Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for March 30th, 2009

GDC09: Post Mortem: Mission Architect for City of Heroes

Posted by Ben Zeigler on March 30, 2009

Here are my notes from the GDC session “Post Mortem: Mission Architect for City of Heroes” by Joe Morrissey from NCSoft. This talk had particular interest to me, because it’s based on some technology that I was tangentially involved with while Cryptic was still working on City of Heroes. The structure of the talk was to give an overview of the design of the new Mission Architect (user-generated content) feature for City of Heroes, as well as show some early feedback from open beta.

The Design of Mission Architect

  • Each player can publish 3 “stories” of 5 missions each, with up to 25 objectives per mission. This can be done at any point, from level 1 on.
  • The content is constructed from 7000 pre-made interior maps (no level customization), a hundred dialog states, and 10 large mission goals.
  • On top of that, players get to customize all text in the mission, pick what the players fight, and add NPC helpers.
  • The original design came out of a tool for developers to quickly make simple missions (via a tool that exported to excel that exported to text that exported to game. I always disliked the CoH mission pipeline)
  • The original design for the architect UI was to build it on the character creation UI, because it’s one that the players already understand. They put a lot of effort into showing errors, having tooltips, and having in-game tutorial text

Playing Architect Content

  • For finding existing content, you can filter on played count, rating, or morality (hero, villain). You can sort on rating, date, or length. It automatically gives you a page with some default filters, but there are also “developer’s choice” and “hall of fame” pages. Finally, you can do a keyword or ID search if you want something specific. Joe mentioned players were advertising their missions via ID number, which actually strikes me as a fairly bad idea.
  • Playing the created missions gives you equal XP to playing normal missions. However you get redeemable “tickets” instead of normal item drops for killing things. (This sounds good to me, because default minion drops in CoH were often lackluster)
  • To “Control the content”, they reward extra story slots for successful authors, allow private player comments creators, and use an automatic language filter for IP and profanity. (I find it interesting that Joe explicitly said the goal was to control content instead of nurture/encourage it)
  • Content flagging works by automatically banning content when it receives a certain number of flags. At that point creators can make changes and re-upload. On a second automatic ban, CSR manually checks the content and either perma-bans the content (so the creator has to start from scratch), or marks the current version as “unbannable” so it stays up until creator edits it. They mentioned they would track “grief voting”, but it didn’t sound more concrete then just making the identity of flaggers known to CSR so they can check for problems. (I’m very curious how this works out)

Feedback on the System

  • When they originally announced the feature, they had some PR/community relations issues. Players didn’t understand the scope of the feature, and they had to go back and put more effort into specifically explaining the limits and capabilities of the system.
  • The hard part of implementing the feature wasn’t writing it from scratch, it was dealing with making a 6 year old game deal with an entirely new concept.
  • To deal with potential exploits, they reduce XP if a mission has NPC helpers. End of mission rewards are based on what you actually did in the mission instead of being flat per mission. The examples made it sound like this was just an extra multiplier on kill xp you gained, but it was unclear.
  • One ongoing discussion during development was between “Fun to Play” vs “Fun to Create”. Should they focus on features for the missions, or the UI/process for creating it? This was an ongoing debate, and end result was better due to both sides being represented.
  • They have gotten more content then they expected, and know they need to add “multiple layers” of filtering. That’s being actively worked on.
  • One conceptual difference they didn’t anticipate was that players are not developers. The pipeline was originally designed around working on things and then “shipping” them in final, uneditable form. This has now changed, but took some rethinking.
  • They’ve noticed the existence of a new role for players, a “critic” who looks at existing content and attempts to aggregate it in forms useful to the average player. There is nothing formal built in to the system to encourage/support this, but they’re thinking about it now.

This was a interesting talk from the perspective of seeing how teams can go about adding UGC to an existing product. From the presentation I feel like they’ve done a good job of working through the core features of what is needed for a successful UGC system, but I didn’t see much evidence of learning from the experiences of other teams that have tried previous forms of UGC. This definitely seems like a solid feature for CoH, but I hope it gets the ongoing support it needs to be successful, and doesn’t end up like other highly touted features in the history of CoH development.

Posted in Game Development, GDC 2009 | Tagged: , , , | 2 Comments »

GDC09: The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT

Posted by Ben Zeigler on March 30, 2009

Here are my notes for the GDC Session “The Cruise Director of AZEROTH” presented by Jeffrey Kaplan from Blizzard. The first segment was thoughts on the quest design in World of Warcraft, and the rest was about specific mistakes the quest team felt they made in the original WoW. There was a lot of interesting and relevant info packed into a nice digestable lecture:

Directed Gameplay in World of Warcraft

  • The goal of directed gameplay in the design of WoW was to improve immersion within the context of an open-world design.
  • Directed gameplay can be achievements (750 in WoW, according to Jeff “Some just suck”), UI via tutorials or navigation information, and Quests, which are the primary source of directed gameplay in WoW.
  • Players of WoW complete 16.6 Million quests per day, and 8.5 Billion between June 2007 and March 2009.

Original Design of WoW Quests

  • The original design of WoW was to be content driven, with the flavor of an open world. Original goal was to have 600 quests at launch, to compete with Everquest’s 1200 (which included the first few expansions).
  • Then in internal Alpha, Blizzard employees said (according to Jeff) “What the Fuck” about the number of quests, and they eventually had to scale up to 2600 quests at launch, 5300 through Burning Crusade, and 7650 today.
  • A big goal was to improve quest accessibility. This came through in putting ! above quest givers (which pissed off the hardcore, who thought finding quest givers was “gameplay”),  integrating a quest log, orienting the log to give “cliff notes” for the player, and showing the rewards ahead of time.
  • Players should never have to try and discover the core game experience. When people can’t figure out what to do, they get bored and quit.
  • Showing the rewards ended up not being that important, because players learned to trust the developers: Quests in WoW were by design the “smart” way to play, and players felt safe knowing they could trust they would be playing efficiently

Mistakes in WoW Quest Design

  • The “Christmas Tree Effect” of giving too many quest givers was determined to be bad. They now give you a max of 7 available quests. He feels this discouraged players from reading quest text and getting involved in the world’s fiction. (My view is that it’s a lost cause to get players to care about the fiction of non-custom quests, and personally enjoy trying to optimize my questing)
  • “Too Long, didn’t read”. If the text is too long then NO ONE will read it, even people who want to. WoW quest text has a hard limit of 511 characters, and they have to fight for it when designers and programmers want to increase it.
  • Medium Envy. Quests that try to hard to mimic other mediums (film, books) tend to not work out too well.
  • Mystery in quest objectives. In today’s world there is no way to effectively do mystery for quest mechanics. Players will figure it out anyway, but they’ll just get irritated if the developer forces them to check a FAQ. Put the mystery in the fiction, but NEVER so players don’t know what they can do next.
  • Poorly paced quest chains. There is one 14-level quest chain in WoW that is way too long. This makes players lose trust in the designers and think too much about how the quest was designed.
  • Gimmick quests without polish. You should direct players towards the fun that is your core mechanic, not waste time half-assing bizarre vehicle missions (I would argue that in certain cases it can be good to distract players from your core mechanic)
  • Bad flow in a zone. If you give quest chains that are too deep, or are too uniform in objective, the zone starts to feel boring and players quit. The WoW quest team now explicitly graphs out mission flow for a zone, and uses that to evaluate how fun a zone might be.

Specific Collection Quest Mistakes

  • Creature density issues (too few, too many, hard to find, large travel distance). If it’s hard to GET to a quest objective, that has to be factored into the balance or players will be irritated and distrust the developer.
  • If you have a collection quest that takes too many items or types of items (that irritating 19 part quest in Stranglethorn), it screws the players by confusing them and using up valuable backpack space.
  • “Why collect THAT?” There has to be a reason you are collecting things. If you’re collecting “gnoll paws”, why doesn’t one always drop after a kill? Why don’t 4 drop? Why isn’t it just a kill task in the first place? Collection quests need to have some logical payoff, such as being combined into a potion that you give to someone.
  • WoW has a standardized collection quest drop rate of 35%. This leads to good and bad streaks, so in Lich they changed it to a progressive percentage, where it gets more likely to drop if you haven’t gotten one in a while. This removes bad AND good streaks, so they had to raise the drop rate to 45% or so to match with player perception. (This is a good start, but I think a better study into the actual psychology of drop rates is warranted)

Q&A

  • They have 5 full-time quest designers, as well as help from encounter designers. There were 60 developers on the original WoW team and 140 now, but they can’t really scale the quest team. They prefer a small, manageable team who communicates a lot.
  • They don’t have any sort of magical quest testing setup, other than that each designer must play their own content.
  • The original design of quests encouraged players to travel between zones frequently. Eventually they realized this was a bad idea due to how long the zone travel times are in WoW, and now try to only use breadcrumbs to leave zones when it makes sense. (This still needs a lot of work, especially in early zones)

One take away for me was that Jeff kept talking about how important it was to go back and fix up old, badly designed quests, but that CLEARLY has not happened to any significant extent. They know the problems, but even a company like Blizzard appears to enjoy making new stuff much more than fixing old broken stuff. I’ve been thinking that this is just an inherent bias built into creative people, and I don’t know the right way to combat it. Other than that, the talk did a good job of getting across some of the specific design decisions of World of Warcraft, and did it in a way that was clearly targeted at devs instead of fanboys. Despite seeming a bit nervous on stage, Jeff gave a great presentation.

Posted in Game Development, GDC 2009 | Tagged: , , | 4 Comments »

 
Follow

Get every new post delivered to your Inbox.