A few seemingly random ideas, floating around the blogosphere of late,
coalesced into a mini-epiphany for me this morning: How We Play Now. Or how
I play now, anyway.
First there was
MassivelyOP, asking how good a fit alts are for the genre these days. Then there was
Shintar, talking about the appeal, or lack therof in
Star Wars: the Old Republic's new combat styles.
Redbeard was musing at length about the joys of old-school class quests in
World of Warcraft and
Yeebo
was enjoying the parts of EverQuest II that time seems barely to have
touched.
Meanwhile, I was
sailing happily
through Guild Wars 2's latest expansion, End of Dragons,
following the story and ticking off boxes. Story's a big thing in mmorpgs
nowadays. Given Final Fantasy XIV's surge it could well become bigger
still.
Kaylriene's surely not the only one wondering if narrative spines with the heft of
movies are where the future lies. Maybe BioWare were
right all along.
I did take a brief sidetrip to Norrath to check out
EQII's latest dungeon
but other than that all the mmorpgs I'd happily been playing this year are
back on the virtual shelf. By now my house in Chimeraland must be thick
with moss and I can't even remember what I was doing in Lost Ark. I
know I was well past the flooded dungeon
Wilhelm enjoyed so much but there's still a fair old way to go before I can join in
the latest bizarre event, for which you need to be a minimum of Level 50.
Cast adrift behind me as I navigate these choppy seas are the abandoned hulls
of countless mmorpgs, some of them rotting hulks, barely breaking the
waterline as they sink into oblivion, others calmly adrift, so many
Marie Celestes, just waiting for the crew to return. It's a very
different picture from the way things looked a decade ago, let alone back at
the beginning, when the century was just about to turn.
The Friendly Necromancer, aka Stingite, has just started playing New World. He's not
bothered that he's arriving in Aeternum just as everyone has left. Nor
should he be. It's a great game for at least fifty levels. After that... well,
I wouldn't know.
As I said
in a comment
on his post "
I got well over a couple of hundred hours out of it before I drifted away. If
that was a single-player title I think we'd all agree it was value for money.
Why mmorpgs are supposed to provide endless entertainment for the same box
price is unclear."
It's a question that was a lot easier to answer back when nearly all mmorpgs
came with a monthly subscription. They were supposed to provide endless
entertainment because we were endlessly paying for them. Now they're mostly
either free or the same single purchase cost as any other video game, that
doesn't really wash.
Even if we were content to take our forty or sixty or a hundred hours of value
and move on, mmorpg developers can't afford to let us leave satisfied. They
need to keep us around so we'll spend money in the cash shop or pay the
premium that stands in for an optional sub. Preferably both.
A chunk of cash from the box sale is a nice bonus but as many developers have
found to their cost, even a one-off charge can dampen interest to the point
where it's
deemed to have damaged the game's long-term prospects. If you have to give the game away free, focus moves to keeping players
logging in long enough to spend money, which is why we end up with both huge
swathes of Free Stuff! just for turning up and insanely long, drawn-out or difficult grinds
to get anything worth having.
In-game goals that take forever or have you doing the same thing over and over
again are, of course, intrinsic to the genre anyway. Free to Play didn't
invent this stuff. Remember one of EverQuest's many snide nicknames -
Evercamp?
The whole genre has always revolved around extremely time-consuming
content, frequently highly repetitive, often not all that entertaining, if
looked at objectively. Over time those unappealing yet compulsive concepts
have been refined and concentrated until they're about as potent as they can
be. They've also largely been shifted away from the begining of the games so
as not to frighten away nervous customers.
There's always been a high reported rate of attrition in the early stages of
all games but at least, when you were making people pay an up-front fee, there
was a fighting chance sunk cost woud keep them around, at least for the time
they'd paid for. Investment in a free to play mmorpg is more fragile; no more
than the few minutes it took to download.
That's why all F2P mmorpgs start off easy, something that's pretty much the
diametric opposite of the introduction subscription games used to offer. If
your first experience of a new free mmorpg consisted of falling off the
starting platform and not being able to find the way back up, forcing you to
re-roll, or having the first questgiver you spoke to punch you to death,
chances are you'd uninstall.
It's also why story feels so important now. Levelling doesn't matter any more
and no-one really cares about gear or skills until the cap. There has to be
something to attach yourself to, something to keep you playing until
you get to the endgame. Why not "What happens next?"
There's not much that's inherently bad about any of this. It's not like the old
ways of playing were flawless fun. What's ironic is the way some of the changes
seem to work in direct opposition to the supposed goals.
Let's go back to that question about alts and whether playing multiple
characters in the same game works any more. Why did people do it in the first
place? I can't speak for players in general but I know why I did: to
have new experiences.
In the older mmorpgs, starting a new character usually meant playing through
new content. Most games had multiple starting areas, usually based around
race. Dwarves generally did not live with Elves nor Orcs with Humans. There
would be a new town to visit and a different newbie zone or two at the very
least. Sometimes the hunting zones wouldn't converge until you'd been playing
a character for days or even weeks.
In those days, classes often tended to be race-locked, too. There's a
controversy today concerning gender-locking that derives from a desire to see
real-world identity accurately represented in the gameworld but locking race
to class is purely a gameplay issue. If you start from the premise, as most
high fantasy games do, that in-game races have hardcoded belief systems,
meaning you have to roll an evil race to play a Shadowknight but a good race
to play a Paladin, any player who wants to find out which class suits them
better is going to have to make at least one alt.
Many of us ended up making alt after alt not because we wanted to play those
characters at endgame but because we wanted to see the places where they lived
and try out the classes they could become. There aren't many old school
mmorpgs I've ever played where I haven't left half a dozen characters behind.
In some it's double figures and in one or two it's more than a score.
As I played those characters, some of them grew on me while others didn't. I
never knew which would click until I tried so I kept trying. There are mmorpgs
I ended up playing for twice as long as I expected because an alt caught my
attention and carried on well past the point where I was back playing the same
game I'd already played as someone else.
Having new things to see, fresh creatures to kill and different stories to
follow extended the life of the games and kept me logging in. I was never a
player who aimed for the endgame. If I got there at all I usually saw it as
the perfect opportunity to roll another character and go back to the beginning
- a new start.
All of that would seem on the surface to be an ideal fit with the supposed
desires of free to play developers; keep the punters playing and maybe we can
sell them stuff. Of course, it's not quite that simple.
One of the more expensive aspects of running a live service mmorpg has to be
content creation. Five genuinely different races with five genuinely different
starting areas is five times the work for artists, animators and writers. Okay,
maybe not five times; there are probably some synergies. It's more work, though,
for sure, and work costs money.
As well as the cost of creating all that extra content there's the non-trivial
risk of splitting the playerbase. Free to play games rely on looking Busy! and
Popular! to new players. When you make your first character and log in to a
new mmorpg, you want to be sure you're making the right choice. There are so
many to choose from nowadays. You wouldn't want to pick one no-one else plays.
If you have five starting areas, even if they're all equally popular, which
they won't be, each of them is going to be eighty per cent emptier than if you
funnelled everyone into the same one. Apart from the first few days or, if
your game is exceptionally successful, weeks, pretty much anywhere outside The
Bubble is going to feel empty enough, without having people starting on
different continents.
Once you've made everyone start in the same place, you might as well make them
all look the same, too. It certainly saves on animators and it's well-known that
most players want to play pretty people who look like idealised versions of
themselves. The whole
Dungeons and Dragons derived notion of racial
advantages and disadvantages got thrown under a bus years ago so racial choices
are purely cosmetic. They have to be or they get metagamed and no-one rolls the
bad ones.
There's a trend at work here, even if it didn't start with F2P and it's far
from universal or consistent. Every developer has some idiosyncratic ideas
that don't fit the mold, whether it's Chimeraland with its dozens of
wildly varying racial appearances, all entirely irrelvant to gameplay, or
New World with its multiple starting areas, where every new player
arrives with the identical back story.
The trend is convergence. Whatever variety the games once had it's less now.
Sometimes that's managed with the player's convenience in mind, others very
much the reverse.
Shintar's post, linked above, discusses the recent change to
SW:tOR that allows players to try out different combat styles without
having to re-roll as the classes to which they have hitherto been locked. As
Shintar acknowledges there are pros and cons, but from an outsider's
perspective it does at least look like a well-intentioned addition to the
game.
The revelation that ArenaNet have chosen to lock every new End of
Dragons Elite Specialization behind story completion looks, by contrast, very
much like a cynical attempt to compel players to spend a lot longer replaying
the same content than they might otherwise have done.
As Eliot at MOP archly observes, it does make you wonder whether some of these people even play their own
game.
It's not hard to see where this is all going. FFXIV, arguably the
current market leader in the West, is pretty much there already. With every
class and job being available to a single character and every racial
appearance just a glamor away, there was never much incentive to roll alts
there. Some people, inevitably,
did it anyway. but as the Main Story Quest grows to the length of several movie box sets,
the number of players who are likely to try seems vanishingly small.
Which brings me back to where I started, namely my own mini-epiphany. I used
to have a clear view of my identity as an mmorpg player; when it came to alts,
I wasn't just an altaholic, I was a player who simply did not have either
"alts" or "mains". I just had characters, some of which I played
more than others.
For a long time that was objectively true. I had lower level characters in
some games with more played hours than higher ones. I logged in characters
according to mood and whim every bit as much as what I was meant to be working
on right then. I would play healers or tanks or crowd control or dps to fit in
with other people or just because that's what I wanted to play, forget
about whether it fitted anyone else's agenda at all.
It's been a while since almost any of that was true. I just hadn't noticed
until now. About the last new mmorpg I played where I followed that pattern
has to be Guild Wars 2 and that's a decade old this summer.
I certainly followed my pattern there at first, buying three accounts and
making more than twenty characters. It's been a long time, though, since I can
truly say I play more than a handful of them and I can't deny any longer that
I clearly have a Main, my original Asura Elementalist.
Until End of Dragons I had a "
Story Main", too; my Asura Druid, who I'd
played through both previous expansion storylines and every Living Story episode
as well. This time around he stayed on the bench as I took my Ele through the
story instead. It seems I really am down to just the one Main.
If I look at all the recent mmorpgs I've played and written about here
recently - Lost Ark, Chimeraland, New World, Bless Unleashed - or the
mmo-adjacent Valheim and Genshin Impact - I have just one
character in all of them.
Going back a little, I only made single characters in
Blade and Soul, Riders of Icarus, SW:tOR, Elder Scrolls Online, Secret World
Legends, ArcheAge... Even in mmorpgs where I did roll more than one character,
Black Desert for example, it was only because I came back and started
over from scratch.
Some of it - a lot of it - comes down to the kinds of content compaction I've
been describing but I think I also need to accept that, after more than twenty
years of doing this, the allure of starting over in the same game doesn't have
the magnetic pull it once did. Time was, I just couldn't stop myself. Now I
find it all too easy to say no.
Once again, I'm not sure it's a bad thing. I'm going to have to think
about it. It may be that, now I've drawn my own attention to what's been
happening, I'll begin behaving differently. Sometimes all it takes is an
awareness for perceptions to shift.
Or maybe I'll just settle into it, get comfortable, learn to enjoy playing the
way other people have always played. After all, it looks as though I've been
playing that way for a while without even realising. Maybe I like it better
and just don't know, yet.
However it pans out, one thing I can say for certain sure is that I will not
be playing through the entirety of the End of Dragons story nine more times.
Not even if it's the last expansion GW2 ever gets.
It was good but it wasn't that good. ANet need to get over
themselves.