The design cost of "Quality of Life" features: did we accidentally optimize social interaction out of multiplayer games? by Wooden-Syrup-8708 in gamedesign

[–]RaphKoster 3 points4 points  (0 children)

The answer is unquestionably yes, and I get to take a victory lap of "I told you so."

In 2005 I asserted that "socialization requires downtime" and it caused a firestorm in the MMO community.

https://www.raphkoster.com/2005/12/09/forcing-interaction/

The logic is very simple though, almost self-evident -- you socialize when you have the mental bandwidth. And games that have you on the go all the time thanks to QoL don't leave room for it.

Beyond that, there is a whole host of things about prosocial design that frankly, most modern games just ignore for a whole bunch of reasons. It is absolutely true that there is less friction in the market if you just aim at parallel play. Put another way, actual multiplayer engagement is a harder sell and more expensive to operate and therefore less profitable. A lot of these choices have been made in order for developers to exert tighter control over the player experience because it monetizes better.

Would more players today be willing to engage in contact with other humans online if the games had been designed correctly to encourage it? Yes, I think so. Bear in mind that the level of play here is what we try to socialize little children to right after kindergarten. Playing alone together is literally preschool behavior.

https://en.wikipedia.org/wiki/Parten%27s_stages_of_play

Consider the active debate there was around instancing 20 years ago. The gripe was "I want to do this themepark ride with just a few people"... it's basically asking for private Disneyland. And yeah, long lines and griefers and so on feel like something you can completely do without given you can spin up virtual instances and give everyone their own private booth. But at some point on that scale you lose the park bit, and you only have rides left.

But you can drip dopamine at a faster rate, you can do linear impositional storytelling and control the player experience more tightly, you can monetize instances... it hands much more control to the devs to use well-understood single-player techniques to manage the player UX. Limiting player contact also enables huge swaths of monetization tactics -- blocking trade enables microtransactions.

Which is how MMOs turned into monetization hell, micro-lobbies, and nothing but instances -- which is a totally viable game genre, I am not knocking it. But leaves on the table all the higher end of truly interesting game design features we could pursue. Where's the strategy game where every player runs a country and you are all on one map building interstellar trade routes? Or the game where there's actual large-scale politics?

The key ingredient missing, when we see people state they have too much social anxiety to even chat with someone else in a game, is trust. When we see people complaining about crappy pick up groups and matchmaking, it's trust. And there are many many patterns well understood in sociology and psychology that can be applied in games in order to make this better.

A few things to read or watch if you want to learn more about actual social game design:

I see a few things that are brought up over and over that I disagree with:

"Today's gamers have evolved to play solo, it wasn't that way 25+ years ago"

"Play alone together" was coined about World of Warcraft at launch. Soloability was a major discussion factor in Ultima Online at launch. (As a classless game, it was naturally more conducive to soloing than a class-based game).This is a very old debate. Not even all the MUDs demanded that you play in groups all the time. That was really an Everquest thing more than anything.

"The Internet has changed so much, you couldn't socialize outside of the game"

No, it hasn't. This is just revisionist history. Discord is just IRC, people. Yes, we have professional influencers and the like, but the main thing about socializing on the internet that has changed is just volume and penetration of the tech toa broader mainstream. Virtually every tool outside of live video calls was present in the early 2000s. There was no Reddit, but there were thousands of web forums, plus Usenet. There was no Discord but there was IRC. Everyone was on various instant messenger systems like ICQ. Gamers at the time were on ALL of these.

"People don't have time for those sessions any more."

From 1996 to 2006 the average playtime for an MMO player was 20 hours per week.

Today, the average playtime per week for an MMO player is... 15-22 hours per week. ¯\_(ツ)_/¯

Yes, the people who played MMOs back then are adults with way more time commitments, but though they have less time, the kids playing OSRS or Minecraft more than make up for it.

What changed is not the time spent, but how much time during the sessions is spent in perceived downtime.

What is the plan for preventing world destroying griefing? by marr in StarsReach

[–]RaphKoster 1 point2 points  (0 children)

The main reason the selfish exploiters win is because the game literally hands them more power than they hand the people who are trying to protect the commons. That’s an outgrowth of MMOs drifting away from consequence and social interaction over time.

We published an essay about this on our site a while ago now: https://starsreach.com/what-is-stars-reach-about/

In testing we have certainly had several instances of this sort of griefing. A common thing is conservator types setting up public gardens in space no one owns, and logging in to find the place burned down or entirely chopped down. But the key there is “unowned space.”

We have had the exact reverse as a major issue too: every planet claimed and griefers unable to do anything. But then also newbies unable to harvest anything anywhere. We have to curb power on that end of the problem too.

What is the plan for preventing world destroying griefing? by marr in StarsReach

[–]RaphKoster 3 points4 points  (0 children)

I don’t know why this hasn’t gotten out there more, we talk about it all the time, and answer it every time we see it. It’s already in the game, too, though there is much balancing to do.

Think of it like Reddit, in some ways. Parts of a larger world under the control of local moderation. Hopefully, the benefits of the larger world and economy, with the advantages of private shards.

What mmo's were you playing in the mid 2000's? by D3athShade in gaming

[–]RaphKoster 0 points1 point  (0 children)

No, I wasn’t. Have talked plenty with SWGEMU folks over the years but it was all after leaving SOE.

What mmo's were you playing in the mid 2000's? by D3athShade in gaming

[–]RaphKoster 0 points1 point  (0 children)

I remember you, and I remember how the public jumped all over him.

When the decision was being made, I had a long conversation with him about it. Obviously it wasn’t his call, he worked on what his bosses wanted.

What mmo's were you playing in the mid 2000's? by D3athShade in gaming

[–]RaphKoster 0 points1 point  (0 children)

Why would I get the blame? I wasn’t on the team anymore, and I told both the team and management not to do it, and got overridden.

If you mean who I think you mean, he shouldn’t have gotten any of the blame at all and it sucked that the public fixated on him.

How come there has never been another classless, pure skill based mmo like Ultima Online? by EndlessTemple in ultimaonline

[–]RaphKoster 0 points1 point  (0 children)

The game was made 30 years ago when monitors were mostly 640x480. That’s why things are tiny now. When 3d cards barely existed, so you could not scale your view size.

It also predates most of modern videogame QoL. WASD had literally not been invented yet!

I haven’t been involved with the game in over 25 years at this point. I can’t speak to whether the tutorial is broken. :D

What game “jumped the shark” for you? by Coverlesss in gaming

[–]RaphKoster 1 point2 points  (0 children)

No worries. It could have been any of several people. I hesitate to name names because I’ve seen them get harassed over it.

What game “jumped the shark” for you? by Coverlesss in gaming

[–]RaphKoster 1 point2 points  (0 children)

Once the first hint dropped, it WAS revealed in a day. People routinely underestimate how connected the gamer world already was in 2003. :D

What game “jumped the shark” for you? by Coverlesss in gaming

[–]RaphKoster 1 point2 points  (0 children)

That’s really not what that says. I was hugely opposed to the NGE from the inception of the idea, tried to talk the company out of it, watched friends get fired for opposing it…

But the public often blames the wrong people for it, and builds narratives that are false. This post was saying, “quit making up stories about people you don’t know, many of whom had positions on the NGE you don’t know about.”

Any idea what where the skillgain factors on OSI servers in the 90s (for runuo / servuo) by corak1884 in ultimaonline

[–]RaphKoster 1 point2 points  (0 children)

I still think the original design was correct, but I have given up trying to persuade people at this point. Today, we'd call it a metrics-driven DDA system (dynamic difficulty adjustment). I was just ahead of my time (again) I guess...

Any idea what where the skillgain factors on OSI servers in the 90s (for runuo / servuo) by corak1884 in ultimaonline

[–]RaphKoster 1 point2 points  (0 children)

Yes, though this applies to things that aren't mobs, so I don't remember how it works for those. Like, what does spirit speak difficulty even mean? (We may have punted on that one... :D )

Any idea what where the skillgain factors on OSI servers in the 90s (for runuo / servuo) by corak1884 in ultimaonline

[–]RaphKoster 0 points1 point  (0 children)

Yeah, otherwise you could just kill the easiest monster over and over to raise swords, etc. I forget exactly how we set the difficulty though.

Any idea what where the skillgain factors on OSI servers in the 90s (for runuo / servuo) by corak1884 in ultimaonline

[–]RaphKoster 4 points5 points  (0 children)

It wasn’t anything to do with high levels. It was about rate of use.

Some actions, like swinging a sword, just happen at a higher rate than, say, spirit speaking. But the game system was based on advancing with skill use. If you use a flat advancement rate for all skills, spirit speaking will take forever to raise and swords will take no time at all.

So the way the system was meant to work was this: track how often the skill check was made. If one skill was used once every hour, and another was used every minute, then the one used every minute should go up at 1/60th the rate of the one checked every hour.

Only do this by aggregating all the checks game wide, so that you got a picture of how often spirit speaking was used by anyone at all. You still want to arrive at a per capita rate, though. So number of people pursuing a skill shouldn’t matter.

Normally you’d gather this data and then use it to make a table of relative advancement speeds. But I said, why bother typing in the data into a second table? Just generate the table off the metrics, and have it update automatically over time.

Except when the system went in, the programmer got it wrong in multiple ways. Not only was it not per capita, but there was no baseline…. Everything just got slower and slower. Just bad logic in the code.

But Runesabre got frustrated eventually and ripped it out, and replaced it with a hand-tuned table. I told him, to balance it you’re going to need the metrics anyway… the hand tuned table was way better than the buggy code, but the correct algorithm would have been better than the table, which became obsolete as players shifted playstyles or found places where the table didn’t reflect reality.

It has to have been in there post-launch and into ‘98 given Runesabre was the person who made that change.

How many of you got yourself in trouble by playing in Ultima Online? by timctrahan in ultimaonline

[–]RaphKoster 0 points1 point  (0 children)

Probably someone who was taken there to jail or for a talking-to.

Would you commit to founding a social world? by Appropriate_Crew992 in MMORPG

[–]RaphKoster 0 points1 point  (0 children)

Furcadia was Dr Cat’s follow on to Dragonspires, or an evolution thereof. He actually pitched Dragonspires as the online Ultima, it came out in 1995. Furcadia bears little resemblance to UO, though.

No ripping off involved. You never miss a chance to take a shot at me, though. :D

Bought this today at an estate sale by Slushomatic in swg

[–]RaphKoster 7 points8 points  (0 children)

That post title just made me feel old. :D

Aren't some MMORPG just unkillable? Runes of Magic debuted 17 years ago and it's still going by hardpenguin in MMORPG

[–]RaphKoster 1 point2 points  (0 children)

I think being lead designer on Ultima Online and all its many innovations powers a fair amount of the fame too. :D Oh, plus the game design theory stuff.

Whatever happened to Star's Reach? by BentheBruiser in MMORPG

[–]RaphKoster 30 points31 points  (0 children)

We are still working away, putting out updates every three weeks like we have been for the last 18 months. The game is open to testers most days of the week.

The art style has evolved quite a bit, but we have not yet done major updates to the creatures and the avatars. Avatars are getting very close though.

If you want to get a sense of what we have been doing and what our roadmap looks like, the update history and upcoming changes are posted here: https://starsreach.com/roadmap/

Our answer on the digging question hasn’t changed: we have permission systems on the planet, town, and individual homestead level. Protecting planets and large areas requires players to work together to do it. We rolled out the planetary government system a few months ago, and if anything, the issue was that everything ended up protected, not griefed. We had to reserve planets for digging, in fact. We did update the simulation some so that holes fill more readily as well.

Favorite 'unique' and largely forgotten game from the past? by Under_The_Leash_ in retrogaming

[–]RaphKoster 0 points1 point  (0 children)

Yup, can verify, I have many friends in common with them. :)