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Taugrim Daily #3: My Solution for Making Rogues Viable for Sustained PVP Combat

2012 February 3 28 comments

Today’s video contains my solution for re-designing Rogue classes in MMORPGs so that they are viable in sustained PVP combat.

Rogues across games tend to do well in 1v1 and small-scale combat, but where Rogues fall down from a mechanics perspective is in sustained or large-scale combat.

Why?

Rogues typically have many of their key damage and CC mechanics coupled with being in stealth, but their ability to sustainably re-enter stealth in combat is limited.

Watch the video for my simple solution for addressing these issues and creating a dynamic playstyle that scales from 1v1 combat up to raid-vs-raid.

It is amusing that I concepted the same solution that ArenaNet came up with for their Rogue “Thief” implementation in GW2. They grasp the issues common to the Rogue archetype in PVP and are addressing them with elegant game design.

To see me PVP’ing live, check out my TwitchTV channel. My stream features real-time commentary – and to the extent possible interaction with the Chat Room.

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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/

2011 = Bounceback Year for the MMORPG Industry

2011 December 6 60 comments

Back in January 2010, I predicted that Social Gaming may kill the traditional MMORPG industry. This was after the spectacular failures of two huge IPs that launched in late 2008:

  • Warhammer Online (WAR)
  • Age of Conan (AoC)

The developers for those games make the mistake of over-promising and under-delivering, a cardinal sin for any business.

EA Mythic set the expectation that WAR would launch with 24 classes and 6 capital cities, but shortly before launch they cut 4 classes and 4 cities. The game client was unstable (multiple CTDs a night for me even a year after launch) and the servers simply couldn’t handle mass RVR without crashing or lagging severely. The “lakes” RVR while leveling was one of the most enjoyable PVP experience I’ve ever had, but the game fell down at endgame in T4. A game that hyped RVR couldn’t handle it.

I didn’t play AoC, but I kept tabs on the community. Funcom set the expectation that AoC would ship with DirectX 10 support – it was written on the box – but DX 10 wasn’t there until 6 months post launch. The game in Beta had serious performance issues and bugs, and Funcom unwisely drew attention to a “miracle” patch right before launch. It’s like saying “we’ve done a crappy job but finally got our act together, really!” Gamers loved the leveling experience from 1-20, but unfortunately the content team did not maintain that standard of quality from 21 to endgame. Rumor was that the writers across leveling zones had little or no interaction.

After WAR, in 2009 and 2010 I played several other “new” games to the Western market: Aion and Allods Online (AO). Aion’s grindfest killed my interest before I even reached level cap. AO had a terrific Beta experience go into the toilet when the game developer implemented a Death Penalty mechanic that basically made the F2P game a P2P game. I stuck with AO as paying to play wasn’t an issue for me, but I eventually quit due to the lack of appealing endgame content.

The failures of these MMORPGs unfortunately coincided with the incredible surge in growth and popularity of Facebook and Social Gaming. Money was being funneled into Social Games for obvious reasons, as I wrote in that Jan 2010 article. I grew increasingly concerned that developers would lose the financial backing to publish new MMORPGs, which typically cost tens of millions of dollars to launch. All any executive or VC had to do was point at the high cost and high failure rate to say it wasn’t be worth the risk. The MMORPG market was facing a vicious cycle, whereas Social Gaming was in a virtuous cycle of wildfire growth.

I went back to the safe haven of WoW in May 2010 after hearing that much of the tedious grinding in WoW had been removed. I enjoyed the latter parts of WotLK and then Cataclysm, which finally brought back meaningful challenge in PVE. Although as Josh “Lore” Allen recently pointed out to me, I am in the 1% who wanted things to not be faceroll, and the other 99% of the population had gotten used to the faceroll joke that was WotLK Heroic content.

While Cataclysm was my favorite WoW expansion, by mid February I was restless / bored with it. A fellow gamer, Castorcato, sent me a link to the talent calculator for a game I hadn’t heard of. RIFT. Looking at the talent calculator for an hour sold me on trying the game. Castorcato said that RIFT in Beta felt like the good things from WAR again, and I got very excited.

RIFT’s launch was the smoothest that I’d ever seen for an MMORPG. It blew me away. The game had bugs of course, but the level of polish was phenomenal, so it was able to meet the “is this as polished as WoW” standard question from the gamer community.

At WonderCon 2011, I asked a panel with Scott Hartsman (Exec Producer, RIFT), Dirk Metzger (VP Publishing, Zentia), and Nick Huggett (Customer Experience Manager, Runes of Magic) about the viability of the MMORPG market given the past couple years and their responses were highly encouraging. I also spoke with Scott after the panel about how Trion was able to launch a AAA-quality MMORPG.

As you may know, I’ve been critical of RIFT’s 1.5 and 1.6 patches – IMO they’ve derailed the great progress being made for PVP from 1.0 -> 1.4. But there is no denying that Trion has shown that AAA-quality launches of new games are doable, with the right mindset and execution. Trion has also brought a healthy amount of innovation to the MMORPG market – in particular with RIFT’s superb spec system and the game’s integration with social media.

So we started 2011 with a bang with RIFT, but that isn’t the end of the story.

EA BioWare is launching SWTOR later this month. I started researching SWTOR once I saw what was coming in RIFT 1.5 to determine whether it was a viable option for me. Long story short, SWTOR has greatly exceeded my expectations in Beta and I am pumped to play it at launch.

My guess is that RIFT has been a significant financial success for Trion Worlds, and I expect that SWTOR will be the same for EA BioWare.

This is great news for fans of the MMORPG, regardless what game(s) you play. The more success stories in the industry, the greater the degree of financial investment into game developers, which means more new games for us.

Thank you Trion Worlds and BioWare for delivering!

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GAMEBREAKER Host for “The Sanctum” RIFT show: http://www.gamebreaker.tv/category/the-sanctum/
GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/

SWTOR is Copying WAR’s PVP Tanking Mechanics

2011 September 12 20 comments

While skimming through SWTOR PVP links on Google, I noticed that:

The second guy got it right base on what I read.

I am glad that SWTOR is borrowing the tanking mechanics from WAR – these mechanics made tanks in WAR valuable in PVP and mad fun to play.

I often read complaints from players, bloggers, and media folks that games don’t innovate enough, but in my opinion, what game developers don’t do enough is copy the great features from other games while delivering true innovation.

RIFT is a good example of blending innovation with parity. In my opinion, RIFT clearly innovated in several areas…

  1. Flexible class spec customization: each of RIFT’s 4 classes has 9 talent trees, and for a given spec you can mix-and-match 3 trees however you like. By comparison, WoW’s 10-class system with 3 fixed trees per class feels incredibly rigid and limiting. In RIFT, you can spec your Mage, Cleric, or Rogue to be a MDPS, RDPS, or healer. And Clerics, Rogues, and Warriors can all tank in PVE
  2. Rich, elegant warfront map design: RIFT’s maps have similar mechanics to maps from other games. E.g. Codex = WoW’s Arathi Basin, Whitefall Steppes = WoW’s Warsong Gulch, etc. However, the maps in RIFT have terrain features that encourage and create opportunities for tactical play, as exhibited in my most recent RIFT Cleric PVP video
  3. Integration with social media: you can record game footage in RIFT with the press of a button and then upload to YouTube, and RIFT integrates with Twitter, Facebook, and Tumblr

…while copying other practical, sensible features from other games, such as:

  1. Distinct PVE gear vs PVP gear systems (e.g. Valor is WoW’s Resilience, etc)
  2. Achievements, which originated in WAR and were copied by WoW

It will be interesting to see how/where SWTOR and GW2 innovate and where they choose to copy from other games.

I have been a huge advocate and supporter for RIFT – it was the first AAA-quality launch of an MMORPG in the past several years, which in itself was a big deal. I am concerned with some of the proposed changes in Patch 1.5, such as how key talents work (for Clerics) and how the stats work. I also believe that now is not the right time to be introducing disruptive changes to the playerbase, given the impending launch of SWTOR and GW2. By changing stat mechanics, RIFT players may have to re-gear, which usually means re-grinding, and some players may simply write a game off and jump ship for perceived greener pastures.

RIFT can’t create meaningful differentiation in terms of lore-based IP – the buzz around known properties such as Warhammer Online (3 years ago) and Star Wars (now) has already proven that – but RIFT can differentiate itself from much of the MMORPG market by iterating thoughtfully and carefully with each Patch.

If any of you have tried SWTOR, let us know what you think of the game. I have heard that it feels more like a single-player game than most MMORPGs and that the PVP was not so good. But I have not tried it myself.

Trion’s Balance Update Shows They Get It

2011 April 15 10 comments

Trion shared their proposed class/spec balance update today, and they are planning to:

  • Re-work (balance) Pyro Mage’s Ground of Strength. It its current incarnation GoS provides total CC immunity indefinitely for the Mage plus the ability for their spells to stun, and this is rather imbalanced in PVP
  • Increase Rogue melee and Marksman damage

The timing of the balance update makes sense – there has been sufficient time since 1.1 went live for the community to get its arms around the changes and to identify problem areas.

To date, players have often framed their feedback quite negatively. E.g. some players have been equating Trion to “Failcom” (aka Funcom, the maker of Age of Conan) and to Electronic Arts / Mythic Entertainment (the maker of Warhammer Online).

Both are unfair comparisons, but players have been badly burned since 2008 by games that were over-hyped but under-delivered, and Trion is experiencing the backlash from players who are now understandably wary of game developers.

While I am not going to predict what degree of commercial success Trion will have or whether Rift is the fabled “WoW Killer” (and as I wrote elsewhere that’s the wrong question to ask), Trion’s actions with and after launch show me that they get it. I have high confidence based on what I’ve seen and heard that Rift will continue to improve and that Trion is listening to the community.

Hopefully over time the majority of Rift’s players will perceive that as well.

As I have stated previously, Rift has been by far and away the best MMORPG launch I’ve seen in over 2.5 years, including Warhammer Online, Aion, and Allods Online. What has made Trion’s launch of Rift successful? Multiple, synergistic actions:

  1. Trion didn’t launch until the game was ready. As Exec Producer Scott Hartsman said to me at WonderCon 2011, they were not going to launch until the game was sufficiently stable and had sufficient content
  2. Trion has been unusually communicative about upcoming changes with the community. Examples: the Dev Tracker forum functionality to track all posts by Trion employees, Trion’s participation in 3rd-party fan podcasts, and their honesty in answering my questions in person
  3. Trion is willing to make the tough calls to bring classes and specs into balance, even if the decisions are unpopular in the short term. I’m not going to tell you the balance in 1.11 is perfect. It’s not. Balance is an iterative process, and considering that we are ~7 weeks from launch, balance is reasonably good, even better than what I experienced as a 2k Arena Protection Paladin in World of Warcraft’s Cataclysm expansion Patch 4.0.6

Class / spec changes for the sake of balance can be hard on the community, but they are absolutely essential for the long-term health of a game.

UPDATE (2011/04/22): OK, maybe I spoke too soon. On the Alpha 1.2, the CC immunity and 30% stun proc for Ground of Strength have not been touched. /sigh

UPDATE (2011/04/29): before I forget, the stun proc was removed from GoS in the first update to 1.2 notes published on 4/26. I think the indefinite full CC immunity is still an issue.

Trion’s Launch of Rift is a Model for the MMO Market

2011 March 18 17 comments

I’ve played Rift since Head Start to level 33, and in my opinion Rift is the best MMORPG launch I’ve experienced in the past 5 years, a span which includes the following titles:

  • Warhammer Online
  • Aion
  • Allods Online
  • Rift

Rift’s game developer, Trion, has been remarkably savvy in how they have handled the game thus far, in particular by:

  1. Not over-hyping their game then under-delivering. My impression is that Rift has mostly spread by word-of-mouth; my gaming friend Nathan and real life friend Gaardarun both raved about Rift from Beta
  2. Delivering a stable, polished game at launch, with a clear path for implementing frequent updates/fixes with minimal downtime. The game servers have been taken down for maintenance at times, but the longest I’ve seen so far is 30 minutes, and Trion has managed expectations on downtimes pretty well. I.e. there hasn’t been that 12-hour unplanned downtime that we all dislike
  3. Borrowing innovations from other games. Rift has taken some of the best mechanics and design features from games such as Warhammer, including the PVP mechanics for “tanks” such as Guard, Taunt, Hold the Line, etc and Detaunt. And other game features such as Achievements, Guild Achievements, Guild Ranks, etc that originated in Warhammer (and which Blizzard also copied)
  4. Designing the most flexible spec system ever, which is both fun-to-play and IMO shields Trion from the class/spec griping from the playerbase

That last point has huge implications. Consider the following example with WoW. You roll a Paladin to heal at endgame as Holy, but you are unhappy with nerfs or issues for your spec. What are your options?

  • Continue to play the spec and hope for future buffs, or
  • Re-spec to Protection or Retribution and re-gear, or
  • Roll a different Healing class, re-level to endgame, and then re-gear

Those are all crappy options to me, given that I value my time and what I enjoy most is endgame not grinding to get back to endgame. I know some people have been conditioned to accept the current market standards and would say “suck it up and re-level, it’s what I did” but I think that is a lousy customer experience.

With Rift, you can simply change which 3 of the 9 talent trees you are playing as a Healer (Cleric). Rift’s flexible spec system protects players from making a steep time investment in a class that they are later unsatisfied with for whatever reason.

The other implication of the spec system is that there are fewer opportunities for (real or perceived) imbalance between specs for the same class. Everyone knows a spec change has a low switching cost. No need to re-roll, re-level, and re-gear from scratch.

Is Rift the next “WoW Killer”? I don’t know and frankly don’t care. It’s the wrong question to ask – the right question is whether a game supports a virtuous cycle:

Trion made the right decision as to when the game was ready to launch, thereby avoiding the irreparable damage that was done by launching too early, as we saw with Warhammer Online and Age of Conan.

Will Trion continue to re-invest in the game over time? It’s too early to tell, but my impression is that they have a sharp management team, a perception further reinforced by an interview with Trion’s Marketing head back in December that I read today, while trying to find paying subscriber numbers. I haven’t been able to find those numbers yet – if you see any good articles please link them.

From a bigger picture perspective, Trion gives me hope for the “traditional MMORPG” market. Just over a year ago, I expressed concern that game developers were moving away from traditional MMORPGs and instead investing in social gaming. Trion shows how to do traditional MMORPGs right.

Please keep in mind that this is my honest, objective opinion. Like many of you, I’ve been burned by bloggers who hype up new games which only end up disappointing.

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