The Good, The Bad, The Ugly: Add-Ons in MMOs
There is something about getting a game that is half finished, or designed to be used in a manner which it's not prepared for at launch, that just sucks the fun right out of playing. So imagine my dismay when I read all of the current hype surrounding modding, and player add ons to MMOs that are designed with a level playing field out the gate.
I realize many of you disagree with this thinking, but hear me out first.
The modding community was first heavily embraced in an MMO by Blizzard with their incredibly popular World of Warcraft, but the move has since caused changes in the very design of the game.
I realize many of you disagree with this thinking, but hear me out first.
The modding community was first heavily embraced in an MMO by Blizzard with their incredibly popular World of Warcraft, but the move has since caused changes in the very design of the game.
Quote:
UI Mods have become an integral part of the game for many players, and we've been extremely pleased with the amount of customization and information they're able to provide. We're continually working to assess and implement new UI features, many of which have come straight from the community, to help ensure that the default UI is as full featured as possible while remaining uncluttered, clean, attractive, and easily approached.
I realize my comments are coming from more of a purist point of view. I've even had players accuse me of being against progress and the betterment of games - and as the head of a studio once told me very sternly: "You should be playing MUDs, not MMOs".
But is this the way all MMO players want their games? There seems to be such a push for this type of player content, and while I'm all for players changing their environments, I wish that there was the same enthusiasm for being part of the community as there is for making things easier.
Blizzard's Senior Vice President of Game Design, Rob Pardo, at GDC 2008, said several times that the reason that WoW doesn’t offer in-game micro-transactions is because they don’t want outside resources affecting people's chance in game. Granted, he was responding to questions regarding Blizzard selling gold themselves, but if one of your core beliefs in making the game is outside resources, what sense does it make to design it into the game via add ons?
My frustrations with add ons begins with the feeling that they create a barrier to entry and playing that frustrates people. Many who've started their gaming experience in WoW say that their starting experience has been made easier due to real life friends who helped them get set up. Those without such help seemed to be a bit more lost and frustrated.
For those who open a box, install, and start playing - how long does it take for them to figure out that other people are getting a different experience; one that might be more enjoyable, one different than is experienced "straight out of the box"?
Another thought is that being able to deliver a consistently solid experience is something that can only be assured when you know the playing field is level. Being able to deliver a consistent and solid gaming experience depends on an even playing field, one which the developers can measure across the board. Add ons tend to change that experience in a manner which is unevenly distributed since the mods used are so varied across the player base.
Is this shift to using player modules in MMOs to the point where to even compete one is required to take part in the phenomenon of modding? Or does this end game requirement really affect such a small percentage of folks that the matter is more of an old time MUDer showing her crotchety temper?
Customization often comes with a price, one that is paid by consumers and users everywhere. Firefox, Windows, games, driver settings, all change the experience. All of them are dependant upon a user’s level of expertise and knowledge. Those unfamiliar with the tricks of their chosen area tend to lose out. This makes the social aspect of these games even more important, as those who are unaware of what they're missing learn from those around them what is possible. Certainly the modding community has enough tools and FAQs and information available that most people, once aware of what is available should be able to participate. But is that enough?
Raiding has always had its requirements. But as time goes on it seems to become harsher. Part of me wonders what percentage of players actually use and participate in the harder raids which require so much work and thought and effort. I'm left wondering if the modding community and those who utilize these tools would enjoy the experience without them. Has WoW's content success created yet another development must that will be dutifully copied by anyone wanting to duplicate Blizzard's MMO coup?
Next week's article will take a look at the positives that player content can bring to MMOs. For now though, the downsides that may come with opening up player content to each game in many different areas brings startling revelations in the direction our genre may be taking. One step too far may make it incredibly difficult for studios to regain control, without the players crying unfair nerf, which we all do at the drop of a hat anyway!
While the current situation is indeed not so dire, it could easily become so as everyone hopes to squeeze a bit more of the market away from WoW, without looking at how their own game can innovate, rather then just taking what's already available to another level with polish and improvements.
But is this the way all MMO players want their games? There seems to be such a push for this type of player content, and while I'm all for players changing their environments, I wish that there was the same enthusiasm for being part of the community as there is for making things easier.
Blizzard's Senior Vice President of Game Design, Rob Pardo, at GDC 2008, said several times that the reason that WoW doesn’t offer in-game micro-transactions is because they don’t want outside resources affecting people's chance in game. Granted, he was responding to questions regarding Blizzard selling gold themselves, but if one of your core beliefs in making the game is outside resources, what sense does it make to design it into the game via add ons?
My frustrations with add ons begins with the feeling that they create a barrier to entry and playing that frustrates people. Many who've started their gaming experience in WoW say that their starting experience has been made easier due to real life friends who helped them get set up. Those without such help seemed to be a bit more lost and frustrated.
For those who open a box, install, and start playing - how long does it take for them to figure out that other people are getting a different experience; one that might be more enjoyable, one different than is experienced "straight out of the box"?
Another thought is that being able to deliver a consistently solid experience is something that can only be assured when you know the playing field is level. Being able to deliver a consistent and solid gaming experience depends on an even playing field, one which the developers can measure across the board. Add ons tend to change that experience in a manner which is unevenly distributed since the mods used are so varied across the player base.
Is this shift to using player modules in MMOs to the point where to even compete one is required to take part in the phenomenon of modding? Or does this end game requirement really affect such a small percentage of folks that the matter is more of an old time MUDer showing her crotchety temper?
Customization often comes with a price, one that is paid by consumers and users everywhere. Firefox, Windows, games, driver settings, all change the experience. All of them are dependant upon a user’s level of expertise and knowledge. Those unfamiliar with the tricks of their chosen area tend to lose out. This makes the social aspect of these games even more important, as those who are unaware of what they're missing learn from those around them what is possible. Certainly the modding community has enough tools and FAQs and information available that most people, once aware of what is available should be able to participate. But is that enough?
Raiding has always had its requirements. But as time goes on it seems to become harsher. Part of me wonders what percentage of players actually use and participate in the harder raids which require so much work and thought and effort. I'm left wondering if the modding community and those who utilize these tools would enjoy the experience without them. Has WoW's content success created yet another development must that will be dutifully copied by anyone wanting to duplicate Blizzard's MMO coup?
Next week's article will take a look at the positives that player content can bring to MMOs. For now though, the downsides that may come with opening up player content to each game in many different areas brings startling revelations in the direction our genre may be taking. One step too far may make it incredibly difficult for studios to regain control, without the players crying unfair nerf, which we all do at the drop of a hat anyway!
While the current situation is indeed not so dire, it could easily become so as everyone hopes to squeeze a bit more of the market away from WoW, without looking at how their own game can innovate, rather then just taking what's already available to another level with polish and improvements.
No, I think we assume that those who are working on the extreme endgame PvE content are going to be doing anything they can in order to help increase their chances for success. By both embracing the UI mod community and their addons, as well as assuming that players are going to be using them to great effect versus our encounters, we have to design encounters that assume their use or the encounter is trivialized by those on vent, those with a countdown, those with a threat meter, etc.
Once a lot of the guess work is removed with mods we have to raise the complexity beyond what a mod can purely assist with. I think at this point we're forced to assume everyone is using mods to great effect versus our design complexity, which in turn forces everyone to use those mods. It's probably somewhat debatable what mods are required and where, but it's certain that we have to take them into account, lest the game be trivialized.
Once a lot of the guess work is removed with mods we have to raise the complexity beyond what a mod can purely assist with. I think at this point we're forced to assume everyone is using mods to great effect versus our design complexity, which in turn forces everyone to use those mods. It's probably somewhat debatable what mods are required and where, but it's certain that we have to take them into account, lest the game be trivialized.
Becky "Tovin" Simpson
News Reporter, ZAM Network
News Reporter, ZAM Network
Tags: Editorial, GeneralNews