Monday, May 18, 2009

Why you don't let gamers have whatever they want.

This dillema has been around for ages. People on forums whine about a game and how awesome it would be to have bigger, better guns, more powers, etc, etc. The problem with these things is that they destroy all semblance of balance and fairness. A game needs to be somewhat challenging or else it will become boring.

It seems that MMO City of Heroes has just learned why you don't let users make their own quests.

Paranoia has gripped the streets amid a government crackdown that’s trampling due process and blurring the line between the innocent and the guilty.

It’s not Myanmar, but Paragon City, the hub of the massively multiplayer online game City of Heroes, where a bizarre McCarthy-like crisis has broken out among the virtual populace. Handed new tools to create their own missions, many of the metropolis’ caped crusaders have rushed to exploit loopholes that allow them to rack up massive experience points with minimal effort. In a desperate bid to restore balance, the game’s creators have threatened to revoke experience points and ban players for abuse without explanation, unleashing a furor of protest.

The future of a world may hang in the balance.

“Newsflash — your idea of fun isn’t everyone esles [sic],” one disgruntled subscriber remarked.

The face-off underscores an iron law of MMO play: Give participants the tools to mold a game into an ideal form, and they’ll quickly use them to generate so-called min-max exploits that produce the fastest possible experience or in-game wealth for the least effort possible.

Free to play the game as they like, players frequently make choices that ruin the fun. It’s an irony that can prove death to game publishers: Far from loving their liberty, players seem to quickly bore of the “ideal” games they’ve created for themselves and quit early.

“It may seem sad that giving the players what they want is detrimental to the player’s overall length of enjoyment of the game, but that’s the truth,” says Eric Heimburg, the lead engineer and producer on Asheron’s Call, and the systems designer for the upcoming Star Trek online MMO. “Once you reached that top of the hill, if there’s nothing left to do or see, players are likely to move on. Length of enjoyment (equals) amount of money earned, so developers have a strong incentive to keep players from gaining power and levels too quickly.”

As more and more game developers allow players to create their own levels, users are harnessing this power to game the system. In Sony’s LittleBigPlanet, for example, players unleashed “trophy farms” — hundreds of user-generated levels that exist only to rack up a player’s PlayStation 3 achievement list with minimal effort.

City of Heroes was originally released in 2004, but its current woes started with the Mission Architect feature released in April. Suddenly, players could design their own missions, and a new class of villain quickly vaulted to power: the Farmer.

With the Mission Architect, players are able to create quests that offer rewards in parity with the standard, developer-created content. Once they’ve played a user-generated mission, they can rate it.

Mission creators with popular levels receive Architect Tickets, which can be cashed in for rewards. This gives architects incentives to crank out the sorts of missions their peers are likely to enjoy. Some gamers want engaging stories, while others want fun challenges.

But the Farmer has something a bit different in mind: laying out hordes of powerful, reward-laden enemies with glaring weaknesses, packed like sheep for the slaughter. Weeks’ worth of tedious labor for experience points could now be completed in mere hours, and the unscrupulous Farmers grew fat off their misdeeds.

“I don’t think any developer should be surprised that people who enjoy these sorts of quests would be drawn to the fastest power-gathering mechanism available,” Heimburg says. “I don’t blame the players one bit for abusing the system.”

Not so the developers at Paragon Studios. Klaxons wailing, they sprang into action, striking down “exploitative” quests and threatening to do the same to players who abused the newly implemented system.

“In order to keep the game fair, balanced, and challenging, we have to maintain a risk/reward ratio,” City of Heroes lead designer Matt “Positron” Miller explained in a missive to the players.

But while the developer is removing missions it deems exploitative, there hasn’t been much information on what constitutes breaking the rules. In fact, according to Miller, such transparency is not likely to be effective and could even backfire.

“If we say that the definition (of abuse) is ‘you gained 4 levels in under 30 minutes’, then someone will make sure that they gain 4 levels in 31 minutes, so they can claim they were within the allowed limits and not abusing,” he wrote.

That’s left players sitting on pins and needles. Says City of Heroes player TaintedAngel: “If you could look at the servers and see 10 percent of people had been spanked somehow, a whole lot of people would be letting out a long-held breath.”

Of course, players could always vote with their wallets.

At the dawn of the MMO genre, EverQuest saw great success despite a penchant for game-balancing changes that flummoxed subscribers. Then the competition arrived, and many left for “fairer” options.

“City of Heroes’ decision to punish players for infractions the players cannot predict is rather unusual,” Heimburg remarks. “When competing superhero-based MMOs become available, that could be a problem.”

- Source



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