would be the way to go. Unfortunately, the game's not set up like that, and so the race to 50 (or 46 and then locking, if you're making a "bridging" character for the powerleveling crap) will continue unabated.
There is a joke/story that Jick, one of the creators of The Kingdom of Loathing, likes to tell and refer to in his biweekly podcast. To roughly paraphrase:
Someday, I'd like to make a game called "The Future". And all what this game would be is an empty space to start with. The users would then, for a fee, be able to upload the game's content. Everything, down to dungeon designs, graphics for monsters, items, weapons, game mechanics, everything would be user-created, because as we all know from all these game developer conferences I go to, "user-created content is The Future "!
So we'd create this game and release it. All user-created content. And then in a matter of a couple weeks, we would have a few thousand drawings of cocks and balls making up the vast majority of the game's world. Cocks and balls as monsters, cocks and balls as items, cocks and balls as weapons, dungeons shaped like cocks and balls populated with cocks and balls that drop cocks and balls that you fight with cocks and balls. And that's all anyone would ever bother creating, because that's the only sort of person with time to do this, and anyone who's been on the internet knows this is what would happen, because user-created content, on the whole, sucks. And that's The Future!!
That's the sort of thing I think back on and chuckle about to myself whenever I hear of a game world made of user-created content and how it's the future of gaming and how awesome it's going to be. Looks like Jick's not too far off the mark.
Demanding constant attention will only lead to attention.
Hi, Eric Heimburg here (quoted in article).
I just wanted to clarify that although I was the producer for Asheron's Call 2, and have been lead engineer/lead designer for other MMO titles, I'm not affiliated with the upcoming Star Trek MMO. I worked on an earlier incarnation of the Star Trek MMO, when it was being made by Perpetual. (They went bankrupt and lost the license.) Somehow wires got crossed in the Wired article, and then they got crossed here, too.
This detail would be irrelevant and not worth mentioning, except that the company making the new Star Trek MMO is also making the superhero MMO "Champions Online" -- a direct competitor to CoH.
So there's been a meme of "he's a shill for the competition!" going on at Wired.com, which makes me sad. I am not a shill for any major MMO company... at the moment.
However, I am hyping my amazing blog at http://www.eldergame.com/ but a link to it always seems to get omitted in the article coverage...
I know the above has become a popular argument to make on Slashdot in any topic, but in COH's case, as someone who's played it from launch, I can tell you that your faith is misplaced. Yes, COH actually has a long history at implementing stuff without thinking, and then being suprised when they discover how it can be (ab)used.
From day zero there had been such "exploits" (read: just doing what the system allowed) as the smoke grenade that could floor the enemy's to-hit, or the Hasten which could end up stacking with itself. Let me explain the latter because it's a case where, yes, 2 minutes and some basic arithmetic could have foretold it.
"Hasten" was supposed to be a situational power, which for a while made all your attacks recharge much faster. But it wasn't supposed to be permanent. But the darndest thing is: nobody seems to have actually tested what happens when you put six Single-Origin recharge reducers in it, a perfectly valid scenario allowed by the game. In fact, it was possible to make it permanent (recharge time equalled the time its effect stayed up) with only _two_ Single-Origins. Anything more would cause it to recharge faster than it stays up, so you could even have it stack with itself.
Statesman seemed genuinely surprised that this is possible. Nobody did the maths there, and we're talking simple arithmetic and standard "equipment" available at level 22. We're not talking some arcane combination of bonuses or epic equipment being off the chart, but the bog standard stuff bought from the vendor at level 22.
Eventually he agreed to let players have it permanently on, but said that then you'd need a full 6 SOs for that. Something he'd later turn around and present as an exploint in the ED.
The ED itself screwed up power sets like, say, defense because it was an across-the-board change to everyone without any thought about how it affects any particular build, nor any attempt to balance it. It took more than a year to fix the screw-ups introduced by the ED patch.
But to get to the present, just look at some patch notes about architect missions. E.g., one says that now all the melee sets for custom enemies have at least one ranged attack too. Aha. So they launched it without foreseeing that critters with no ranged attack, can be bombed with impunity by anyone who took Hover or Fly? In a game where half the people can fly, nobody foresaw that?
So, you tell me. How come in all their thinking and meetings and all, nobody foresaw something as elementary as that exploit?
Because from where I stand, it looks to me like, yes, sometimes they don't even try.
A polar bear is a cartesian bear after a coordinate transform.