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'Easy to Learn, Hard to Master', Raph Koster Talks Stars Reach's Design Pillars as Approachable, But

SystemSystem Member UncommonPosts: 12,599

image'Easy to Learn, Hard to Master', Raph Koster Talks Stars Reach's Design Pillars as Approachable, But Deep | MMORPG.com

Raph Koster is sharing more development pillars of Playable Worlds' upcoming MMORPG Stars Reach. This time, he focuses on the fun they're looking to build and provide as part of the experience. 

Read the full story here


Comments

  • LithuanianLithuanian Member UncommonPosts: 558
    It seems this game offers everything for everyone at huge scale...and thus almost dooms itself to fail utterly.
    Ideas like these are suitable for medium-size Minecraft map. Where every tree reacts to your actions, every mud block remembers your footstep. And like any Minecraft, you have "easy to get, hard to master".
    In reality it seems almost impossible for a online game. Make rich worlds, make things react...that's already quadrillions of options!
    Imagine this game. We have only 100 planets. On each planet we have only 50 types of trees (grass does not exist). We have only 20 types of land (like - mud, stone, diamond, lava...). So, we can have interaction "tree x tree" (like "oak + oak -->nothing", "oak+palm-->oak extinct"). That's 2500 interaction. Then we have tree interaction with each terrain (like "tree+lava-->tree extinct", "tree+water-->alive tree"), that's some 1000 interactions. To make things more fun, we have "terrain+terrain" interaction, example: lava close to grass -->fire, "lava+lava-->nothing". That's another 400 combinations, which may transform into much more. So, for any tree we must have ~3500 easy interactions. Then, we have Mother nature interfering: good/bad weather, animals behaving (eating, leaving poo, running....). Then, we have human interfering (almost unlimited possibilities, most of them destructive). So, we can get up to, say, 1 million possible interactions for one type of tree. In short: oak grows on mud, so nothign happens, it just grows; dinosaur eats oak leaves, so oak starves, then come 25 human beings, who run, fight, chop, remove and add blocks, shoot at dinosaur, make fire, extinguish fire, then run on top of oak.
    --
    I wish Koster made some more realistic goals, like creating better Minecraft...
    ScotChampie
  • ScotScot Member LegendaryPosts: 24,273
    edited July 19
    "Easy to learn hard to master" is a design found in the many of the best games, but it difficult to get right, I hope that Raph is not biting of more than he can chew. (Yes that's apparently how you spell his name. ;) )

    He has a clear understanding of what has happened to MMORPG gameplay and how it has diversified into the "children" of today like MOBA. He understands that the end destination of the way current MMORPGs are developed is nothing like Old School MMOs, in fact it is to be as close as possible to those various "children" like MMOFPS. I am not sure he recognises how far along that path the genre has already gone, but likely he does.

    He mentions the ease of the UI as being part of that "easy to learn" but also he talks about taking the game to "many devices", he even makes what I will describe as excuses to have the ambition of eventually putting the game on mobile. We have all seen how PC games get dumbed down UI wise to suit console and even worse mobile. So I reserve judgment on why he wants to do the UI in a simplistic if "layered" fashion.

    I have no doubt that something that looks simple can be deep but its down to the implementation of that, as I said its not easy. 

    "So much of what has gone wrong with game services has been the trend towards trying to maximize revenue."

    How often have we had to argue that point on here and elsewhere? Posters going on about how every new way studios can think of taking money is actually needed "or the game won't get made". He also recognises an old maxim that Larian recently talked about, if you make a game that's good enough the money will come in. That used to be the way you ensured your game was a financial success, not revenue strategy!


  • Super73Super73 Member UncommonPosts: 42
    It's a video game, no video game is hard. People playing mental gymnastics to help convince themselves they are good at video games, sounds like a rough life to me.
  • TerazonTerazon Member RarePosts: 407
    Another day another Raph post. Not sure I can handle 4 or 5 more years of this 'developer' and posts about his 'project'
    Hard Pass
    ValdemarJChampie
  • UnintendedUnintended Member UncommonPosts: 98
    The graphics just look so uninspired and dated. One big draw of SWG was the graphics and it was Star Wars. I just look at this and go "why would I care?".... I'd rather they license out an IP or something so it isn't totally bland. EverQuest is dead, that surely would cost $5, use that lol.

    As for the topic, my conclusion is people will find something to complain about and the trick is listening to the right people. I do not like how developers listen to the people who are clearly just complaining for self gain. Like in SWG when decay and death penalties were always toned down or the waits for Starports were toned down. These aren't good things for the world and have knock on effects like making the world feel empty as everyone can instant travel.

    Easy to learn, hard to master only has merit if that is actually true. What always ends up happening is the game becomes bloated over time with too many features and people stop caring to master. Like Classic vs Retail WoW and why people prefer Classic WoW despite it actually being more punishing in the early levels. It was harder to learn but easier to master than retail WoW which is easy to learn and hard to master. At a certain point the game tries to do too much and it all devalues everything as things start feeling arbitrary.

    Like when too much loot is added into a game, at a certain point I cannot keep up and I stop caring about any of it. Then they start selling it on a store for real money and then not only is there too much, but it all becomes worthless as loot used to be a reflection on skill or time put into the game. Why I'm such a big fan of things changing in the world like Cataclysm, rather than constantly adding. Worlds never feel like they evolve, they just keep being added on to and it kills them.
    ScotChampie
  • AngrakhanAngrakhan Member EpicPosts: 1,750
    Without specifics "Easy to Learn Hard to Master" is just marketing hype that means nothing.
    Champie
  • SovrathSovrath Member LegendaryPosts: 32,780
    Super73 said:
    It's a video game, no video game is hard. People playing mental gymnastics to help convince themselves they are good at video games, sounds like a rough life to me.

    That's not even remotely true. So you're saying, I can grab just anyone and sit them in front of any game and they'll be able to play it right out of the box no problem?

    And finish it just fine.
    mikeb0817ShinyFlygon
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • ShinyFlygonShinyFlygon Member UncommonPosts: 589

    Playable Worlds has to consider revenue, but their development approach is to offer players a wide range of reasons to love the game first.


    This is the lesson that so many developers need to (re-)learn.

    If your game is enjoyable, you don't have to resort to psychological manipulation like daily quests and battle passes to get people to keep coming back.

    If your game is enjoyable, players will be all too happy to spend some money on it.

    If your game is enjoyable (including being technologically well-executed), you will never have to worry about getting review-bombed.

    If you don't know how to make a game enjoyable, please stick to churning out mobile trash and stay out of the PC space.
    SovrathChampie
  • ValdemarJValdemarJ Member RarePosts: 1,378
    5 minute play sessions. The game is being designed with 5 minute play sessions in mind. Think about that for a while.

    There isn't any evidence this studio have learned any lessons. They haven't made an enjoyable game. They haven't made a game at all. They've made "pillars of game design" PR blurbs to hype up a game they haven't even made yet. To me, it's the epitome of psychological manipulation. It's all marketing and talk, no action.

    How about they make a good game first, and then talk about it. Because they need money, that's why. The horse is still well before the cart here.
    TerazonChampie
    Bring back the Naked Chicken Chalupa!
  • RaphRaph MMO DesignerMember RarePosts: 243

    Oshric said:

    There's a lot of excitement building for this game, and many (including myself!) are eager to see it come to life. For those in the community who are newer to game development, understanding art direction can be a big part of the experience. To help alleviate any concerns, could Ralph share some insights into the team's vision for the game's visual style at launch?



    Stylized, but not cartoony. In the direction of Breath of the Wild and Genshin's environments (obviously not Genshin's avatars). Do for sci-fantasy what WoW did for fantasy: be welcoming, not all shades of brown and green.

    We have a long way to go still. Work to come on unifying style, lighting, fx, and much more.
  • RaphRaph MMO DesignerMember RarePosts: 243


    It seems this game offers everything for everyone at huge scale...and thus almost dooms itself to fail utterly.

    Ideas like these are suitable for medium-size Minecraft map. Where every tree reacts to your actions, every mud block remembers your footstep. And like any Minecraft, you have "easy to get, hard to master".

    In reality it seems almost impossible for a online game. Make rich worlds, make things react...that's already quadrillions of options!

    --

    I wish Koster made some more realistic goals, like creating better Minecraft...



    You're hugely overstating what we are actually doing.

    First, the number of "a reacts to b" scenarios we need to have for the *entire game* is well under 100. And they tend to fall into really broad swaths of types, so we only needed to make around a half dozen of those.

    Next, it's all data driven already, so those are just entries in a table. It is all run off abstract properties. We do not need to define how oak responds to fire, everything made of wood reacts the same way. We *can* do things like more or less speed in burning, but that's just a number field, and it's optional.

    We don't need to make every cell remember your footstep. We just need to make any cell able to respond to a footstep based on what's in the cell.

    Basically, it's all very generic rules. So generic, in fact, that the forest burning, the river flowing, and rock eroding to sand all work in the exact same way.
    mikeb0817
  • RaphRaph MMO DesignerMember RarePosts: 243

    ValdemarJ said:

    5 minute play sessions. The game is being designed with 5 minute play sessions in mind. Think about that for a while.

    There isn't any evidence this studio have learned any lessons. They haven't made an enjoyable game. They haven't made a game at all. They've made "pillars of game design" PR blurbs to hype up a game they haven't even made yet. To me, it's the epitome of psychological manipulation. It's all marketing and talk, no action.

    How about they make a good game first, and then talk about it. Because they need money, that's why. The horse is still well before the cart here.



    The only people who can afford to make a game without talking about it are the AAA studios, and they will never innovate, because that is not what they do.

    In the modern games business, everyone else has to build community in advance, because getting people to even hear you exist is the biggest hurdle.

    I can tell you that what we have is *already* enjoyable, but of course, you shouldn't take my word for it until you get to make that determination for yourself. We've been working on this for years already. There's quite a lot of gameplay already done.
    TerazonChampie
  • GrimDogGamingGrimDogGaming Member UncommonPosts: 178
    "Raph Koster Talks"

    Of course.
    Champie
  • dirtysidedirtyside Member UncommonPosts: 145
    AND THEN ........ so 1 guildmate learns how to terraform and another learns trees and plants ..... now where does the game come into play ?? 100 planets filled with players ??? doing what ?
  • SovrathSovrath Member LegendaryPosts: 32,780
    dirtyside said:
    AND THEN ........ so 1 guildmate learns how to terraform and another learns trees and plants ..... now where does the game come into play ?? 100 planets filled with players ??? doing what ?

    That's not really fair is it?

    I mean, we know there's pvp. I imagine there is also various ranges of pve as it's not a "pvp game." So I think there will be quite a lot to do.

    At least more than terraform.
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • ChampieChampie Member UncommonPosts: 191
    edited July 20

    ValdemarJ said:

    5 minute play sessions. The game is being designed with 5 minute play sessions in mind. Think about that for a while.

    There isn't any evidence this studio have learned any lessons. They haven't made an enjoyable game. They haven't made a game at all. They've made "pillars of game design" PR blurbs to hype up a game they haven't even made yet. To me, it's the epitome of psychological manipulation. It's all marketing and talk, no action.

    How about they make a good game first, and then talk about it. Because they need money, that's why. The horse is still well before the cart here.



    This x100000000000000000000000000000000000000000000

    Raph will never stop huffing his own fartz. Get used to it! It is the Modality of the TImes.
    GrimDogGamingmikeb0817Brainy
  • UnintendedUnintended Member UncommonPosts: 98
    edited July 21
    To be fair they do not innovate because "AAA" has become a euphemism for "corporate games factory". We had the bedroom coder of the 80s evolve to making a 5 man team by the 90s, which evolved into a 50 man team in the 00s and then a 500 man team in the 2010s. All the original developers left at this point and now the so called "AAA" studios are just where people go to after Uni. They have no love for gaming and it's just a 9 to 5 job for most of them. Watching Blizzard talk about their games today, most of them cannot even play their own game. How do you expect these developers to innovate or even make balancing patches to their games when they do not even play them and are bad at them?

    The AAA is dead, just collapsing now because they used to just rely on better graphics and a complete domination of the publishing process. However now people aren't impressed by graphics, we hit a point of diminishing returns. Also the publishing side has been democratized, there is no more stranglehold.
  • Super73Super73 Member UncommonPosts: 42
    Sovrath said:
    Super73 said:
    It's a video game, no video game is hard. People playing mental gymnastics to help convince themselves they are good at video games, sounds like a rough life to me.

    That's not even remotely true. So you're saying, I can grab just anyone and sit them in front of any game and they'll be able to play it right out of the box no problem?

    And finish it just fine.
    Mental Gymnastics :)
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