Archive for the 'Videogames' Category

Servers? We don’t need no steenking SERVERS!

I’m still playing Warhammer Online. 

This means that every night I’m ussually involved ina conversation over Teamspeak about what is wrong with the game because believe me there is quite alot wrong with it.

Now don’t think that when I say that I mean things like Witch Elves being overpowered or every second Order player being a Bright Wizard. No we ussually end up talking about the Servers being underpopulated.

See when WAR launched Mythic and GOA did something that has had some very unintended negative consequences: They lowered the Player cap on the servers. This was no doubt done so that they could go around shouting about the smoothest MMO launch in history (Which for the record was nowhere near as Smooth as they would like you to believe if you were unfortunate enough to play on Karak Eight-Peaks which crashed about a dozen times in the first week).

This low player cap meant that the servers had huge queues and Mythic were then forced to roll out more servers to handle the load. Then a few weeks later they raised the Player Cap and the servers which had massive queues suddenly had none. However there was no new influx of players to take up this slack and the result was that the population was spread over more servers than nesecerry.

What does this mean for the game then?

Well with the WoW expansion having just stolen a huge portion of the less dedicated players (and the change is noticable in game. Areas that were busy 2 weeks ago are now lifeless) it’s reached a point where Mythic are either going to have to merge servers or somehow magic up another few hundred thousand new players.

Here’s the thing though: Server merges don’t occur because there aren’t enough players. They don’t mean that a game has failed and doesn’t have enough subscriptions to survive. They mean that there aren’t enough players per square foot of ingame land. Now this may mean that they don’t have the subs in the first place but in the case of WAR it’s more that Mythic seriously overestimated how much game world they needed for the number of players on each server.

WAR shipping with only 2 capital cities for example is a supremely good thing. I actually hope they don’t ever introduce the other 4 cities because it will only result in either 4 cities being empty as the population condenses around the 2 active ones (see Jita in Eve. Players congregate where other players are and there is nothing you can do to stop this) or the population in the Empire/Chaos tier 4 areas being reduced to a third of it’s current size. Both of these things are undesirable.

Heck I think the game could have shipped with just one of the race pairings zones and done better as a result.

Scenarios are something else that have failed fairly spectacularly. In each Tier there is 1 scenario that is played frequently leaving the others to rot. This is the result of a Queuing system that is so flawed it’s amazing it ever made it into the game…

A scenario consists of 24 players. 12 from each side. Each player can queue for any number of scenario maps at a time. Now when 24 players are all queued for the same map the scenario map will start.

The problem occurs when you have 22 players who don’t care which map they want to play and 2 players who don’t want to play the same map as each other. These 2 players can stop scenarios running at all for the other 22 players.

Example:

22 players click “Join All” and queue for every scenario map they can.

1 player joins Tor Anroc.

1 player joins Doomfist Crater.

Now as the most players registered for any one scenario map is now 23 this means that no scenario will trigger even though 24 people want to play a scenario. The minority have thus ruined the experience for the majority.

Why anybody would choose to use this kind of system I don’t know. It’s allowing a small minority of people to define the play experience for the majority which is bad design whichever way you cut it.

However these server problems are all symptomatic of something worse: Genre stagnation. Why does WAR use discrete servers at all? Why do only MMO’s use this kind of per-map queue system?

Both of these problems can be solved if you just ignore the way things have “Always been done” and look at ways to eliminate these problems.

Guild Wars should be the model that more games follow as regards servers. Every character in the entire game can play with any other character in the game. Nobody ever cares what server they are on because all the player stats and gear etc are all stored on one server while the actual gameplay is run on map servers.

This is very similar to things like Team Fortress 2 which stores the stats of every Steam account user centrally so it never matters which server you log into your stats follow you everywhere.

Eve does some clever things regarding decoupling servers from their actual physical location. The Chat servers are not the same as the world servers meaning that if CCP were so inclined they could build a web interface to your corporations chat channel. The same goes for a regions market which is handled on a seperate server from the games combat.

There is no reason at all to continue to design a server architecture around this rather archaic concept of a “Shard”. Unfortunately  a Server Architecture is not something you can patch post-launch. WAR is stuck with it’s shard related problems forever now and this will include what I’m sure are inevtiable server merges to get the players per foot number up.

The Scenarios are a different matter however. You can kind of trace the problems here from several sources. The original design of senarios was to have only a few per region that were appropriate to the story etc for that area. This soon got thrown out though because of the previously mention problems: Not enough players per foot. 

Mythic then sensibly added the ability to join any scenario from anywhere in the tier. Scenarios started occuring more regularly as a result. The same scenarios kept happening more frequently than others though as a result of poor map design more than anything else. The most popular scenarios are either the simplest to play or closest to team deathmatch.

This prompts the addition of the “Join All” button which does help to increase diversity a little. However you still don’t get away from the problem that the scenario being played is defined by the minority that only want to play one map.

The solution however is sitting out there staring everybody in the face: Map Rotations.

The problem is caused by players being able to choose which map they want to play. This is something that doesn’t really happen on multiplayer servers outside of MMOs. TF2, CS, Quake 3, World in conflict etc are all based on the idea of you joining a server and the server rotating the map that gets played. It’s a system that has worked well for decades now and in the context of instanced scenarios that are entirely seperate from the rest of the MMO it would fit perfectly. 

The solution then is to present a list of the Scenario servers that are running that players can join running a fixed map rotation (or if you want to get complicated use a democratic voting system that allows the majority of players to decide what gets played). Scenarios will continue to run constantly on that server so long as the teams are about even up to the maximum of 24 players. If one side gets more than 2 players up on the other side the server shuts down until more players have joined to make the sides even again.

This would solve those problems of it being outside peak hours and there maybe being 18 people wanting to play scenarios but the scenario will never trigger. It will stop only 4 maps being the only ones that get played regularly (although a redesign on the unpopular maps will help there as well).

Added perks to this system: Once you join a Scenario Server you can stay on it for as long as you want. The same 24 players could keep playing against each other for hours becoming better able to work together and maybe actually making friends (and enemies) rather than being dumped back to the world between each map and never actually getitng to know the people you’ve been paired up with. Couple this sytem with a non-sharded architecture and you have a system where you will always find somebody to play against due to being able to play accross timezones.

I can’t imagine a world in which this isn’t preferable to the currently segregated flagging population we have now.

MetaBalance or “The Cool Factor”

So I’ve been playing Warhammer Online.

Well it was inevitable really. If only so I could find out what they’d done to a game I technically spent 18 months of my life laying the foundations for (and by that I mean developing the failed Climax version which actually has nothing in common with the Mythic version other than the name and the creative director).

I like it. It’s more fun than World of Warcraft to me and I put that down largely to it being Warhammer. I’ve never cared about Blizzard games overmuch but I (like many UK games developers) spent much of my teens painting lead figures when I should have been chasing girls.

That plus the fact you can dive into the fun stuff straight away and not have to grind 20-40 levels before it’s worthwhile. PvP is where it’s at for me.

 

However…

Warhammer is proving a theory of mine: Game balance has far less to do with stats and numbers and far more to do with art.

Allow me to run with this for a while:

Take a look at the current server queues for WAR. The majority of servers have queues on the side of Destruction but only a handful have Queues on the side of Order. Now unless Destruction have less slots assigned to them this means that there are far more people who want to play as the bad guys than good.

This is interesting because it goes against what happened in WoW where Alliance outnumbered Horde.

Back when I was designing an MMO for Climax (Not Warhammer Online but another one that never got signed) we chatted with some guys from NCSoft and we got around to the topic of the “Good guy bias”. The idea that on average players want to play as the “Good guys” more than the bad guys. At the time the anecdotal evidence was in favour of this theory with just about every MMO having a bias towards the obviously Good side.

Now I think this theory is flawed. My new theory is that players want to play on the side that looks “Coolest”. 

Currently as an Order player myself (and I chose Order on the basis that Witch Hunters looked cool) we are noticing some trends in the make-up of the Destruction vs Order playerbases. Destruction fields far more tanks (Chosen and Black Orcs) than the Order side who field far more Damage Dealing classes like Witch Hunters, Bright Wizards and Shadow Warriors. We are very lacking in frontline fighters meaning Destrcution tends to run straight into the softer ranged classes right past the few front-liners we have.

This may be leading Mythic to investigate why everybody is favouring Destruction and the Chosen and Black Orc classes in particular (I don’t hav enumbers to back any of this up but I see more of them than any other class in PvP). I can save some of their effort: It has nothing at all to do with numbers or combat balance.

There is no flavour of the month effect going on here. Chosen and Black Orcs aren’t any tougher or more dangerous individually than SowrdMasters or Ironbreakers. However what they are is “Cooler”. Faced with character creation and the choice between being an Elf in what appears to be a nightdress or a Huge guy with a beard in spikey plate mail armour you instantly think that the Spikey armour guy is “Better” than the Nightdress guy.

This is what I think of as “MetaBalance”. These two classes may be perfectly balanced numerically but because one of them has art that matches the stereotype closer it affects how players choose their character and even how they play them. I’ve seen Swordmasters complain that Elves have no tank class when Swordmasters ARE their Tank class. The problem is they don’t feel or look like a Tank class and this changes the psychology of the person playing making them believe themselves to be weaker than they actually are.

This theory is backed up by my experiences as a Destruction player fighting Order on another Server. I’ve seen Witch Hunters (Who carry a pistol in their off-hand) playing as if they are a ranged class and not a melee class. One of my friends who has done more Destruction PvP genuinely didn’t relise that Witch Hunters are supposed to be a Melee class until I told him.

This gets further backed up by Warrior Priests who try to stay out of combat and heal people when they are at their most effective upfront with the Sword Masters and Witch Hunters.

On the other hand we have Destruction. Where all of their classes play alot closer to how they look. Big guy wearing Spikey Platemail? yep he’s a Tank. Goblin with robes and a staff? yep ranged caster and healer. Elf with a dagger in each hand and no clothes? Damn right that’s a melee DPS character.

Classes being played alot and well on the side of Order however are: Bright Wizards (Ranged DPS and they look it), Arch mage (healer/Caster and again they look the part), Iron Breaker (Dwarf in lots of armour and a big axe yes he’s a tank), Shadow Warrior (Blatently Legolas).

So how much does Art affect population balance in an MMO? My answer would be “Alot more than people think”. Power Gamers are the only ones that will consider statistics when choosing their class while the rest of us go with the character we like the look of.

Warhammer is currently suffering a population imbalance because the Destruction side just look cooler and appeal to more people than the Order side and importantly more closely match the stereotypes of their class.

 

 

The net result means I’m sick of seeing bloody Bright Wizards everywhere and no bloody Iron Breakers.

An Weekend Roundup

spent a much needed weekend away from Newcastle (and most importantly work) and stopped over at my parents to celebrate my Sisters birthday.

The weeks of overtime decided to take this time to clobber me on the back of the head and I spent most of it either asleep, napping or in some muggy state between the two.

However during my brief periods of conciousness I have done things:

Bought flOw from the Playstation store for my PSP. You remember flOw right? The funny little flash game from a couple of years ago… It’s interesting how I pretty much wrote off the PSP when the DS came out but I’ve spent far more time playing PSP games than anything on my DS. Also interesting how few of those games are actually in 3D. The only 3D game I own for PSP is Vice City Stories and I’ve barely touched it compared to Patapon and Loco Roco.

It’s very good and incredibly relaxing. You can’t really go wrong for a fiver.

Played yet more Age of Conan. I find I can’t settle on a class in this so I’ve got alot of characters around level 8/9 now and little inclination to go back to any of them.

Signed up to Twitter. It’s an interesting thing and all interesting things deserve support.

Got introduced to a band from Tokyo called BlindPlace.

Ate some of the best Chinese food I’ve ever tasted at Wing Wah in Harrogate.

The coming week holds yet more ominous tones of crunch and overtime. Yippee.