The Commandments of Official Game Sites

 

A random shot of the CoH front page

The front page of City of Heroes has remained fundamentally unchanged since the game launched seven years ago. There is no excuse for not getting this right.

After being forced to work with yet another site that doesn’t seem to work on a basic level, I’ve become convinced that MMO design teams actively hate people going to the game’s website.  Seriously, there are certain companies (I’m looking at you, Sony) whose sites could not be worse if they just took a photo of roadkill and posted it as an exclusive screenshot.

We all disagree about what makes the perfect game, sure, but I think there are pretty easy points to agree on for things that should be on every webpage.  Ten very simple commandments, you might call them.

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Like Rogues?

If we're lucky it'll drop a sparkly!

“Who am I? What am I doing down here? No time for all of that, there’s a giant spider here that somehow has escaped killing up to this point!”

As I survey yet another evening in which I’ve tried and failed to get into what has become a time-honored staple of computer RPGs, I’m forced to admit a conclusion: I don’t like roguelikes.

I’ve tried.  Really, I’ve tried, time and again.  I tried with Diablo.  I tried with Torchlight.  I tried with Moria, I tried with countless games that I can’t recall the name of, and most recently I tried with Dungeon Crawl Stone Soup.  And I’m almost certainly going to try again, because this is a big part of computer roleplaying games, part of the tradition that’s given birth to some of the best games out there.  But every single time I wind up losing interest really fast, no matter how intently I’m trying to keep myself focused on the relentless process of killing random monsters to get shinies in a randomly-crafted dungeon.

Actually, I think that’s the part that gets me.  The games are nothing but meat.

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Dynamic Content Will Not Save Us All

Guild Wars 2 to feature dynamic content and attractive norn

“Crap, what was going on in this zone again? Did I have events to complete in the north? I knew I should have written all this down.”

I couldn’t tell you exactly why – something in the water, I’d guess – but MMO fans seem to love two things.  The first is proclaiming that MMOs are suffering from a massive design rut, which is something I can hardly disagree with.  The second, however, is determining exactly what will fix everything and usher us into a new age of magic and unicorns.  I mean, different sorts of unicorns.  We already have some unicorns.

Currently, the savior of MMOs is generally assumed to be dynamic content, a word that’s thrown around with a great deal of vigor as the solution for bland, repetitive questing gameplay.  Instead of going to quest hubs and being told what to do, you’ll just see what’s going on around you and take part in events without being told!  Immersion will be preserved, and the game experience will be ever-changing, like a real dynamic world.  It’ll all be so beautiful, especially if you listen to the marketing folks from RIFT and Guild Wars 2.

Unfortunately, the odds of dynamic content actually accomplishing these lofty goals is another matter altogether.  I don’t think dynamic content is actually going to be what designers and players are hoping it will be, for a number of reasons.

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Slay and Pray

Image of the Hymn to Tourach card

Turn two, your opponent removes a third of your hand and cripples you. Good game!

One of the potential items you can unlock in Dragon Age II (I promise, this is not another travelogue entry) is the belt Hindsight, a rather clever item that (in-universe) evolves protection that would have saved its master after its master has died.  Among its traits is an effect that makes enemies drop better loot when killed – and that got me thinking about the absurdity of our current loot model.  Which, of course, brought to mind Magic: the Gathering.

The powers that be over at Wizards spend a lot of time testing mechanics.  One of the things that they tested extensively was the use of random mechanics, especially with discards – they wanted to see what felt fair and what didn’t.  For those unfamiliar, back in the day there were two flavors of cards forcing you to discard from your hand, one where the cards were chosen by your opponent and one where you threw out cards at random.  Both were seen as being intensely valuable, and for good reason – shutting out your opponent’s hand can net you a huge long-term advantage, especially if you start smashing it early.

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Lionizing

It’s easy to look at the past and say that it must have been better then.  Raids must have required much more strategy and much less reading online to complete when the game launched, compared to the present state of simply learning dance moves and completing them.  The only change has been the design ethos – the past six years have not brought more experience or a more robust network for disseminating strategies.  Things were harder back then, they required more thought, and there was a more enjoyable game in place.

Proving people wrong via experiments such as EverQuest‘s new “progression” server is an exercise in frustration.  If the deliberate throwback experience fails to live up to the image in one’s head, there are countless scapegoats for why the nostalgia server doesn’t properly recapture the glory of yesteryear.  We’re notoriously bad at admitting that our affectionate memories can often grow without outside influence, that in hindsight the things we loved when we were younger weren’t any better or worse than what exists now.  And we’ll construct elaborate rationales for why the Now is bad and Then was better, without stopping to examine that perhaps things have been the same all along.

I remember watching Ms. Lady trying to play through Final Fantasy VI a couple of years ago before giving up and apologizing.  “I just can’t get into it,” she said.  And I looked at a game that had defined so many years of gaming for me, full of characters and story twists and progression that remain etched into my head, and I can see why she would put it down.  It was a marvelous game in 1994, but that was more than a decade ago, and the happy memories of the game are tempered by a selective editing that cuts out every frustrating death or obtuse boss fight or secret hidden in a ridiculous spot.  The game I remember is something so good it stands up to modern standards despite its age; it’s a shame that this game only exists in my memory, not in the present or in 1994 or ever.