Saturday, 18 July 2009

APB et al.

There's been a few comments on my last post on Wurm regarding the inaccessibility of it. I have little doubt the posters are correct, and perhaps my respect for the detail and involvement and time requirement of the world would be somewhat lessened if I had actually played the game for any length of time. Maybe it'd be the same as my experience with Dwarf Fortress, for example, as much as I loved the concept even with a graphical pack installed I found the entire experience far too oblique to get anywhere with. Still, one has to respect the model that Wurm uses, the fact that it is breaking away from the traditional MMO where you are just a passenger in the world and leave no lasting effect on it.

The open-source Worldforge project is another example of this, though it is very much in an unfinished state at this point. The concept is to produce a living, breathing world where you control things in the same way you do in Wurm - you plant trees, build houses and all that. I'm on the mailing list for the project as I did some work modernising their website, and I've been following their progress over an extended period of time. It's coming along nicely, though as a platform more than a game - the best we can hope for really is that it can reach the level where a game development company comes in a picks up the framework to make a truly unique game. It'd be something to see.

Another game making waves in the MMO world is APB, largely due to its novel take on what an MMO should be. It's an interesting idea, because while games like World of Warcraft and its many imitators (and games like Wurm too) have gone for the concept that it is the grind that makes the game worthwhile, the developers of APB have worked from the basis that it is the social element of the game that is more important - the ability to create yourself an identity online.

Its worth noting here that I'm not particularly judging either model. 'Grind' is a very loaded word that seems to have negative connotations of endlessly doing the same thing over and over again, whereas in reality it also equates to the progress and journey that one experiences playing through a RPG. You 'grind' your way from a beetle-fighting newbie to a heroic aventurer who slays fearsome dragons and all that, and you feel like you've earned it. If done well, I actually very much enjoy that, at least the first time I play through a game. But the social side of a game is also very powerful. It's what makes people keep playing an MMO when it's not at its most enthralling. You become attached to your guild, your online friends, and you have shared experiences that are all the richer for it.

APB is very much about the latter. The team working on it, Realtime Worlds, was founded by Dave Jones, the bloke who came up with the original GTA, and his influence is readily apparent. It's a dystopian online game based on the fighting between criminals and lawmen across a large, breathing open city. How staggeringly original, I hear you say, but there's a lot of good ideas in it.



The trailer gives a good feel of what Realtime Worlds are going for.

The basic premise is that a player chooses to be either a Criminal or an Enforcer, and joins a server which contains up to a hundred players. Each server is a different 'city', though you are not tied to a server in the same way you are in conventional MMOs. You can go and find trouble by completing a mission dealt out by NPCs, like 'rob a bank', and the game then acts as a sort of matchmaking service. If there's a bank robbery going on, seveal Enforcers may be given the mission to go and stop the robbery. And that's the meat of the game. It sounds a lot like an advanced online FPS, but in some ways it sounds rather flimsy. Is it the kind of game I see myself playing for a whole year?

Well, no, not on paper. But I think I'm underestimating the lure of APB. The staying power of the game is based around the power to create an identity for yourself, and I think that will be a very powerful lure. I remember that on WoW there were a couple of 'celebrity' characters on my server, like the guy who was always grinding honour in the early BGs so he could be the first bloke to hit Grand Marshall and get his hands on the epic gear it got. But that was it. The reason was basically because it's very hard to get known as a very skillful player, because there's only so much better a player can be than another reasonably competent player of his same class. You're constrained by the numbers, basically.

Conversely, shooters are not constrained by numbers at all. A good player is infinitely better than another one. It remains to be seen whether APB will do enough to make itself a viable persistent world, but they've added in a limited progression system to attempt to do so. Players will advance as they play, but only to ever be about 20% more powerful than a new player. This means that the game world doesn't need to be segregated between players of different levels. That I like. You'll be free to make your name by being skillful.

But the biggest feature that people are raving about for APB is the character and vehicle customisation features. They are literally fantastic, good enough the players could recognise you based on your appearence rather than your name tag. I won't bother describing them, just look at this video instead:




Probably worth £30 in its own right. I imagine APB will be the new machinima game of choice.

APB is slated for an early 2010 release, and I for one look forward to it. I still have my doubts though; chiefly because I worry that in gameplay terms APB is not going to be light years ahead of the latest online shooter, be it CoD or Battlefield or whatever. Many of them have basic advancement systems now, so APB is essentially taking their ideas and adding better matchmaking, and more open world and better character customisation to it. The traditional lure of MMOs has been the massive timesink into the grinding, where it takes you months to max out your stats and then burn through all the content. Taking it out is risky, because it's a huge part of the traditional MMO model. Powerful though the social element of a game is, it often doesn't kick in to the later stages of the game when you're in a guild/clan. I just wonder if it'll be enough to sustain interest in a game long term.
I certainly hope it does well, though. We're not going to get anywhere just releasing endless WoW-clones with slightly improved graphics each time.
EDIT - edited the entry to actually some thoughts on the game, rather than just reporting the facts on it...

Tuesday, 9 June 2009

And service resumes...with Wurm

It's been a long time since my last post, about seven or eight months all things told. My internet connection is still dire and will be for at least a few months yet, so I'm not actually playing an MMO at the moment. However, what I've moved into recently has been game design. I’ve put my money where my mouth is and started to work on a Crysis mod project with an excellent team working with me (visible at www.dilogus.com). I've learned a lot about game design from it, and it's continuing to be a really great experience.

Recently, though, a couple of things have reignited my interest in the MMO genre - despite my crippling inability to take part in it. One is E3, and the new games that were demoed there. I'll speak of them in my future posts. The second is a real gem of a site called here. Let's get a few things straight, right off the bat. Wurm looks hideous, and appears to be time consuming in the extreme. These are two good reasons why I’ll never play it, barring the not-implausible eventuality where I get fired, but something about it really got me going nonetheless.

To me it is, in a nutshell, what MMORPGs were intended to be when they were first dreamed up. It’s debatable whether a year of not playing MMOs has taken the blinkers off my eyes, or just driven me batshit insane, but Wurm seems to be the logical destination of the road down which Ultima Online et al were pushing the genre before WoW turned up and started tampering with the signposts. Wurm strikes me as an enormous and somewhat broken game, yet one that is essentially beautiful because of it. Reading it brings back memories of playing the early MMOs and the limitless possibilities it seemed the genre once had. Though I'm very fond of World of Warcraft for proving that MMOs are most definitely a feasible business model (and that production values were a good idea), it was for all of its polish a very sanitised game. Just like in most MMOs nowadays, it was and still is essentially a slow-paced co-operative beat-em-up.


The kindliest screenshot I could find on the Wurm site in regards to the game's graphical prowess, or lack thereof.

I perhaps do the genre a disservice above by emphasising game mechanics over the vital and ever-present social element, but playing some of the more modern MMOs has made me wonder in hindsight if the genre had been taking steps sideways rather than forwards in recent times. Ultima Online had a world with things like persistent housing, which unsurprisingly has not been repeated in recent times because it essentially hid all the careful work of the level designers under an endless sprawl of real estate that was broken only by the occasional monster wondering why his swamp had been turned into a shopping centre. The one saving grace of the system was that it made you feel your actions in UO meant actually something in a small way – I mean, if you could get enough gold together, it could be YOU that owned the great big castle thoughtfully placed on top of the swamp where newbie players used to go hunting.

Everquest was admittedly also all about smacking bad people upside the head, but the true joy I found in the game was exploring the wonderfully creative, varied and expansive world of Norrath. Sometimes you'd stumble on a little camp or quest somewhere in an unpopular zone that probably only a handful of the players in the game had ever seen, which was a special feeling to me - something that would definitely never happen in WoW. For all of its accessibility and user-friendliness, WoW lost something by signposting every quest with giant yellow exclamation marks and steering the player through every major location through endless quest chains. Azeroth felt less like a real world than an enormous outdoor dungeon.

Wurm, on the other hand, is a completely persistent world where every one of your actions has a consequence. Want to build a fire? Then you've got to cut down a tree and make some kindling. But that tree ain’t gonna be coming back any time soon unless you replant it. There was one line in the RPS review that really grabbed me; "New players bent double over forges trying and failing to make fishing hooks over and over can look forward to making dragon scale armour one day (assuming they can find a dragon, which are believed by the playerbase to be hunted to extinction)."

Think about that concept for a second, because it's completely alien to any other MMO I've ever heard of - hunted to extinction. No more dragons for anyone, because they've been wiped out. You could probably argue quite persuasively that this is a monumentally bad idea, and I imagine many of you are. I mean, now no new player to Wurm will ever see a dragon, and that hardly seems fair, does it?. But this is an MMO and that's the nature of the beast - few new players to WoW will ever experience a 40-man Molten Core raid, because the game has changed in the meantime. The only difference is that it was changed from the top-down rather than the bottom up, stripping the players of any agency at all.


Part of the reason it reminds me of the original Everquest is the fact the UI is pretty much exactly the same colour and the graphics are pretty much on par. Difference is, EQ is about a decade old.


The beauty of what Wurm has achieved with the dragons is that suddenly there's a story, a legend, in the gameworld; “Hey guys, y’know, there used to be dragons around, but people hunted them to extinction. Probably that guild of powergames. What a bunch of bastards. I’m going to hate them forever now.”

There can be no stories, no legends, no evolution in a game world that is static, or one where change can only come from the developers. Empowering people the ability to change the world means that, yes, things can go horribly wrong - but that's part of the point. That’s the trade off you’re making. The fact there are consequences to your action means that every player is suddenly involved in the world, rather than just being a passenger.

I know that things can be abused, and that griefers could take advantage of the system and ruin things for everyone, and so some thought has to go into working out how to counterbalance that. No doubt the solution would vary from game to game, but I don't think the solution can ever be to have a world as static as those in the current crop of MMORPGs. You'd probably have a game that's less balanced and likely less polished than WoW, but at least you’d no longer be just another transitory figure acting his meaningless part on a stage that never changes.