Gaming, Blaugust, The Future of MMOs Roger Edwards Gaming, Blaugust, The Future of MMOs Roger Edwards

The Future of MMOs

There is currently an AMA (ask me anything) over at Anook which is providing writing prompts for the ongoing Blaugust event. I was asked to share my thoughts about the MMO genre and where it is going by a Stropp who asked the following question: “Where do you think the MMO genre is heading in the next 5 years? The next 10? Beyond that?” I will most certainly try to address this conundrum because it’s one that MMO gamers frequently return to and with good reason. The MMO Genre has change tremendously since the late 90s when Ultima Online took this niche market game and made it popular. Furthermore it would appear that this evolutionary process shows no sign of slowing and change can often cause consternation.

There is currently an AMA (ask me anything) over at Anook which is providing writing prompts for the ongoing Blaugust event. I was asked to share my thoughts about the MMO genre and where it is going by a Stropp who asked the following question: “Where do you think the MMO genre is heading in the next 5 years? The next 10? Beyond that?” I will most certainly try to address this conundrum because it’s one that MMO gamers frequently return to and with good reason. The MMO Genre has change tremendously since the late 90s when Ultima Online took this niche market game and made it popular. Furthermore it would appear that this evolutionary process shows no sign of slowing and change can often cause consternation.

The first and most obvious point regarding where the MMO genre is heading is that it’s primarily driven by economic and business concerns. This is not something that some gamers like to hear. Many still look at the industry through the prism of idealism and ultraism. Although developers themselves are creative individuals and may well want to make a truly great game, the publishers are more focused on making a commercially successful game. Finding the right balance between these two requirements is not easy to achieve. Innovation comes with a degree of risk, where as simply trying to replicate a successful formula can often be the path of least resistance.

For many years games publishers looked enviously the MMO World of Warcraft and sought to produce their own equivalent product. Yet all such triple AAA titles of this nature have failed to recreate the perfect storm of events that have made WoW the unique game that it is. As a result spending hundreds of millions of dollars on such high risk projects has now fallen out of vogue. The industry has evolved to the point where small to medium niche products are deemed to be more economically viable. A moderately sized player base that is loyal and content to support a particular product is preferred to monolithic titles and their associated population churn.

Gaming has in recent years gone through similar changes to the music and television industries. Broad mainstream appeal, a common consensus and flagship products have given way to separate markets, greater choice and bespoke revenue streams. Increasing mainstream appeal has also caused the gaming industry to adapt core gaming mechanics. Time investment is no longer the hurdle that it used to be. New revenue models have also had a tangible impact upon games development. Such evolution has been embraced by some players and eschewed by others. Gaming like many other aspects of popular culture is now subject to the cult of nostalgia from certain quarters, with some fans doggedly looking backwards rather than forwards.

A few other factors worth pondering are as follows. The term MMO itself has become increasingly nebulous in recent years. Perhaps that needs to be addressed and we need to be more specific terms for the variety of multiplayer games that now exist. Another point to consider is that this ongoing discussion is very Western-centric. The MMO market in Asia is a different beast altogether. Finally I recommend reading the following article by Brad McQuaid, a senior developer with Visionary Realms. I broadly concur with his conclusions and feel that his insider knowledge is invaluable to this debate.

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Gaming and Personal Health

Gaming and personal health at first glance appear to be mutually exclusive subjects. News coverage about these issues more often than not implies that gaming is detrimental to both ones physical and mental well-being.  Apart from titles that utilise motion sensing devices such as the Kinnect and require the player to physically move, gaming is a sedentary pastime. Combine that with a society that has an already broken relationship with food and their own personal health in general and there is scope for a wealth of medical problems.

Gaming and personal health at first glance appear to be mutually exclusive subjects. News coverage about these issues more often than not implies that gaming is detrimental to both ones physical and mental well-being.  Apart from titles that utilise motion sensing devices such as the Kinnect and require the player to physically move, gaming is a sedentary pastime. Combine that with a society that has an already broken relationship with food and their own personal health in general and there is scope for a wealth of medical problems.

There are many notable issues associated with prolonged periods of time spent sitting down. Back, posture and circulatory problems immediately spring to mind, as well as conditions such as RSI and eye strain. Then there are wider issues associated with long and regular periods of gaming, such as its impact upon the quality of a person’s diet. This in turn can lead to both weight gain or weight loss. There is also scope for adverse psychological issues such as addiction; although I think this simply manifests itself through the medium of games, rather than directly because of them. Overall, although gaming can be great fun, it does have the potential to have a negative impact upon our well-being.

Outside of the obvious health issues, gaming can also keep you from other activities. Although people are free to live their lives how they see fit, it is broadly recognised that engaging with real life does have positive benefits. I often hear gamers talk about how virtual worlds offer a retreat from the hardships of life and I understand that this can be a useful safety valve. However I do have concerns that if this becomes a preferred environment to real life, then it may well have knock on effects for society in the long run. If people are not engaged with their immediate world, then how can they affect any change? I worry about a return to the Roman ideology of bread and circuses. It is also saddening to think that so many people turn to gaming because they simply do not feel they have a stake in the society.

Like many things in life this issue is a question of trying to strike the right balance; ensuring that you game responsibly, while maintaining a healthy body and mind. This can be quite a challenge. Imposing time limits and a schedule upon gaming takes discipline. We live in a world were self-regulation and denial are frequently avoided and in some quarters even frowned upon. Some people seem content to embrace their cognitive dissonance, rather than address it. Unfortunately it is the gamers that fall victim of their own excesses, that always seem to grab the headlines and shape the wider public perception of gaming.

However it is not all doom and gloom and we should take time to focus on the positive benefits that gaming can have upon your life and personal well-being. Through gaming I have met a wide variety of people from diverse backgrounds. This has been very illuminating and has broadened my personal horizons. We often have friends in real life that mirror our own lifestyles. Gaming can bridge socio-economic divides in ways that other real world activities cannot. Such situations can lead to unlikely friendships and a greater understanding of people who have different points of views and ways of life.

When I first started playing online games, I was initially struck by how many other gamers were dealing with varying degrees of medical, psychological or personal issues. However I have learned since that online gaming is often very beneficial for them. It provides a controlled environment for measured social interaction and a means to build confidence. It can also offer physical and mental therapy, through group activities and simply chatting. Online communities are an invaluable social lifeline for some. The ability to log on and hear a friendly voice can in extreme situations mean the difference between life and death. However it should be noted that the opposite is also true. Sadly online bullying is common and there are predatory individuals who see online gaming communities as acceptable hunting grounds.

Over the years that I’ve greatly benefited from my time spent gaming. I have met a lot of people whose company I enjoy and through my involvement in the wider gaming community, learned a lot of new technical skills that have been transferable to real life. Gaming has also had some negative effects upon me. In recent years I've become self-employed and work from home. This has reduced my levels of exercise and gaming has compounded this further. As a result I am currently embarking upon a personal health plan to get myself back it to shape. So I am playing a little less, attending to my diet and doing more exercise.

Gaming is in many ways is a microcosm of the world we live in, for good or ill. It can teach you things about yourself that have a real world application. From time to time it will remind you that you cannot always succeed or get exactly what you want. It makes you reflect upon what you are good at as well as what you are not. Gaming sometimes plays with a loaded deck, just like life. I may not like all the lessons I’ve been taught but it would be unwise to ignore them. Gaming and personal health do not have to be mutually exclusive. Both can be enjoyed and even work together. Make the right decision and you can enjoy quality gaming along with good health for years to come. The alternative is not so appealing.

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Gaming, Blaugust, DPS Meters, Star Trek Online Roger Edwards Gaming, Blaugust, DPS Meters, Star Trek Online Roger Edwards

DPS Meters – The Gateway Drug of Gaming?

DPS meters are often perceived as being controversial and divisive, especially in the MMO community. Like most tools the problem doesn’t lie with its function but how it is used. A claw hammer is not inherently evil per se but it can be used to bludgeon your Grandma to death. Similarly DPS meters provide data which can be used either positively or negatively. They can inform and prompt change or they can be used as a means of segregation and discrimination.

DPS meters are often perceived as being controversial and divisive, especially in the MMO community. Like most tools the problem doesn't lie with its function but how it is used. A claw hammer is not inherently evil per se but it can be used to bludgeon your Grandma to death. Similarly DPS meters provide data which can be used either positively or negatively. They can inform and prompt change or they can be used as a means of segregation and discrimination.

After returning to Star Trek Online in April, I’ve currently hit the proverbial MMO sweet spot. My primary Federation character is at level cap and has full reputation with all factions. I’m currently experimenting with different Tier 6 ships builds and having great fun. That is to say I was, until I read an article last week about achieving 10K DPS within the game. Alas this set off a chain of events that lead me to installing a Combat Log Reader; a decision that very nearly derailed my enjoyment of STO.

Measuring ones DPS output in a game is similar to measuring the length one’s own penis *. Both start from a position of excessive optimism and over expectation and end in disappointment and hurt pride. Let it suffice to say I was expecting to have numbers of about 5K DPS on some of my ships in STO. After running the DPS meter across multiple vessels and alts, this turned out not to be the case. What happened next is a curious thing. Instead of trying to determine what the average figures where for a casual player; something that would've soothed my injured pride because they are quite low, I jumped straight into the deep end. I mean why have a measured response when knee-jerk reactions are far more fashionable?

So I started to peruse the back waters of Reddit, where people share intricate, esoteric starship builds and a love of anal retention. This lead me to conclude that there were equipment and console sets that I needed to procure, that were only available from the reputation crafting system. Such gear cannot be obtained quickly and requires a great deal of resources and grinding. I soon realised that such an undertaking would require a lot of logistical management. If only there was some way to keep track of it all; a spreadsheet perhaps?

I have stood on the edge of the abyss and I have looked in. As I did so the words of Merlin (Nicol Williamson) from the movie Excalibur rang in my ears. “Look into the eyes of the Dragon and despair”. Mercifully common sense prevailed and I managed to prevent myself from stepping into the void at the last moment. I passed the test. I will diminish, and go into a nursing home and remain moderately perilous.

Hyperbole and self-indulgent jokes aside, this entire episode did reveal some interesting aspects about gaming, my competitive nature and the culture associated with DPS meters. There is nothing wrong with min-maxing. Seeking personal satisfaction in achieving a high DPS output and being top of a league table are valid pursuits. They are not however the preserve of all players. I very quickly realised that chasing above average DPS required a lot of time and effort and that undertaking such a task would kill my enjoyment of the game. I fortunately recognised this before I embarked upon a very self-destructive course of action.

Now the title of this post is meant humorously. I’m not positing a serious academic question; merely pointing out that a simple chain of events did divert me from my somewhat placid and laid back approach to gaming. This story is based upon my experiences in Star Trek Online but it is easily applicable to many other MMOs. Usually I’m not a fan of “ignorance is bliss” policies but with regard to casual gaming, if it ain’t broke, don’t fix it.  If you’re happy with your character build in a game, can happily undertake PVE content and have no desire to enter into an arduous competition with yourself and others then don’t ever install a DPS meter (or measure intimate parts of your anatomy). You’ll be far happier.

*This is a very male-centric metaphor. I don’t believe there’s a female equivalent. It’s just some strange facet of biological specific psychology and social conditioning. I wouldn’t be surprised if the bulk of gamers that use DPS meters and seek to be the “best” are male.

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Gaming, Gaming and Time, Blaugust Roger Edwards Gaming, Gaming and Time, Blaugust Roger Edwards

Gaming and Time

Time is a very unique factor in gaming. It is also a very personal commodity that is far from equitable. The player that has more time to invest in a game has an advantage. It is the one factor that game developers can’t really mitigate through game mechanics. In fact often the opposite is true. In the MMO genre most titles are positively skewed to favour those with more time at their disposal. Time is a gating device. If used wisely it motivates players to pursue in-game goals and keeps them engaged with the overall product. However, if time based gating is clumsily implemented it drives a wedge between the player and the game.

Time is a very unique factor in gaming. It is also a very personal commodity that is far from equitable. The player that has more time to invest in a game has an advantage. It is the one factor that game developers can’t really mitigate through game mechanics. In fact often the opposite is true. In the MMO genre most titles are positively skewed to favour those with more time at their disposal. Time is a gating device. If used wisely it motivates players to pursue in-game goals and keeps them engaged with the overall product. However, if time based gating is clumsily implemented it drives a wedge between the player and the game.

Not only does each individual player have a specific amount of personal leisure time to invest in a game, they also have their own unique perspective on how that time is utilised. Patience is a very subjective thing and a totally separate issue from available leisure time. A gamer that has lots of leisure time may still balk at having to invest a specific amount to receive a reward. Yet another player with only a few hours to spare each week may still diligently pursue a personal goal and schedule the time to achieve it. Everyone has their own internal equation that governs how much time they are prepared to invest in any game related undertaking. As you can imagine they vary drastically and for multiple reasons.

After six years of playing MMOs, my attitude to time investment has changed quite radically. This is due to my own personal outlook and personal circumstances evolving and also down to changes in specific games themselves. In the past, I would happily grind content if it provided what I deemed was an adequate reward. For example I worked towards both the Moria and Mirkwood Radiance gear sets in LOTRO. Furthermore I was happy to do so, as there were raids to be completed and having such gear was mandatory. I also laboured to obtain the Hytbold armour set, although it quickly became obsolete and I never felt I reaped the benefits of my hard work. However two years on, I will not grind for the current Gondorian reputation factions simply because it takes too long and the rewards are insufficient in my view. The game in its current state has no requirement for players to have the top tier gear.

It’s a delicate balancing act for games developers, trying to find the optimal blend of time investment and accessibility. Players usually do not want challenges and rewards given to them on a plate. However many do not wish to be compelled to repeat content numerous times. I was impressed by a simple mechanic that was included in L.A Noire in which if you attempted a challenge and failed it more than a certain amount of time, the game would allow you to progress to the next stage, without sanction. The developers did not want the player to feel frustrated and abandon the game entirely.

At present I am playing Marvel Heroes. Like many games of this ilk it has a skills tree that is unlocked with points gained from completing content. Naturally the skills allow you to take on more demanding missions. The game is well balanced and I have earned most of the skills that are available over a period of fifty hours of game play. This has not felt excessively demanding or too trivial. Although there have been challenges along the way, I have not resented the time spent in any way and have felt the overall investment to have been rewarding. The Sniper Elite series takes this a stage further by offering a game that by its very nature provides a superior gameplay experience to those who are prepared to play slowly and spend time using stealth and tactics. Again I found this to be a rewarding experience and did not consider the time frame required to be punitive.

The move towards more causal gaming in recent years has meant that a lot of developers have become more cognisant of time sinks. Yet the more relaxed approach to time investment of games such as Guild Wars 2 has not met with universal approval. Some gamers look at long term dedication to a specific game as an integral part of their enjoyment. It is a badge of honour and an achievement in itself. For some committing to a game is as important as being successful within it. It’s a curious thing how some players even ascribe a personal moral judgement to time investment. Those who eschew it are labelled “lazy” or “entitled” and are deemed as lesser players.

From a business perspective this inequality in available time among players, often presents lucrative opportunities. Lots of games with cash stores offer items that will mitigate time based gating. This can be something as simple as weapons unlocks in lobby based shooters, to gaining multiple levels in an MMO. The latter genre is specifically designed for long term investment, so players usually expect a minimum time investment before they get to the proverbial “good stuff”. However there are occasions when you get the distinct impression that some developers have deliberately this game mechanic, so they can introduce a store item to bypass it.

Perhaps the most elusive factor in this debate is the value that each gamer places upon their own leisure time. I would hazard a guess that this is determined by the personality of the individual and their individual psychology. I consider gaming to be primarily about fun, relaxation and entertainment. Challenges and bragging rights are of far less importance to me. This outlook has raised a few eyebrows over the years when I have grouped with others. My objection to researching game mechanics by watching videos or reading third party websites has often met with bemusement. I’ve even been asked “Are you like this in real life with things like work”? To which my answer is a resounding “no”. The major difference being that challenges and the investment of time are financially rewarded in reality, which is a far more practical form of motivation.

As a self-employed person with a marketable set of skills, I set a specific value on my time within a work capacity and that possibly colours my perspective in other aspects of my life. I am reticent to invest time in a game if there is no clear quid pro quo. Yet I know other players who are not a gamer per se, who are dedicated to a particular MMO as it is their primary leisure and social activity. They have invested far more time into their game of choice and have not once regretted it. Furthermore they fully recognise that this is something that suits them but is not necessarily right for anyone else. Whatever your perspective on this issue, regardless of how busy or laid back your life is, time still seems to be a scarce commodity these days. Therefore it is pertinent to pause and reflect upon how we spend our time in-game, to ensure that it is not squandered but used wisely and to our personal satisfaction.

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