Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Tuesday, February 7, 2012

Embrace the Treadmill


So, there's been a refreshed wave of complaints and praise about the concept of Mists of Pandaria. Some people don't like the theme, which I guess is a valid opinion to hold, albeit one that I find a little odd that in a game that sends you fully grown and domesticated dragons in the mail (What's the shipping cost on that? I can't imagine the hazard pay the Azerothian Postal Service Earns.), people are drawing the line at anthropomorphic pandas. Other people take umbrage with the new features, such as the minipet battles. I for one look forward to sending Stevie the Squire to bleed for my honor in the Ring of Death.

There's another wave of complaints. People whine about the game being a perceived pixilated hamster wheel. Level up another five levels, grind through the heroics again, and get back into raiding/PvP shape. Wooooooo...

This is an MMO. If you wanted a defined end state, well, Diablo III and Mass Effect 3 will both come out soon to sate your hunger for single player games with multiplayer tacked on. And threes, lots of threes this year. MMOs, particularly subscription based MMOs, are a treadmill. The entire plan is to make it so that you can't "beat" the game, and then shelve it until the sequel comes out.

Which brings us back to the people complaining about the expansion. I think they're right. Why should we pay $50 for a box that lets us keep running on the treadmill we're already on? What's the point of another five levels that endgame players are going to blitz through blindly in less than a week, and tacking on another five levels for a new player to wander through? The barrier to entry gets taller and taller, and as a result, the leveling content prior to the current expansion get stretched thinner and thinner, to the point where current players can go from Winterspring, to Hellfire, to the Borean Tundra, to Hyjal without spending more than a few hours in other zones. Level 58-80, and new players miss 90% of the content that exists in those regions.

The current leveling model is an annoyance to established players, and an increasingly insurmountable barrier to new players, whom Blizzard must court to feed Azeroth the bodies it needs to sustain its grim rate of attrition. Why? What's the point? What's the purpose of leveling in the modern World of Warcraft?

Is it to teach players how to play in endgame content? That was one of the old ideas behind it, and one that Blizzard attempted to return to in Cataclysm, introducing quests that simulate raid mechanics such as LoSing casters and dodging void zones, but the penalties were so light that the majority of player bulldozed their way through the quests without learning the intended lessons. This idea is further undermined by Blizzard's tendency to give players abilities right before they hit the endgame, that completely and fundamentally alters the manner in which the player plays their character, which pretty much obliterates most of what they learned prior to the acquisition of that keystone ability.

Is it to increase the power of the characters? They slapped differing scalars on ratings at different levels, leading to the rather humorous reality of a level 80 tank dinging level 81 and losing 60% of his avoidance, or fire mages just now crawling back the levels of crit that they had in Naxx. It's not like you're getting a talent point every level now, either. Come MoP, you'll only be getting six points total, and they're stretched out in a doldrum of 15 level gaps.

Is it a vehicle for new content? It is, but it's not the sole vehicle, and while leveling is failing at all its primary functions, those other vectors, raiding, dungeons, and daily hubs, not only do just as good a job of delivering new lore and content, but they also serve their primary purposes of providing gear, gold, and incentives to come back.

Now, I'm not advocating the death of leveling content. I believe that it should be returned to its roots. Leveling content should be difficult. It should introduce players to mechanics that are seen consistently throughout the endgame. Void zones, LoS, Interrupts, DPS and Heal checks, 3D maneuvering, and kiting should be introduced to players, and reiterated throughout the leveling experience. It should have real consequences, too. If you stand in that void zone when it blows, you should die, and the game should tell you why you died, and let you try again.

What I do want Blizzard to kill off are these little leveling breaks between raid tiers for each expansion. I'm here for the treadmill, not for cross training. You don't run for a half hour, stop and stretch, then run for another half hour, and stop to stretch again, repeating ad nauseum. You stretch to prepare yourself for your run, and then you run until you're finished.

Questing is not the sole province of leveling content. Questing can work as an excellent means for moving the story along. The 4.1 ZG/ZA questline was an excellent example of moving the storyline along through quests that were available only at the level cap.

So what I'm proposing is that Blizzard embrace the treadmill nature of the endgame of WoW. They need to acknowledge that they create two games, the leveling game, which is largely a solo game, and the endgame, which is both a single player and multiplayer game. They need to create a leveling game that serves their purposes, and then allow that to stand on its own. Once players complete the leveling game, the basic training of WoW, they should be at least competent at the class they leveled. That's when they hit the endgame. They've finished their stretches, and they step onto the treadmill. Content updates should come every six to eight months, and should introduce multiple levels of content. There should be a set of daily quests for solo play, along with quests introducing the new multiplayer content. There should be about ten to twelve new five man bosses, in two to three new dungeons, and a new tier of raids with ten to twelve bosses. What there shouldn't be is thirty hours of solo content acting as a barrier to entry to the new content. They can realign the talents when needed, and introduce new zones, new abilities, and new BGs as needed. You don't need a new expansion to do that. You just need a patch.

Tuesday, January 31, 2012

Fail of Deathwing

Yeah, my guild hates Madness of Deathwing. I've never seen so much vitriol reserved for an encounter we downed in five attempts the first time we tried it. For an encounter on normal mode, this amount of hate is truly unprecedented. Personally, I'm kind of ambivalent towards it, but the fact that I've had to drag raiders kicking and screaming to finish the encounter has prompted me to take a hard look at what exactly creates such antipathy towards this particular encounter.

1: "It's a trash fight!"
Personally, I don't subscribe to this idea, that just because you're not crossing swords with your foe directly makes the encounter dull. I firmly believe that the finest end of tier boss this game has produced was Yogg-Saron, a fight which consisted of me doing nothing but tanking minions and tentacles. At the same time, having a static boss that can't change position does severely limit the perception of freedom in an encounter, and I can understand that idea.

2: "It's so looooooooong..."
Yeah, fifteen minute fights can be a pain in the ass. They can also be amazingly epic. Kil'jaeden, Yogg-Saron, Lich King, Nefarian in both incarnations, were all amazing encounters that took a long time to kill, even when they were on farm. It sucks when you wipe late in an attempt and you have to start all over, and it's a bit of a kick in the crotch when you look at the clock and realize that despite whipping your raid for quick turnover between wipes, you've spent an hour and only gotten four attempts in. I don't think that this is something that makes a fight bad in and of itself, but it really exacerbates other factors, such as...

3: "Rinse, repeat, rinse, repeat, rinse, repeat, rinse, wipe"
I understand what Blizzard was trying to accomplish here. They wanted to make a dynamic encounter that evoked shades of Yogg-Saron with the four godlike beings assisting you at varying levels. This is what they wound up with: a fight where nothing matters until ten minutes into the fight. The encounter is completely trivial until the final platform. A lot of the mechanics are solid, CD coordination checks, positioning checks, AoE strength checks, and single target coordination checks. They're all good, but for most of the fight, they're completely trivial. It amounts to the Kael'thas or Tirion RP before the fights in BC and Wrath, it's cool the first time, but God it gets old fast, and I can't even go get a drink during this stuff.

4: "Thrall Hates Me."
This is the one that really irks me. Blizzard dropped the ball on the coding for the wind tunnels on this encounter, and often enough to be a noticeable problem, Thrall will just drop players while making the transition to Kalecgos' platform, which also tends to be the one that groups go to last. While it's bad when this happens to a DPS, when it happens to a healer or tank, it's pretty much guaranteed to be a wipe. You can't battle rez them, you can't prevent it, you can only lament the ten minutes of your life you'll never get back. It's happened to me with two different guilds, and at least seven different players. I'm not the only one who's seen this problem. Honestly, Blizz, what were you thinking here? Besides, Green Jesus is supposed to be the Aspect of Earth. Just have him make a goddamn bridge. A nice solid bridge of stone that if a player falls off, its their own damn fault. On an entertaining side note, if you open a ticket citing this glitch as an example of Horde Favoritism, a GM will answer it in three minutes flat.

While Spine of Deathwing doesn't have near as much hate as Madness on normal mode, it still suffers from the same flaw of repetition.

So, how would I have fixed this problem, making Deathwing into a fight worthy of the end of an expansion?

1: Combine both encounters into a single fight.
No break to loot in between Spine and Madness. You pry the armor plate loose, Thrall takes his shot, everyone lands at the Maelstrom, DW erupts out, and you go right back to carving him up. Recovery time is for wimps, tempo is everything. This also sows the seeds for a badass RP moment. The finest RP moments in raids are always the mid fight ones, not the ones that get handed to you just for pulling. I think part of it is because when they occur midfight, they have a built in tempo that prevents them from taking too long, and I think that having them occur mid fight keeps you from focusing too hard on them. It's like a Monet painting. It looks beautiful from a distance, but the closer you examine it, the more it looks like just a few colored blobs. For me, the coolest moment in the game is the phase two transition on Yogg-Saron, where Sara goes into a brief monologue, her voice warps into Yogg's, and Yogg emerges from the ooze laughing maniacally. Kil'Jaeden's eruption from the Sunwell is up there too. I think Deathwing clawing his way out of the Maelstrom could rival that if they didn't give us the nonchalant period of bitching over which trinket dropped before hand.

2: Scale back the repetition, scale up the individual mechanics.
Instead of three plates on Spine and four islands on Madness, I'd go one plate on the spine, leading into one island on Madness, which automatically breaks into phase two when you've cleared the Limb Tentacle. Increase the health on the Burning Tendon, so you force the group to pop two amalgams to proceed to the next phase, and once the tendons goes, Thrall blasts Deathwing, and you leap off right before he hits the Maelstrom. Token "Nothing could survive that..." from Green Jesus right before Deathwing rears up out of the Maelstrom and strikes down all four aspects, forcing the team to break his grip upon the island, and the Aspects. Increase the health on the Tentacle to force most groups to go through 3-4 impales, rather than 1-2, and it would make the tank swaps more interesting, as the tentacle will probable still be up when the Bloods come out. Extend the duration on Cataclysm by 50% to compensate for the decreased uptime and the lack of the spellweave buff when dropping blistering tendrils. Phase two remains pretty much unchanged, aside from the fact that it's now actually phase three.

I think that these changes would aleviate a lot of the major complaints about Deathwing. It would shorten the duration of the fight, although not dramatically. It would decrease the repetition, and it would completely remove the RNG Aspect of Derp deaths that infuriate people.