A recent posting on Slashdot.org had an interesting discussion about originality in MMO’s. It got me thinking as a World of Warcraft player, that it wasn’t so much the world that brings joy for me in a game like this, but rather the act of solving a problem, whatever that problem may be, it could be finishing a hard quest, or raising the skills of a character to epic levels. To be sure, there is a satisfaction in the “gathering” aspect of the game. In WoW, you can be “more powerful” just by going out and collecting things, which you can then sell for “gold”, which you then use to buy better gear to make it easier to collect things… and on and on.
And this is all very fun at first, but after a while it starts to become old hat. You reach a plateau where you have advanced your character as far as possible without doing prolonged and repetitive group quests and raids in order to inch your character’s gear a smidgen higher on the loot scale. And all for what? Nothing. Sure, you can do a little better in PVP. So? What next? Well, you start over. And to be honest, the most fun I have in WoW is in the first 10 levels… out of 80.
Blah.
The other reason that I like WoW has nothing at all to do with the theme per se. For me, there is something very nice about “dwelling” in a completely predictable fantasy. My “real” life is filled with chaos and uncertainty. It’s stressful as hell. So sinking into an ordered and unchanging world where I know the bad guys, and how to avoid them, is very very appealing. Sometimes boring, yes, but any stress I get from WoW is fully “manageable”.
But that’s not why most people play, for sure. People want to be powerful. They want wild riches and cool skills that they couldn’t normally have. WoW provides that in spades, yet it does eventually boil down to “the grind”. Grinding is the act of doing anything repetitive in an MMO. You grind to get your character to the top-most level (80, right now), and then you grind to get your various skills and professions maxed out, and then you grind to be “exalted” with a number of factions (like political or racial parties), then you grind to slowly improve your gear until… until… well, forever. And the higher you are, the longer it takes to move yourself upward in any mentioned respect. It’s a solid business model on Blizzard’s part. You put more and more time into a character, increasing their personal “worth” to you, and as you do, you are forced to spend increasing amounts of that paid time to make them better.
And no matter how you look at it, it really is predictable. Like almost any video game since PacMan, if you know the right moves, you can beat it. Simply put, it’s NOT random. Blizzard has gone to GREAT lengths to insure that there is “balance” in all aspects of the game. People are paying for this, after all, and there is nothing that burns a customer more than seeing something they spent their hard-earned money on be easier for someone else who paid the same price. They immediately feel cheated. There is balance between the various races and classes of characters, balance in the factions (Horde and Alliance) even to a fault. Blizzard actually takes into account the distance someone has to run around the various cities in order to get go to common locations such as the bank or the auction house. There are great debates on the complex statistical mathematics used to calculate the damage potential of various classes with various gear at various levels, because if one class or race suddenly becomes slightly “over-powered” then there will inevitably be a sharp rise in the number of that class or race. No one wants to lose, and in an MMO situation, even a slight advantage is multiplied dramatically.
But that “balance” is what makes WoW so very unrealistic. Real life, such as it is, is NOT fair. There is NO balance whatsoever. Of course, you don’t get to choose your race or class, nor do you get to simply “start over” if you don’t like how things are proceeding. You have to go with what you have, and face whatever the world throws at you no matter how random or horrible. Perhaps what World of Warcraft needs then, is a little more of that real-world randomness. If we can’t change the characters, perhaps we can at least have a world that isn’t the same all the time.
As I mentioned, WoW is predictable. So much so, that there are entire online communities created to track every single tiny aspect of the game, and how to beat it. There are guides (free and paid for) to show you in precise, step-by-step detail how to beat any boss, quest, or task. There are guides to show you the fastest way to push your character to maximum level, and guides for your trade crafts. There’s even the equivalent to Google Maps, which can show you where in the Warcraft universe you can find, well, everything. Want to know were the herb Sungrass grows? Boom, you have a map with every known location.
In WoW, there are “mobs”, or the non-player characters, which are generally the foes that you need to kill in great numbers in order to gain “experience” and so, advance your level. These mobs follow predictable paths, and will basically ignore you until you fall within a predictable range (the “aggro” range). Once they do “see” you, they will attack with predictable actions and timing. Everything in WoW moves at predictable speeds, whether it be the mobs running after you, or an enemy player. In fact, about the only thing that is random is the combat, and even then, only whether you “hit” or not. In essence, you could almost completely remove the randomness of WoW altogether and it would scarcely be any different.
But what’s the fun in that?
Here’s what I would want to see in World of Warcraft. These ideas could apply to other games, but I’ll use WoW because that’s what I know.
First of all, mobs need to be smarter. Lot’s smarter. Realistically smarter. This is tough to do, because advanced AI is processor intensive. But even if they were more random, it would make a huge difference. Right now, mobs move along pre-designed paths. You know that if you stand in a given spot, you will be safe because the mob is going to follow the path it always takes. It’s Frogger, for those of you old enough to remember that game. Mobs should have a zone that they generally stay within, but could travel a mostly random path within that zone within reason. A patrol might follow a set path, but they could randomly send one guy out to investigate the bushes and such.
Many of the mobs are “linked” such that if you “pull” one, you pull any that are linked to it. Murlocs are an example of this. When one is attacked, they make a battle cry that attracts others. It can make attacking them that much harder because you suddenly find yourself attacking a half dozen or more. Everyone hates Murlocs, yet they are one of the most “realistic” mobs in the game. If you saw an enemy attacker, are you going to run out and face them alone, or are you going to alert the guys standing near you? Duh. I’d like to see this carried even further with mobs that don’t attack you at all when you get within aggro-range. Instead, they bolt. They bee-line back to base, or a patrol, or just another mob, and THEN attack you.
Mobs also tend to run straight at you. No tactics per se, just go, go go! Perhaps they could swing in at an arc, or try to flank you in groups. They could do this randomly, so you never really know what you’re going to get.
Large scale raiding is one of the more impressive group activities in WoW. This is when a large number of players join up to defeat a MUCH more powerful foe, such as a dragon or even an enemy city. It takes organization and planning to a certain degree, and allows for a huge sense of mass accomplishment when successful. I’d like to see this carried even further. Right now, the raid pretty much goes to the foe. The evil dragon waits in it’s lair for the next group to prepare itself and make a run at it. But why? Why not have the evil dragon randomly attack the city? The players would have to scramble together to save their home, or they would lose it for a period of time.
High level foes are usually only found in neatly compartmentalized areas that the lower level players can not reach. Why? Why not have a wandering epic beast randomly traveling through an area, even a low level one, devouring anything that happens to pass by? I realize that technical game mechanics restrict this, but the example that comes to mind is “Stitches”, an elite mob that spawns when someone does a specific quest and then travels slowly down the road toward town, smashing anyone who might accidentally stumble upon him. Sure, a high-level player could smack him down easily, but this guy spawns in a low-level area. In short, he’s one of the most entertaining mobs in the game, simply because he’s so darn random. The only problem I see is that there really isn’t any penalty to simply ignoring him. He’s supposed to be this huge threat to the town, but even if he does get there before being killed, he will be eventually overwhelmed by the guards. Big deal. It would be better if he just stared killing off the merchants and quest-givers and such, who would then STAY dead for a much longer period of time, say a half hour. In that way, there is a definite incentive to nail that guy before he makes your questing all the more difficult.
There are so many aspects of WoW that could be changed to give the game life. I’m sure that eventually, someone will put out an MMO that is actually fully random, both in time and questing. If they could find a way to make all the online guides pointless… even that alone would be truly epic.