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

2011 March 18 18 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.

Blizzard Is Not Concerned with Prot Pally Viability in PVP

2011 March 2 32 comments

Back in November, Ghostcrawler said:

We’re hoping that Rated BGs give Prot specs a useful role similar to tanking in defending towers, carrying flags, etc. A tank in an Arena needs to have a lot of control and damage just like everyone else to be competitive, which coupled with their inherent survivability and resistance to being controlled got us into trouble.

GC’s comments back then made sense – they wanted Prot specs to have a “useful role” in PVP, but they were concerned about balance. I can totally appreciate and respect that.

Last night, Daxxarri posted that Blizzard is not concerned with keeping Protection Paladin viable in PVP. Here are the sections related to PVP (bold emphasis mine) for Prot and Ret:

We’re not too concerned with keeping Protection viable in PvP. We know some players enjoy it, but the majority of Prot paladins are more concerned with their ability to tank, and that’s where we spend most of our Protection design effort. It’s a great goal to make all of a class’s specs viable in PvP, but it’s not always possible to do so and paladins have other options.

We think the 4.06 changes overall gave Retribution too great a buff for PvP. We realize that there are those that disagree, but we’re pretty firm on that point and we needed to make some adjustments. Given that Ret is primarily a dps spec, we thought it made more sense to reduce their off-healing capacity, which had become quite strong, rather than their damage.

That’s not to say that we mind a hybrid dps spec occasionally helping out with healing – that feels cool, and it’s appropriate. On the other hand, we want damage focused specs to be primarily focused on dps. It’s true that there were other ways we could have reduced Retribution healing. We could have changed Selfless Healer or even Word of Glory itself. As I mentioned earlier, after looking things over, we arrived at the conclusion that having a powerful heal you can use infrequently is more compelling than having a weak heal that you can use more often.

The things said by GC and Daxxarri are not aligned – Prots are either viable or not viable. If they are not viable, they are not useful.

Let me make a few points here:

  1. Blizzard has not yet implemented “tanks” effectively in PVP in WoW compared to other games
  2. The WoW community, which consists of a lot of players who have only played WoW, doesn’t have a lot of experience or perspective on what well-implemented tanks in PVP look like
  3. Retribution in 4.1 is still screwed

Blizzard has not yet implemented “tanks” effectively in PVP in WoW compared to other games

WoW back in Vanilla was largely a PVE game, with limited PVP content. In TBC, Arenas were introduced. In WotLK, it got even easier to grind out PVP gear with Honor. In Cata, most of the Rating requirements were removed from PVP gear. So WoW has gradually been increasing its PVP content and accessibility. These are all good changes.

That being said, WoW is lacking mechanics for tanks in PVP, relative to rest of the market.

For example back in 2008 Warhammer implemented tanks with the following features:

  • Against players, Taunt acted as an interrupt and buffed the tank’s damage on that target
  • Tanks had a Guard mechanic, which was a buff they could put on a single player, to re-direct some of the incoming damage on the Guarded player to the tank. This was an awesome mechanic. A tank could put Guard on squishier DPS or Healer to help keep them alive under focus fire
  • Tanks had Hold the Line, which was an avoidance buff that the tank could channel (while moving) that would affect players behind them. So you could do mass charges or defend against assaults

Mechanics like these made tanks highly relevant and fun in Warhammer PVP. Other modern games such as Rift are borrowing these mechanics.

The issue with WoW is that a lot of abilities either have only a PVE application (e.g. Taunt) or are imbalanced in PVP (e.g. CC effects). This will continue to be an issue until Blizzard sorts out how to balance PVE and PVP for a given spec – which is totally doable but needs to be supported by intention and good design.

It’s noteworthy that WoW has copied good non-PVP ideas from other games, such as Achievements and Guild Achievements/Rank, which were ideas innovated by Warhammer.

The WoW community doesn’t have a lot of experience or perspective on what well-implemented tanks in PVP look like

Most WoW players when you ask them about a tank spec only say that it’s relevant for PVE. This is a notion enforced by both the game mechanics and the fact that for many players, WoW is the only MMORPG they’ve played.

Therefore, you see a lot of backlash from players about tanks in PVP.

Retribution in 4.1 is still screwed

The reason why Ret is viable for BGs and competitive PVP (Arena, Rateds) is because it has good offhealing capability. This is necessary IMO because Ret does not have the amount of CC that most DPS classes possess.

To quote myself from a post on the WoW forum:

IMO Prot and Ret will be steeply nerfed PVP if the WoG nerf goes in with even a 5-sec cooldown let alone 20-sec, without some other strong compensating mechanics, e.g. increased CC.

Back-to-back WoG heals (via Eternal Glory for either spec, or Divine Purpose for Ret) or WoG heals cast within 2 GCDs of each other (e.g. WoG, Divine Plea, WoG) are a huge part of what make Prot and Ret viable in PVP.

Anyone who debates that point IMO is either ignorant about the mechanics of those specs in PVP or biased against Paladins.

I’m very perplexed by the reasoning for the nerf mentioned by Blizzard. Granted, Blue posters often get skewered / nitpicked by players for anything they say, but this is one case where I think the concerns of the playerbase are entirely warranted.

I have read some inane arguments that Prot and Ret shouldn’t be able to have offhealing capability in PVP, but what the people saying those things fail to take into account is that relative to other DPS classes, we lack CC. As such, we heal because that’s what is needed in some situations to help friendly players, because we can’t peel to the extent other classes do.

Anyway, it is what it is. I’m glad I’ve moved on to Rift, because based on what I’m reading, I don’t believe Blizzard understands how to design mechanics for non-Holy Paladins in PVP.

Rift, Here I Come!

2011 February 24 64 comments

TLDR: I’ve desubbed from WoW to play Rift in the Head Start, which started today. I know this news will disappoint Paladins who have been following my PVP Guide and videos :( For me it’s time to move on. Keep in touch!

It’s still very early in the Cataclysm expansion – barely 2.5 months since it launched. In my opinion Cataclysm is WoW’s best expansion so far:

  • Class re-designs have been largely well done
  • PVE is challenging again (not that I really care but at least it made leveling not completely tedious)
  • The PVP system is accessible and is about as skill-based as it has ever been.

Despite all this, recently I have felt restless / bored with WoW PVP. I don’t want to get into too much detail, but I will simply say I haven’t taken to Retribution as much as I had hoped, and I simply miss meaningful World PVP.

Earlier this week a gaming friend from the UK, Nathan, sent me a couple messages about Rift, a game which is launching in Head Start today.

Rift Logo

Up until now I’ve largely ignored the Rift chatter / hype. I’ve had no reason to check it out, and I’ve been burned by hyped MMORPGs before, e.g. in 2008 with Warhammer (WAR), in 2009 with Aion, and in 2010 with Allods Online.

However, what Nathan wrote was very compelling to me, especially the following excerpts:

It is the perfect amalgam of WAR and Aion, honestly. What I like about it: customization…finding classes and roles that match something you would enjoy playing.

http://rift.zam.com/en/stc.html

I cried wolf when Blizzard ‘simplified’ talent trees, and this REALLY gets me pumped! Graphics are lovely, sound is great.

Battles are VERY Warhammer-esque (same engine I think too). I’ve played beta since the second phase, spent a couple of weeks getting feedback and to this day (beta just finished), I still have no idea what to play!

I played around with a Rift Spec Calculator. Each class can invest talent points in 3 of 9 different talent trees. The degree of customization is nuts, and this will generate a ton of fun discussion in the community. It’s clear that Rift has borrowed good mechanics from other games, such as the Guard and Hold the Line mechanics from WAR. The Guard mechanic enabled a tank to put a Guard buff on a friendly player that split damage on that player between them – so in essence tanks could protect targets when needed. HtL was a buff that tanks provided to players behind them, e.g. for mass charges or defenses. These were awesome mechanics that made tanks very relevant in WAR PVP.

The only thing that I noticed of concern is that Rift has only 2 factions – and in every game I’ve played that had concentrated server-based PVP (e.g. LOTRO, WAR), population imbalances tended to affect mass PVP outcomes. That is, the more populated side would tend to win, and this sometimes created a vicious cycle: the losing side tended to shrink as people got frustrated with losing and re-rolled, while the winning side got bored due to facerolling. I am still waiting for another game to copy Dark Age of Camelot (DAoC) which had a 3-faction system – from what I’ve heard this was very healthy for PVP and created ebbs and flows in terms of faction strength that the playerbase enjoyed.

Yesterday my best friend from high school told me the reason he hasn’t been on WoW is because he’s been playing Rift Beta with a co-worker, and they bought the Rift pre-order because they were very impressed with the Beta. Net-net, the game mechanics in Rift sounded attractive enough and I heard good things from people whose opinions I respect, so I bought the Rift pre-order and cancelled my WoW subscription – I don’t have the time to play multiple games and I plan on chronicling my experience with Rift just as I did with WAR.

I will be playing Taugrim the Warrior, Defiant faction, on the Sunrest Harrow server (RP-PVP).

P.S. my reason for making the decision to switch from WoW to Rift has nothing to do with the 4.1 Patch nerfs that were announced on Feb 24. I made the decision before that:

Rift Game Account Email

Of course, I hope the 4.1 WoG nerf gets revisited, I just won’t be around to see it.

P.P.S. if you are playing Warrior in Rift let me know what specs you’ve tried so far and your take on them.

I’m Done with Aion

2010 February 6 17 comments

I finally got back from a 3-week business trip overseas. I played Aion very sparsely in January, and the sad thing is I didn’t really miss it.

So after only 4.5 months of playing Aion, I’ve de-subbed.

The reasons are pretty simple:

  1. the leveling was boring and very time-consuming. Fundamentally Aion felt like work to play based on its design
  2. the main PVP zone, the Abyss, was largely empty. This was nothing like WAR, WoW, or LOTRO, where it was easy to find opponents to fight

The funny thing is my Chanter is only just over a level away from 42, which was my original target level for making PVP videos – Chanters get a ranged stun at 42. But the main thing is I simply don’t believe in Aion. I would not recommend Aion to a new player who is used to “Western” MMOs (e.g. WoW/LOTRO/WAR). So I figured it didn’t make sense for me to invest the time to level up and make videos.

I think some of the good qualities of WAR really set me up for disappointment with Aion. WAR was fun from level 1 all the way to 40, aside from the game instability issues. Aion was incredibly stable but consistently boring.

A YouTube subscriber sent me a PM back in September 2009 about Aion, and he was right about the game:

Not a big fan of aion, knowing the principle is Korean mentality based, it’s going to get old fast.

I myself been hooked in so many same type mentality game design and they all ending up a disappointment.

I work in the gaming industry, and I know how Aion is build as. [Aion] makes it more efficient for people who has time to waste, then instead of people who actually has the skills to show off. Quite imbalance approach, but then again, that’s their mentality of designing video games. (The american version is based off the asian version, same set of rules will apply.)

Hope you won’t spend too much time on Aion, you might setup yourself for a disappointment in the long run.

I’ve been following Keen’s posts about Allod’s Online so I might check that out.

Categories: Aion, PVP, Warhammer Online

Social Gaming May Kill Traditional MMORPGs

2010 January 5 15 comments

The majority of the subscribers I have on my YouTube channel subscribed because of my Warhammer Online (WAR) videos. People frequently ask if / when I will come back to WAR. The answer is never, because of reasons beyond WAR itself.

EA is shifting its focus in online gaming to the social gaming sector with its acquisition of Playfish in late 2009. Around the time of the acquisition, EA laid off 40% of the staff at Mythic Entertainment, the studio that created WAR. Those layoffs have obvious implications in terms of what Mythic can do with WAR moving forward. Fewer resources = less new game content and game improvements.

It’s a shame, because WAR has gradually improved as a game, and some players think that if it had launched in its current state, WAR would have been a success instead of a colossal failure. I shared that viewpoint when I played WAR’s excellent Patch 1.3b over the summer.

That being said, I don’t think that the EA/Mythic/Playfish case is an isolated incident that had its roots strictly in the failure of WAR as a game. Rather, it’s an indicator of the shift in the online gaming industry towards social gaming. Social gaming has been experiencing wildfire growth because of potent, synergistic drivers:

  • the cost to launch, maintain, and evolve social games is (relatively) low
  • social game developers leverage analytics to customize games very quickly based on what users are actually doing. It’s a very “Agile” approach to game development – instead of massive investment up-front, you start with something and evolve it based on user behavior and feedback
  • social gaming has a huge and growing potential player base (thanks to Facebook), and the corresponding strong viral network effects
  • social games have user-friendly (i.e. simple) game mechanics. Social games in the online gaming market is analogous to the Wii in the console market – anyone can play them, and that’s how they suck you in

Contrast that with MMORPGs, which have traditionally cost a lot of money (e.g. tens of  millions of US dollars) to develop and launch and have a (relatively) steep learning curve for players.

A guy I know, who was the CEO of the company that launched a best-selling console game, told me he thinks the console gaming sector is in jeopardy. Social gaming is where it’s at, from a business perspective. And I think that the MMORPG sector, as we currently think of it (WoW, Aion, Eve Online, etc), may be in trouble for the same reason, over the medium- to long-term.

I’m a fan of traditional MMORPGs, because they provide the kind of rich and complex environment that I find challenging – especially in terms of PVP. So I hope that the market for traditional MMORPGs continues to grow, to sustain the economic drivers which enable game development and evolution. If MMORPGs become a niche market over time, there will be fewer options for us to choose from.

 

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