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ArenaNet's MMO Design Manifesto

An anonymous reader writes "ArenaNet studio head Mike O'Brien has posted his vision for a new type of MMORPG, which they used in developing Guild Wars 2. Quoting: 'MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I'm out hunting and another player walks by, shouldn't I welcome his help, rather than worrying that he's going to steal my kills or consume all the mobs I wanted to kill? ... [In Guild Wars 2], when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.'"

26 of 178 comments (clear)

  1. Yeah, but.... by phantomfive · · Score: 2, Insightful

    Yeah, but he doesn't realize how fun it is to kill someone. Take out that possibility and you take away some fun. I can see adding consequences to killing someone (or even taking it out of some games), but to say it should NEVER happen in any game is silly.

    --
    Qxe4
    1. Re:Yeah, but.... by Wildclaw · · Score: 4, Insightful

      Yeah, but he doesn't realize how fun it is to kill someone. Take out that possibility and you take away some fun.

      Only a small minority thinks it is fun to kill people in uncontrolled world PvP. And game developers generally don't care about that minority, as they cause other customers (the ones gang banged) to stop playing their game.

      PvP is much better done as optional addon in controlled environments where all sides are fighting on even and clear terms. The idea of free world PvP is an antique that only ever satisfied griefers and the occasional masochist.

    2. Re:Yeah, but.... by Barny · · Score: 4, Interesting

      The idea of free world PvP is an antique that only ever satisfied griefers and the occasional masochist.

      Yeah, you just summed up the entire eve player base very very succinctly :)

      --
      ...
      /me sighs
    3. Re:Yeah, but.... by justinlee37 · · Score: 2, Interesting

      Free world PVP also satisfied social gamers. Part of the game is generating and organizing a large social network. If you want to be safe from attack, you need to be bigger and more organized than the next guy. You need military equipment, training and organization. This is how warfare works in the real world and when it works that way in an MMO, it can be fun.

      When you have "arena" PVP where the teams are automatically generated by the game itself, it removes the social part of the game. The part of the game where you have to network with other people and organize an army to take control of the free world PVP situation. You might even organize a blockade of critical end-game zones or a siege of a starting city.

      EVE online has this sort of spontaneous organization amongst players who are attempting to succeed in free world PVP and obviously the game is quite successful with a niche group at least.

      Personally, I love the freedom of free world PVP. In fact, I'd love to play a game with free world PVP and permanent character death ... hardcore Diablo 2 on battle.net was one of the most satisfying experiences ever.

    4. Re:Yeah, but.... by Wildclaw · · Score: 3, Insightful

      Yeah, you just summed up the entire eve player base very very succinctly :)

      And the reason for the success of EVE is exactly because it aims to satisfy a very specific minority. :)

      So using the word antique in my original post was perhaps an exaggeration. It is more a matter of what client group you aim at. I would however be very surprised to see any new high value production aimed at world PvP. At least any western production. I know that Asia seems to have a generally different mindset around the whole PvP subject.

  2. Warhammer Online by eeCyaJ · · Score: 3, Informative

    Sounds sort of like the open quests from Warhammer online. Show up in area, help out, get loot bag. True, there's a ranking system which means if your efforts weren't good enough you won't get anything immediate, but you still earn points which raise your rank in the chapter and (eventually) enable you to pick up useful, class-specific equipment.

  3. Hopefully... by sstamps · · Score: 3, Insightful

    It won't follow the existing model of Guild Wars 1.. a few short months of "experiencing the story", followed by years of title grinding for a bronze wall plaque in the sequel.

    --
    -SS "Teach the ignorant, care for the dumb, and punish the stupid."
  4. Re:Communism by DNS-and-BIND · · Score: 2, Funny

    No, that would be when the developers hoard all of the items and gold for themselves and distribute just barely enough for the paying customers to survive. Despite the five-year plan that showed that treasure distribution was occurring on paper, lower level admins and moderators would hoard resources for themselves for sale on ebay and taobao. Gold farming and profit-making would be illegal, and grounds for banishment. The manifesto by O'Brien would be worshipped as a sacred document, studied in universities, and contradicting it would be grounds for banishment. Other players would be recruited as spies to inform on anyone who spoke against the developers. Players would spread out from GW2 to other games, trying to spread the gospel of O'Brien, with assassinations by polonium poisoning if necessary. Emigrating to any other game would be forbidden.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  5. To each their own by Moraelin · · Score: 4, Insightful

    To each their own. I realize that some people thrive on ganking and being an ass, but then a lot of people don't. And each game can choose their own niche, and decide if they want to cater to one category at the expense of losing another.

    The griefer segment is kind of an easy choice, though, since you mention taking it to the point where you're trying to get people out of the game. A single unchecked griefer can lose them a hundred subscription of other people, so basically they're actually losing money by catering to those. They're not any sleep if you leave for lack of that kind of fun.

    But, at any rate, each dev team and publisher ultimately makes choices to cater to market A at the expense of market B. E.g., Blizzard chose to cater to the medieval fantasy fans, at the expense of being less fun for some of us who'd have preferred a good SF MMO. (Say, World Of Starcraft;) E.g., they chose to have guns and explosives and helicopters, which actually was at the expense of losing some purists who'd have preferred a more Dark Ages kinda setting where the highest tech is maybe a crossbow. (Heck, much as I'm otherwise for SF, I'd prefer to keep medieval stuff medieval, if it had to be medieval in the first place.) E.g., they chose to have no xp penalty for death, even though that made some people cry bloody murder. E.g., they chose to have cartoonish graphics, even though for some people it causes them to cancel the subscription. Heck, it's still the #1 stated reason for not playing WoW. E.g., they chose to have separate servers, which some of us like, but then it made the fans of a more Guild Wars style instancing say it sucks. Etc.

    Ultimately you can't please everyone. To make player group X happier, you have to make player group Y unhappier. You get to choose which group you want more.

    E.g., to make medieval fantasy fans happier, you have to make strictly SF fans a lot less interested in the game. And, again, you can't please everyone. You can't make a game that's high fantasy with elves and horses _and_ SF with warp drives and tricorders, because you'll just annoy both groups instead of catering to both. (Though using SF as a backstory for a medieval game sometimes works.)

    To some extent you can try to give group Y something else to do. But sometimes it's not easy to reconcile. You can't give griefers something else to do, because they need those unwilling victims. At some point you just have to just let go of group Y.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  6. It has already been done by Andtalath · · Score: 4, Informative

    Dungeons and dragons online already does this.
    All XP and rewards you get are based around how you as a group finish the instance (you do get penalties and bonuses depending on how many times you die though, and if you left the dungeon), you always run around with a group and no other characters are visible outside of the cities and all characters in the cities interact with you as if you are on of the few heroes helping it.

    No collecting wolves tails there, you help people from level 1 and forward with actual questing which feels like it's helping someone.

    Otoh, the game started breaking at around level 8 or so when I played it, especially due to haven essentially eternal gold and quite simply too large monsters which made claustrophobic dungeons pretty much impossible.

    1. Re:It has already been done by Splab · · Score: 2, Informative

      You missed out on a lot then, the later dungeons where absolutely awesome. What kept me playing DDO for years was the teamplaying aspect, was (and still am) bored with WoW kids acting like spoiled brats.

      In DDO, no co-op and coordination == wipe, all quests are done easily if you work together, if your tank just rushes off and burns the clerics mana you are dead.
      Well it used to be like that, but after level 16 and crafting got introduced the game got too easy (weapons and players where way too powerfull) so I lost interest since you strictly speaking didn't need a group for most quests.

  7. The what of Even? by SmallFurryCreature · · Score: 3, Interesting

    Eve is tiny, on any chart it rides the bottom. Oh, it gets a LOT of attention but that is in no relation to its financial success.

    Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

    I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?

    Meanwhile, the closest to WoW is Lotro and that is a distinct PvE game of the old mold.

    It is like saying people LOVE FPS, when Quake sells 10 copies. The figures would not support the claims.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:The what of Even? by Monkeedude1212 · · Score: 2, Interesting

      Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

      That's where EVE played it differently and were still very successful. They didn't NEED a million subscribers to make a good profit off of supporting their product for a lengthy period of time. They just built their market around the ability to buy additional time codes and sell them in game for in game money.

      Essentially, they've diverted the money that would be flooded to chinese farmers back into their own pockets.

    2. Re:The what of Even? by drsquare · · Score: 2, Interesting

      Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

      There are not half a dozen MMOs out of hundreds with that number of paying subscribers. Lineage, Warcraft, and I can't think of any others other than those free web ones. Most have maybe six figures if they're lucky.

      I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?

      What games are those then? Practically all MMOs are RPG-style PVE. There'd have to be a professionally-made, twitch, PK game to exist in the first place to see how successful it'd be.

    3. Re:The what of Even? by Phrogman · · Score: 2, Interesting

      Every PvP focused MMO that I can think of has died. As vocal as PvPers are, the majority of players who will subscribe to an MMO don't enjoy getting gang-ganked by assholes who play 16 hours a day. Here are the ones I can think of:

      * Shadowbane - tried it, it sucked, it died.
      * Pirates of the Burning Sea - at first it had tremendous potential, then the ganker assholes got ahold of it and the game became unfun for anyone who wasn't willing to play like a dickhead. Down to a few servers I believe
      * Age of Conan - still exists but is not doing well from what I understand. Should have been called "Age of Endless Instance Zoning" from what I could see, hated it, didn't make it past day 2 of attempting play.
      * Warhammer Online - all the knowledge they could have drawn from DAOC was available to them, and they completely missed what worked about DAOC and this resulted instead. Uninspiring and ultimately boring and pointless.

      I am not a PvP-Rulez-All type. I like PvP gameplay but only when I am playing with people who have a sense of sportsmanship. Most PvPers I have met couldn't spell "Sportsmanship" let alone discover what it means. The exceptions are a joy to play with.

      I have enjoyed the PvP in Dark Age of Camelot (still the best MMO ever produced in my opinion, sadly down to 1 server I believe), and Star Wars (as a Bounty Hunter hunting Jedi before the NGE).

      Now, EVE has done a great job in their design, but its not exclusively PvP. You can operate in safe space if you want to and play the game for months from what I understand. You only risk getting ganked by asshats if you go into a low security zone. By the time you get there you should have equipped yourself properly and learned how to be an asshat yourself or you will be disappointed.

      Playing PvP games with PvPers has convinced me that I no longer want to play PvP games. I met a few excellent people who were great to play beside or against - I met thousands of them in DAOC - but those people have been buried in a sea of people named "IPhukUup" whose greatest joy is to kill a level 1 newbie with a max level character.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    4. Re:The what of Even? by Godeke · · Score: 2, Insightful

      Chart 2 is the "also ran" chart. Try chart 1: http://www.mmogchart.com/Chart1.html

      --
      Sig under construction since 1998.
  8. Still doesn't work by Moraelin · · Score: 3, Insightful

    The obvious problem is that if everyone else actually liked hunting someone down in PvP, they'd already be on a PvP server anyway. You're proposing a system which basically asks some people to play the game how they don't like it, and not pursue the goals _they_ want, just to give some sad loser the attention he craves.

    I suggest you start with reading Bartle's paper.

    The achiever segment (those who'll just have to have more gold and reputation) and the killer segment are actually very distinct categories and natural enemies. They like different things in a game, play for different goals, and both tend to despise each other. Asking an achiever to play a killer role in that pose isn't giving him fun stuff to do, it's trying to convince him to do unfun (for him) stuff and ultimately conclude that the game sucks (he hasn't been doing what he likes, after all) and leave. It's akin to trying to make some gazelles hunt lions. Even if they could, they're not going to enjoy it.

    It also does nothing whatsoever for the other categories. The socializers aren't even going to be motivated by that gold and fame to take a role they despise. The explorers won't find anything to discover in it either.

    So essentially all that would happen is that some killers might be convinced to play with other killers... but that's something that's not much fun for them. Unwilling victims are where their fun is at.

    And in the process you gave both free hand to ruin everyone else's fun.

    Besides, the "player run justice" idiocy has been done to death before, and never worked. Letting the players deal with "bandits" so you don't have to, has been not just tried and failed on UO, it's been the holy grail on MUDs too and it failed abjectly there each time. As Benjamin Franklin once said, "Madness is doing the same thing over and over again and expecting a different result." I fail to see why an experiment which failed every single time before, should be hailed as _the_ solution that'll work this time.

    And finally, well, I've heard the "provide some colour" excuse before. And the "I can't RP if I can't gank" and the "it's unrealistic" and "without someone ganking them those players will lack a challenge and leave in droves!!!!11eleventeen" In my brief days of coding for a MUD, you'd be surprised how many people felt a need to whine about why they should be allowed to drive others off the game, and how limited a repertoire of excuses they had.

    In the end it's a non-sequitur. What matters isn't "colour" for its own sake. Nor "realism", nor "challenge", nor "RP" for their own sakes, for that matter. What matters is whether enough players like it or not. If the larger mass doesn't, well, take your colour somewhere else, really.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Still doesn't work by Golden_Rider · · Score: 3, Insightful

      Oh, that griefers want to be famous badasses isn't what I'm disputing. What I'm saying is that for the badass-vs-posse scenario you've proposed, someone has to play the posse. And it's there I'm seeing a problem. Most people don't want to play a posse to start with. And most people couldn't give a damn that there's a posse somewhere, when they're still getting their open instance event ruined by a jackass. That someone will then go and play cops-and-robbers with the jackass doesn't really do anything for them.

      Exactly, that is 100% the problem. The problem in creating a game which makes both griefers and non-pvp players happy is that any "incentive" for the non-pvp players to willingly go hunt down the griefer simply does not exist. Because hunting down the griefer would involve something the non-pvp players by definition do not want to do: pvp. If I log on and look forward to partying with my friends and xping in the dungeon of ultimate doom, I do not want to interrupt that to go hunt down some griefer for an hour. Not even if I get some reward for it. Simply because that is not what I wanted to do that evening. Even with some incentive for killing that bastard, he STILL managed to impose his way of playing the game onto me and forced me to do something I did not want to do. And if that happens too often, the non-pvp players will not find the game entertaining anymore and leave, causing the griefer to leave, too (because there are not enough victims anymore). That's why most western MMO with completely open pvp either fail or stay at low subscriber numbers. Not because the designers suck and cannot find a good system of making pvp players and non-pvp players both happy, but because it is not possible.

      Also, there seems to be a problem with western gamers mentality. If you CAN do something (e.g. stand outside a newbie town with your uber char and simply kill anybody for hours who wants to go kill his lvl 1 mobs), someone WILL do it. You would not find something like that on e.g. Korean servers.

      To those above who commented that "games with open pvp are a success in Korea" - consider e.g. Lineage 2 - a niche game with completely open pvp here on our western servers, and a huge success with millions of players in Korea. Here on the western servers you will find all kinds of griefers, gankers, whatever type lowlife you look for, you will find it. On the Korean servers, people are helpful, pve together in peace, party up with people from other clans and usually ONLY pvp during announced siege times. This seems to be because most players there play in internet cafes, so you cannot hide behind your online anonymity, and you usually also have others watching your screen over your shoulders, commenting on what you do. That simply works as some kind of "control". If you were to go and grief other players, it would not be unlikely to have your RL name on some messageboard soon afterwards, and somebody might come around to punch you in the face. So it's not that the players in Korea like open pvp more than us western players, it's that in Korea there is some kind of self-control, while around here in Europe/US, players can hide behind their online anonymity - and so the Korean games can get away with pvp rulesets which would lead to endless griefing if they had western players.

  9. A lovely idea, but... by Millennium · · Score: 2

    This is how MMO gaming should be, with nothing coming at the expense of another player. Unfortunately, there is a portion of the MMO population that will not be satisfied unless they can have their domination and bullying fantasies, and even though they ruin gaming for everyone else, they're big enough that few game makers have the guts to take them on.

  10. So forcing it upon them makes it better? by Moraelin · · Score: 4, Insightful

    The fact is that nevertheless some of us don't want to have anything to do with PvP at all. It's not a question of feeling stronger or weaker, it's simply a question of it not being what I want to do in a game. Conscripting me into some group that _has_ to do PvP is just going to piss me off more and make me cancel the subscription.

    That's the kind of solution that presumes that everyone else too is a complexed idiot who's just there to feel powerful by ganking someone weaker. Some of us play for entirely different goals and reasons, though.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  11. Re:PvP could be different - current designs are ba by Aceticon · · Score: 2, Insightful

    I think the issue that the GP pointed was uncontrolled PvP environment.

    What you describe is actually a controlled PvP environment.

  12. Re:PvP could be different - current designs are ba by edremy · · Score: 4, Insightful
    Actually, the PvP issue is a lot more fundamental than you think.

    Why does ganking exist? Because the penalties for losing are so *low*. Unrestricted PvP works in Eve (and I'd argue, pretty much only in EvE) because there are serious penalties. Lose a major ship, lose training time- it can take a while for things to get back to where you were. Even the gankers realize this, and avoid combat unless they know they are going to win, and they realize the guy may well be back with friends to stomp them into the ground.

    Compare this to something like WoW. What's the penalty for dying? Running back to your corpse. Even in something like Darkfall with full looting you just have people run around naked, since there's no real penalty for dying otherwise.

    Imagine a PVP game where dying killed your character dead. No resurrection. Of if that's too harsh, perhaps losing 5 levels as well as giving the keys to your bank to your slayer, or having the character lock out for a month. Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  13. Someone finally got it right by unity100 · · Score: 2, Insightful

    indeed others should be a welcome sight, not something unwanted in mmo games. after all, what's the point of playing a mmo, if you are going to limit your social circle to some limited number of people in your play group or your guild ? LAN play already offers such gameplay, or games that have limited server capacity.

    A mmo should aim for MASSIVE multiplayer. that is the whole point of it. it shouldnt encourage seclusion, isolation, animosity in between players.

  14. Re:PvP could be different - current designs are ba by brkello · · Score: 2, Insightful

    Eh, all these ideas that people throw out on solving PvP are always dumb. If you get to be powerful after you die, then people will just purposely die to become more powerful.

    PvP in MMOs is not popular for a lot of different reasons. Some people don't like PvP. Generally, one person has a huge advantage over another based on gear. For Eve, it is that there are fairly harsh consequences to death that encourages people to stack the deck so that a normal player doesn't even have a chance as they warp in to a swarm. This causes people to take less risk and make PvP boring. People just fly around camping at gates hoping for hours that some poor guy will come through.

    PvP is never going to appeal to some people. But to do it to appeal to the most, it simply needs to have a couple of qualities: small penalties for death and an even playing field. That's why online FPS's are popular. In general it is a fair fight with a simple respawn.

    --
    Support a great indie game: http://www.abaddon360.com
  15. Re:PvP could be different - current designs are ba by ps_inkling · · Score: 3, Informative

    Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself

    What you are describing was implemented in Ultima Online. Kill a player, all the guards in cities mark you KoS (kill on sight). The solution was to not go to cities anymore. No banking, but there's plenty of killed player corpses to loot.

    So, roving gangs of PKers hang out at the load points between areas, and kill your character while your computer is loading the next area's graphics. The solution for a while was the formation of anti PKers, who would descend in mass and swarm a PK group. But, now their characters were also flagged as PKers.

    So yes, it ended up as a feudal system. Unfortunately, it was a world where the PK eventually won.

  16. This small minority has a name by Loundry · · Score: 2, Insightful

    It reminds me of a discussion about griefing that I read about a few months ago on some internet forum. Naturally, the "real" players were mocking the "carebears" and the latter was levying the usual futile appeal to empathy.

    Q: But don't you feel bad that you've just ruining someone else's experience?
    A: Why should I feel bad?

    Naturally, the "griefers" just couldn't understand this appeal to empathy. There's a reason for that. One of these "griefers" went on to try and reverse the appeal, arguing along these lines, "But you just don't understand the thrill of killing people in a game." It honestly made me think of a rapist. ("But you just don't understand the thrill I get from raping women.")

    Honestly, I think that the biggest harm that we (those of us with empathy) do to ourselves is to diminish "griefers" by giving them a name like "griefers".

    They already have a name.

    --
    I don't make the rules. I just make fun of them.