2014年12月5日星期五

Rivals' Features for EverQuest Next, Part 1

EverQuest’ll be taking a bit of a detour today from our regularly scheduled updates of Landmark to discuss the future of Everquest Next. It’s not a real future for Everquest Next, but an imagined future where Everquest Next launches with some features thrown in there adapted from other games.
If you’ve had a look at Landmark, or know of Landmark and Everquest Next, then you probably know that you can build like crazy and have fighting and all those normal thingamajigs that make an MMORPG a game to play in this day and age.
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After Launch: Monthly Meaningful Quests, from Warframe
Imagine you have a working game and it’s sound. How do you keep people playing, especially if it’s a free-to-play sandbox-themepark hybrid? Normally, you’d let people create their own adventures and add new content incrementally… but that’s not what cuts it with most people these days.
People want constant newness to try and explore, but the development process can be very long and honestly, that’s going to be a constant pain in Sony’s butt to handle an entire quest set or quest pack or whatever on a constant cycle.
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So don’t. Instead, try something similar to Warframe’s approach where every 4-8 weeks in their current development cycle (by my calculatrions), they add a quest that fits into their existing gameplay systems and adds lore. Each update also adds new weapons a player can either earn the resources to acquire or pay real money (via Platinum for Warframe, Station Cash for SOE) to get. 

Granted, Warframe doesn’t have a ton of lore baked into it, so they can cover a lot of ground by making stuff up that fits the general overview of what they’ve made. That said, the premise of having a storyline quest that weaves through this new Norrath every month would make people come back every couple of weeks to savor it, if the quest is rewarding in terms of time invested.
Two challenges here. One challenge for SOE is developing new, varied toys, weapons, gadgets, or systems for people to play with, earn, or pay for in the Station Cash store but without making the grind to get these things insurmountable as to compel people to think forcibly paying for it is the best option.
The second challenge? Creating a storyline that is satisfying to complete, such that you can expect many people to keep coming back monthly to continue the tale every month. Either make multiple storylines that weave like a tapestry, or have one unbroken thread: your epic tale.
Evident Over Time: Irreversible Choices, from EVE/Ultima Online
We likely unknowingly understand that games tend to have irreversible choices, though developers have made concessions to mitigate the mental anguish of having an irreversible choice.
For example, Trion’s ArcheAge softened the blow of trade run PVP piracy by making stolen trade goods have an 80-20 split between the pirate and the creator of the trade pack (This may be inaccurate now, so please correct me if this has been altered, folks!)
That said, Everquest Next should consider not “softening the blow,” so to speak, when it comes to players making personal choices.

Let’s make a hypothetical here. If part of EQNext’s gameplay is designed to allow people to quest and earn favor with others at the peril of making other groups angry, make that choice understandable to the player and tag it as an irreversible decision that alters who they can talk to or what quests they can undertake.
Consequently, if someone likes player-killing, make that choice irreversible as well (within reason, like the first year or two of launch). Treat it as a badge of shame that a player has a decidedly vicious streak in the game. At the same time, package it as an alternative gameplay life that, once chosen, locks you into that sort of gameplay with that character until you find a storyline conceit in your epic story that unlocks a path of redemption or damnation for a player’s character.
In the same way that an order of paladins would strip a knight of his rank and abilities and render him persona non grata in a given region for killing an innocent, make that same fellow find his own path among an order of sellswords or assassins, but never to reclaim his righteousness – UNLESS that’s a planned “Damned and Redeemed” content update after two years!
With a sufficiently complex emergent gameplay mechanic, I’m hoping it can be done while providing everyone with enough content to play the game the way they want to..
The obvious features are not that sort of thing we’ll be discussing today. Instead, I want Everquest Next to interact its systems – whether it’s the building, or the fighting, or even the Storybricks emergent gameplay mechanics – with features that are decidedly from other games to make it a better overall game over time.
In other words, below is the first three features or systems from rival games – MMOs or not – that I think EQNext should adopt, listed in the order of immediacy they should be adopted. Take note folks: these are things specific to other games that I wish SOE would add onto EQNext over time, in the order I feel they should be added into it.
Beta Onwards: Investigation Missions, from The Secret World
The Secret World, as much as I love it and wish it well, isn’t blipping too strongly on the radar of many people these days, which is a shame because Investigation Missions from this MMO are some of the most thought-provoking and rewarding gaming experiences you can have from a story-driven MMO.

Obviously, this wouldn’t completely work with EQNext as Sony’s game is meant to be more sandboxy than TSW, but imagine if EQNext had some hidden quests that could only be gotten by thinking outside the box and using your personal investigative skills (or some Google-Fu) to complete them.
The most basic type of these would include learning hieroglyphics or obscure facts about the game world that can only be gleaned from the pages of the EQNext digital novellas. If you’re making a lore-rich game set in its own universe, and you already have written material, might as well use it inventively, right?
If they really wanted to push this sort of investigative process, they could even tie it into their Everquest Worlds App, and have that be a part of the entire EQNext experience. Just make sure non-smartphone users have a web version of the app to allow them equal access to content, and that’d be awesome.
Anyway, that’s the column for today! Check back in two weeks when I go into more detail about long-term features or systems from other games that should get into EQNext to make it better. You can also comment below with your own proposals and dream scenarios or interpretations of the above three proposed additions to EQNext. Till next time, cheers!

2014年10月18日星期六

EQ Nexus is Next to Play It Forward

SOE is working on something BIG! As you probably know, we’re all gamers here. We also like to think of our players as our extended family. That’s why this year we’re teaming up in the most epic of ways – to raise money for the Children’s Miracle Network charity via Extra Life’s 24-hour gaming marathon. Through this endeavor we can all work together (and have fun) with the ultimate prize of helping children in need. You can learn more about our contributions and how to get involved here.

Next up to take part in this exciting and noble endeavor – EQ Nexus. After all, this is a huge responsibility and not something any of us could take lightly. There are a lot of kids out there who need help and they’re from all over.

EQ Nexus

This wily group of adventurers got together earlier last year to start a fan network for the upcoming and heavily anticipated EverQuest Next. After hearing the news about the game online, they wanted to host a place that could keep track of all the up-to-date news surrounding the game. Now they boast a team of over ten, all of whom are passionate gamers. This will be their second year in a row of participating in Extra Life.

You can be a part of this great cause, too. Join our team in helping sick children get the care and resources that they need. You can also donate via our Extra Life team page. All proceeds go to helping kids in need. Together, we can show our support by doing something we all love – playing video games!  This time your raid could really be saving lives! Now them’s some good feels, bro.

2014年10月14日星期二

Military Gamers is Reporting for Duty

SOE is working on something BIG! As you probably know, we’re all gamers here. We also like to think of our players as our extended family. That’s why this year we’re teaming up in the most epic of ways – to raise money for the Children’s Miracle Network charity via Extra Life’s 24-hour gaming marathon. Through this endeavor we can all work together (and have fun) with the ultimate prize of helping children in need. You can learn more about our contributions and how to get involved here.

This week we introduce you to the honorable Military Gamers. Yes, that’s right – we’re not the only ones joining this worthy fight. After all, it’s not something we could do alone. There are lots of kids out there who need help – and they’re in all of our neighborhoods.

Military Gamers

In fact, that’s the reason many men and women join the U.S. military – to serve their country, and that includes the people who live in it. Military Gamers started out as a place to bring together gamers who were or are in the United States military. Now they’ve grown to over 2,300 members and span over fifteen major games. They’ve been known to be quite charitable, too. They offer veteran support, PTSD outreach, and a lot more.

As a bonus (and to help keep everyone awake during the long 24-hour gaming session) Military Games is hosting a TeamSpeak channel for this special SOE Play It Forward - Extra Life event. The channel opens October 18, 2014 and runs until the end of the event (October 26, 2014). To get in, go to www.militarygamers.com/forums and click on the TS3 tab at the top. Alternately, in TeamSpeak, you can use the following address to gain access: teamspeak.militarygamers.com. No password will be needed to join. For more details or to ask questions, go here.

You can be a part of this great cause, too. Join our team in helping sick children get the care and resources that they need. You can also donate via our Extra Life team page. All proceeds go to helping kids in need. Together, we can show our support by doing something we all love – playing video games!  This time your raid could really be saving lives! Now them’s some good feels, bro.

2014年10月12日星期日

Introducing the first stage of combat to EQN:PvP

In the week of August 27th we're introducing the first stage of combat to the worlds of Landmark: PvP. This update allows you to place a game table on your claim(s) and convert them to PvP arenas in which you can challenge your friends, enemies, and any who dare to enter!

Please note: PvP is entirely optional and consensual. If you don't want to PvP, then you don't need to. However, we appreciate everyone who does wish to try it out sending us feedback so we can improve!

This update introduces:
death (there is currently no death penalty ... yet)
falling damage (suspended if you're on your own claim or a claim you have building privileges)
3 PvP match types (zone control, free-for-all deathmatch, and team deathmatch)
3 temporary weapon types (these will likely be removed/replaced later after further refinement)
new combat mode UI including armor, health, and stamina (automatically displayed when a weapon is equipped)
proximity mines and some other new props that, while not PvP-specific, may make your arenas more interesting!
There is much more coming to combat in Landmark and this is only the first stage. Remember to keep your eyes on the Blueprint for regular updates on upcoming features and approximately what stage we expect to be working on them!

2014年10月9日星期四

Join TEAM SOE and Play it Forward With Extra Life!

Hulloo all, Brasse the Dwarf here, with a personal challenge for you to raise your game to the next level!

On October 25th, Team SOE will join thousands of gamers to share the joy of gaming, be it online, board games, LARP-ing, or whatever. Together, we will raise money for the Children's Miracle Network charity as part of Extra Life’s annual 24-hour gaming marathon. All proceeds donated will go to the local hospital of each team member!



Extra Life



Why are we doing this?

Our team is on a mission to help kids through the shared fun of gaming, and we need your help. Each of our team members has chosen their local Children's Miracle Network Hospital where thousands of children are treated each year, regardless of their family's ability to pay.

These kids are facing scary stuff like cancer, cystic fibrosis, and injuries from accidents. On October 25th, 2014, Team SOE will be part of a huge international celebration of the social impact of gamers with Extra Life. It's our sincere hope that you'll find it in your heart to support us with a monthly pledge or one-time gift that will go directly to any team member's chosen hospital.

Your donation is tax-deductible and ALL PROCEEDS go to help kids.

Last year, Extra Life raised more than 4 million dollars, and SOE wants to help push it higher! We can't do this without your help. Donating online is safe and easy! To make an online donation please click a participant's name and then click the "Support This Participant" button on this page.

If you ever needed a good reason to play games for 24 hours straight, this is it! I will personally write you a permission slip to give to your mom, your significant other, or your kids. Just drop me a line at lmcarlson@soe.sony.com or tweet @Brasse and you've got it!

Our goal at SOE is to raise $50,000 this year with our fellow gamers... and have FUN!

My personal challenge to you all: JOIN OUR TEAM... and have FUN!

There are two ways you can participate: join our team to raise money yourself, or donate to those of us who are already taking on this challenge. Either way, you'll be helping children's hospitals directly... and HAVING FUN!

1. Sign up with Team SOE Play it Forward as an individual or as a group (guild, outfit, league, etc.) We are all one huge family - what better way to share our love of gaming? http://www.extra-life.org/team/soe

2. Sponsor one of our team members and donate to the cause in support of our commitment to game for 24 straight hours! http://www.extra-life.org/index.cfm?fuseaction=donorDrive.teamParticipants&teamID=16093

Team SOE Play It Forward will be livestreaming throughout our 24-hour gaming session. The stream will cover our various participants… on October 25th. Who will be on at 3:15am? I can hardly wait to find out!

Start NOW with TEAM SOE PLAY IT FORWARD!
http://www.extra-life.org/team/soe

As I write this, we have ten team members, and have raised $50 dollars. Let's blow those numbers out of the water! http://www.extra-life.org/index.cfm?fuseaction=donorDrive.teamParticipants&teamID=16093

Thank you for caring for our kids!

This is all about FUN and FAMILY - see you there!

5 Questions for EverQuest Next

If there’s one game the MMO consumer really seems to enjoy, it’s playing “the next big thing” game.  Hopeful fans project their best wishes forwards onto the next game, jaded players are certain that the next game is just “the next WoW clone,” and fervent players are certain the next game is the much-prophesied “WoW killer.”  In each case, what brings us all together is looking at the next shiny toy.  With TESO, Wildstar, and now, Archeage released, the horizon is looking pretty barren.  EQ:Next is most likely the next big thing, but it’s still quite a ways off of being a thing.
In the recent Youtube release “Devs Talk of a Life of Consequence in Everquest Next,” we were given a really interesting reveal of what’s happening under the hood of Story Bricks and the proposed adaptive world of Norrath:Next.  The real culmination of the video is the game-world simulation of a three NPC faction battle between Dark Elves, Dryads, and some really nasty deep dark beasties.  Spoiler alert: in this simulation, the Dark Elves wind up winning.  However, the really interesting statement comes from Stefan at Story Bricks noting that they didn’t know which faction would win.  In other runs of the simulations the Dryads win, sometimes the deep dark wins.  It could genuinely go any of the three ways and different servers are likely to see the event play out differently.

This idea of an adaptive world is, far and away, the most ambitious part of EQ:Next that we have been made aware of.  Voxels got all of the hype last year and there’s been plenty of opportunity to see what a Voxel like world can look like with the EQ:Landmark beta playing out.  But an adaptive world, where the various NPC factions dynamically create content based on, and driven by, the players agency is a complete upheaval of the classic MMO.  In many ways, this aspect of EQ:Next is a graphically rich, massively multiplayer adaptation of the game Dwarf Fortress.  For those who aren’t familiar, DF allows you to build and simulate a world of Dwarves, replete with drives and needs.
What EQ:Next is offering us is the promise of a game where the world is different each time you play.  The things that happened while your character leveled up are now part of the history of the region.  They are no longer available to new characters (yours or someone elses), but the content the new character has access to is itself material your first character didn’t experience while leveling.  Even more jarring, were you to transfer servers (assuming that’s possible), the content and history of content on your destination server could very well be notably different than the one you came from.
This is, quite possibly, a genuine game changer in an MMO marketplace which is largely about refining and iterating a few recurring themes.  The direction they are taking EQ:Next opens itself up to some genuine questions.  In this list, I present five questions that we will hopefully see addressed over the next year.
1)How do you handle player griefing?
The video makes it pretty clear that PVP is opt-in only, but that you can support different sides of a conflict.  This is certainly going to put players against each other in their agency and, for the most part, that’s a really interesting thing.  Server dynamics and outside interaction potentially become important.  Even more interesting, server drama no longer means “he camped my spawn.”
Assuming this plays out as billed, there will undoutedly be some frustration as your goals supporting one faction are offset by others advancing a countering action.  That part seems like a natural, and possibly neat, part of the system.  But that’s not the fellow that has me concerned.  The fellow that has me concerned is that fellow who has no allegiances to any faction.  He (or she I suppose) just kills.  Wantonly, indiscriminantly, constantly.

That player exists.  (S)he takes serious pride in just mucking things up for everyone.  Wipe out a human village and then move on to destroy the dark elves who had been their opponents.  In classic MMO’s, this player was held in check by artificial rules.  Certain NPC’s weren’t targetable and you were PVP flagged for targeting others.  How does EQ:Next handle both aspects of player conflict their system is designed to create?  It’s not PVP, that’s made clear in the video.
Closing Thoughts
I want to make clear that I’m not playing naysayer here and I don’t want to be pedantic and suggest that “I’m just asking questions,” either.  I am asking questions and they are, to me, fairly important questions.  But I think EQ:Next deserves a ton of thanks for what they are striving for.
I haven’t found myself questioning how things would work in any MMO released in the past ten years.  Sure, there were always questions but they were pretty bland questions (how many raids, how many dungeons, what’s the death penalty, yada-yada).  EQ:Next is charting some serious new territory.  The questions that come with it may seem fairly incredulous because the ideas driving them are potentially quite game changing.
To be clear, I want to play the game I see in the linked video.  I’d be happy to toss money to play that game.  I’m not sure it plays well as an MMO, but it would be an amazing single player or small-group coop game.  Will it make a good MMO, though?  Potentially.  But MMO’s have player problems.  A non-PVP sandbox, with extensive player agency, hasn’t been tried before with MMO population numbers.

Over the next year we will certainly learn more about EQ:Next.  Some of our questions will be answered along the way, and those answers will certainly generate new questions.  It’s actually pretty cool to have questions of this scope, though.  Whether this all works or not remains to be seen.  But it should be very interesting watching it develop.
What types of questions do you have about EQ:Next?  What are your hopes/fears for this game?  Are you planning on sitting in the middle of Freeport killing guards on patrol? Because if so, brother, get in line!

2)What is off-limits (flagship NPC’s)?
As with its iconic destinations, the EQ franchise has many famous NPC’s.  Firiona Vie, Antonia Bayle, Lucan D’Lere, Mayong Mistmoore, Fippy Darkpaw, Garanel Rucksif and others were all key parts of bringing EQ1 and EQ2 Norrath to life.  It makes sense that these people aren’t likely to be present in the next chapter of the franchise.  Except Mistmoore perhaps?  Others signature NPC’s will take their place certainly?
What’s off limits in a world of consequence?
If there’s one thing MMO’s have conditioned us, as players, to do is to stick a sword into anything with a Capitalized Name.  Just seeing uppercase letters on a moving NPC makes me wonder what’s on the loot table.  How does EQ:Next handle this?  One way would be to resort to respawns and returns (in different  places in the world perhaps) while another would be to simply replace the named leader with an heir.  Maybe EQ:Next uses both, maybe neither?

3)Which points back to my first question.  How do you preserve the dungeon and thrill of exploration in the face of players? 

I would hope that in a modern MMO-market replete with ideas like open-tapping and personal loot, a game like EQ:Next could hearken back to classic MMO staples like vast, complicated shared dungeons.  I certainly could see how instancing makes sense for the voxel-based randomized underworld, but it seems like EQ:Next is screaming for open-world shared dungeons.  Is it?

4. How does this not turn into an unplayable lag-fest?

EQ:Next promises us a world where every single NPC has a set of motivations.  Some of these motivations are individual (or more precisely role-specific) based on the NPC’s class-template.  Warriors seek different things than do Priests, who in turn have different goals than do Mages.  On top of those role-specific motivations like group motivations.  The Dark Elves have one set of objectives, the Kobolds another, the Dryads still another.
Each of these group and individual motivations are turned into player content with the NPC’s and players participating in a principal-agent relationship.  The NPC’s have needs that are fulfilled or obstructed, at least in part, by player actions.  Content is generated dynamically in-game based on these needs and players in the vicinity are pointed to these needs via a player journal.
New game content from the developers largely becomes setting up events (Rallying Calls) that trigger off certain world conditions.  These Rallying Calls can be placed in different parts of the world specific to how each server has evolved if I’m following the video correctly.  Alternately, simply changing faction alignments creates whole new conflict possibilities.  I can visualize patch notes now stating, “do to recent events at a wedding, the Frey faction is no longer aligned with the Stark faction.  For the moment, the Frey faction alignment is tied to the Lannister faction.  Please enjoy.”
How does this not turn into an unplayable lag-fest?
It’s a brilliant idea, but it’s going to require a fairly ridiculous amount of data generated, communicated, and responded to, nearly instantly.  Each NPC needs constant status updates on the world around it.  This in turn has to be processed into a set of “quests” or actions the NPC’s wish for players to engage in.  That, then, has to be communicated to every player and this has to all keep up with the actions of the players (locusts, remember).

As a birds-eye level simulation, sure I get it.  It works.  As a single player game, I get it, it works.  As a small-world cooperative emulator, I get it, it works.  But how does that keep up with dense player clustering?  In every MMO we have seen recently, player density and clustering behaviors wreak havoc on game stability.  That’s in worlds where the NPC’s are functionally dumb-as-a-stump.  In EQ:Next, the NPC’s are far more active than in any prior MMO, seeing that scale up will be very interesting.
The initial reveal of EQ:Next placed it firmly in the action combat category.  In this, it’s not so much innovative as it is playing into the current hot-feature in MMO’s.  The system revealed, and mirrored in what we see in EQ:Landmark, is one of wide cleaving area of effect attacks and splash it fireballs replete with red-splat warnings for avoidance checks.
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I am not a fan of this type of combat.  I understand its short-term visceral appeal.  Done right, it’s got a lot of potential to increase the engagement in combat.  In practice, unfortunately, it winds up being little more than a different way to bang out a combat rotation while playing through the synchronized swim of boss mechanics.  To quote one redditor discussing Wildstar combat: “backing up while spamming an attack isn’t all that engaging.”  I’ve killed pirates in Conan, tanked BAM’s in TERA, slain all the fun bosses in the Secret World, and stabbed a few things in Neverwinter, I have seen more than a few action combat systems.  While I haven’t played Wildstar, I understand that redditors quote.
But that’s not my concern for EQ:Next.  My concern involves how this aoe-fest style of combat works within a world of consequence.  Picture a scenario.  You come across a farm being invaded by orcs.  Everywhere you look, farmers are fighting orcs.  You decide you are going to jump in and help.  Farmers?  Orcs?  Whichever, it’s your choice.  Remembering it’s a world of consequence, you make a choice.  Your actions will change the future of the region.  This isn’t a far-fetched scenario, it’s drawn directly from a release reveal of EQ:Next from their own developer team.
But how does that mesh with an aoe-fest action combat?
You jump in to help the (farmers/orcs) and walk up to the nearest (orc/farmer) and mightily swing your weapon.  It winds up hitting both the farmer and orc fighting and now both (and their respective groups) register you as a combattent out to harm them.

The thing is, I can see how this works in a tab-targeting world.  It’s not that tab-targeting is superior, it’s that it’s more precise.  If I want to kill (orcs/farmers), I have the freedom to target (orcs/farmers).
This question isn’t so much about my preferences for one system over the other, although clearly my bias frames how I think about the question.  I genuinely want to find that place where orcs are fighting farmers.  I absolutely want to help one of them.  I don’t want the combat system to get in the way of enjoying that world.
What does this mean for dungeons and other classic Norrathian capitals?
The EQ franchise has numerous iconic dungeons that players will be looking forward to.  Crushbone, Unrest, Guk, Befallen, Blackburrow, Castle Mistmoore and others (just to stick to vanilla EQ) are all parts of iconic Everquest.
How does an adaptive world of consequence handle NPC outposts and dungeons?
In places like Gukta and Crushbone, you can kind of see how the idea of an adaptive AI plays perfectly to those zones.  The Guk dungeon was built around the premise of a constant fight between the upper level living frogloks and the lower level undead.  The gates of Guk features a conflict between Trolls and Frogloks.  That idea of a three-faction conflict centered around control of the Guk fortress/dungeon has some really great promise to it.

5. What happens when players actually show up?
German Field Marshal Helmuth von Moltke coined the military theorem commonly expressed as ‘no plan survives contact with the enemy.’  In military theory, it’s the realization that war is dynamic and requires adaptiveness.  This quote, though, could easily be adapted to MMO-space by simply noting ‘no game system survives first contact with the players.’

MMO players have been compared to Locusts.  It’s not the most flattering analogy, but it’s not exactly an incorrect one.  MMO players congregate around, consume, and move through content at an alarming pace.  It’s a pace faster than any development house can keep up with, hence the promise of an adaptive world AI.  But can a world AI survive first contact with the players?
Picture a video of a Wal-Mart opening up on Black Friday (the shopping day immediately after the U.S. Thanksgiving holiday).  That’s what every starting zone looks like in every MMO launched in the past fifteen years.  In an MMO world where players can choose to side with virtually any NPC race, every NPC race will be chosen.  In a world of consequence, this means every village, every campsite, every moving NPC object will be attacked and (most likely) destroyed.  How does an AI keep pace with that?
Picture the landscape of Mars.  Is that what a starter zone will look like after a week of player exposure?  This isn’t entirely speculation on my part.  It’s exactly what happened to Ultima Online.  They originally built a dynamic, reactive ecosystem.  Brilliant in concept, until every living, breathing animal was killed in short order.  Their solution: the static spawned NPC world we have come to accept as the norm in MMO’s.  EQ:Next is overturning an old card here, what’s their solution to it’s accompanying problem?