Recent conversations about the number of people needed for an MMO got me thinking about the effect of scale on how different game systems or activities play out. Maybe it's foolish of me to assume this won't just turn into a discussion about defining MMOs, but that's not what I'm getting at. Instead, when I think about systems like exploration, resource gathering, crafting, trade, combat, and so on, they aren't all affected the same way by the number of other players engaged in those activities.
The way I see it, assuming the game is not simulating other people, things like the economy, crafting, and trade seem to benefit the most from truly massive engagement. On the other hand, scripted encounters as an example seem to be harder to pull-off effectively when there are too many people present. Intuitively, it makes sense that tuning battles requiring more complicated strategies to a smaller number of coordinated players is easier because realistically getting 1000s of players to coordinate combat is a tall order. But I think there's more to it than that.
First, in the economy, both the competition and cooperation come from other players - they are your market, your consumers, your suppliers, all of it. Since the market is that of goods that are collected or crafted to aid in other in-game activities, it scales very well with increased participation across the whole game. The more people doing anything, even if each is doing their own one thing, the better for you. This pairs really well with another advantage of how the economy works, which is that participation in it can largely be done independently. In other words, the gathering, crafting, selling, buying, and consuming of goods don't have to be directly coordinated by each player or group of players doing those activities. This allows for 1000s of players to effectively engage with each other without much overhead, making it a very scalable part of the game. That said, these points also mean that engaging in the economy doesn't have to feel particularly social, which is ironic.
In contrast, scripted PvE encounters have players fighting NPCs so increasing the number of players only affects one side of that equation directly. The other side is up to the developers. They can leave the NPCs as they are, scale them in number or in health, power, or abilities to match the number of players. It doesn't naturally scale. Additionally, player abilities and the situational demands of the encounter can be tuned towards player independence (solo-play) or interdependence (group-play). A large battle where each player is just bashing their own abilities surrounded by particle effects of other players feels different than one in which coordinated use of offensive and defensive abilities, positioning, and timing are needed to succeed. The more I think about it the more I feel that systems made up of simpler, more specialized parts scale much better while encouraging interdependence. Regardless, the quality of such content diminishes past whatever optimum number it was tuned for, and many may find playing simpler, highly specialized roles less engaging.
To sum up, not all the game elements I see even in games that support a lot of players benefit from having all those players engaging with it concurrently. So when we discuss how many players a game has or can support, what are the systems we expect to be positively affected by the game being massively multiplayer?
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But where I agree is that players benefit from engaging in activities concurrently, something rather lost in todays MMOs. Indeed for me that is as important as Massively, otherwise why have other players there?
My experience with GW2's WvW is limited to the early days of the game. It was definitely fun to see large groups of people clash across the map with siege weapons and all. At that time I don't recall much coordination but that may have improved. I think the idea of designated commanders is an interesting mechanic to bridge group strategy and tactics at scale.
The first is the system, like with the economy, where anyone can join in and it's open to all. But think about this point. The thing that brings economies together is Trade. The rest are parts of that system.
The second is direct player cooperation. Economies offer this in the sense of Auction Houses. UO didn't have those by coded design, Players did that on their own.
Other than that, Player Houses had Player owned NPC shopkeepers loaded with inventory to sell. "Location, location, location" was a thing in UO. Players who wanted to see a lot wanted to have their houses near city entrance roads or other prime real estate. This was a form of player cooperation too, loosely.
What this is getting at is that you need a "social structure" to bring these systems together, easily seen in economies through "Trade."
And you want these structures to be meaningful to the Players.
This is where it gets complicated. How to do this with other systems besides economies.
Once upon a time....
"And then add that driver into other systems."
If you think about that, you might see that it's a different thing than the "prefab" designs that games usually create, i.e. grouping to run quests (and then going their separate ways).
There's a reason why players have gone mostly solo. That needs to be addressed.
Once upon a time....
Yeah, as a general rule I agree that interlinking systems into a cohesive experience is important. To further drive the point, I'll also add that how those individual systems scale by themselves matters as well. If you take a system that scales well with large player numbers, like an economy, and surround it with many systems that don't really need large player numbers, like crafting or gathering or even questing in the way it is often implemented, even if those activities directly tie into and drive the economy we'd end up with the same problem you mentioned in the end. I think many MMOs rely on one or two systems like the economy to provide that massively multiplayer glue that holds their other less multiplayer-dependent systems together and that only goes so far before feeling forced and disjointed.
Thats what happened in games like Darkfall. The building was great. Gave folks goals to work together to achieve. But when that is taken away by another group, there is a large segment of players that just quit.
So maybe... better suited to PvE at the end of the day.
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lord of the rings online surely did.
not sure what the developers were thinking. I can only assume this started with world of Warcraft.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Oh, absolutely. I guess I wasn't clear. What I'm saying is if most of what your game is doesn't require large scale interaction but you tune your game as if it does because of the few systems that do scale, you create a disjointed experience. I agree it doesn't mean those other systems can't work well. It's in the implementation and how you fit things together. Take crafting in WoW, for example, though I don't know much about the current state of retail. When I played there were so many useless crafted items and some of the truly useful ones were Bind-on-Pickup (BoP), meaning only the character who crafted them could use them. So there was an economy but also arbitrary barriers to using it. Multiple characters in the same guild would all level up the same profession, instead of there being a guild engineer who supplied everyone with equipment, for example. I'm not in a guild when I play an ARPG and crafting things for my own use seems in-line with the other parts of the game. There is a cohesive identity to how the game systems fit together that is missing in some MMOs.
But there’s no doubt that many, if not most, players have an absolute revulsion to losing their pixels.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018