Double Buffered

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

Archive for July, 2010

Everquest 2 is going to be Free to Play! Sorta! Maybe?

Posted by Ben Zeigler on July 30, 2010

SOE recently announced their free to play “option” for Everquest 2, confusingly named “Everquest 2 Extended“. We’ve seen via D&D Online that a Free to Play/subscription hybrid can work within the premium fantasy MMORPG realm, so I was initially excited because I assumed SOE would follow Turbine’s lead. Then I actually started reading the 37-question FAQ (already a bad sign), and my hopes quickly fell. SOE has managed to produce the single most confusing game-purchasing system in the history of the world.

Let’s first take a look at the “Membership Matrix” chart that is trying it’s hardest to summarize tons of information. We can compare it to the same chart at DDO’s site for their membership levels.  Here are the 4 membership levels of the F2P version of EQ2:

  • “Bronze” is the free level, fine so far. This is your typical free level of service that is comparable to DDO’s “free” level. You start with 3 character slots, but cannot purchase more a la carte. You can’t have more than 5 gold/character level. You can get to level 80, but cannot equip high quality weapons or spells. You cannot use most chat commands or send any mail. DDO has a few restrictions on free accounts using chat and auction but these are largely to avoid spamming problems. Bronze players can only have 20 quests active which is probably for database reasons but just comes across as spiteful to the average player. A Bronze player has an experience that is significantly inferior to a current subscriber, even if they were willing to pay for those benefits a la carte.
  • “Silver” is a level that can be purchased once, at a cost of $10. This is vaguely similar to the “Premium” level of DDO, but the big difference is that Premium happens as an automatic upgrade with any purchase. Silver is basically “Less crappy free”. You still can’t equip the highest level of spells, but you can do a bit better. You still don’t get unlimited gold storage, but your limit is 4x higher. You get one extra character slot but still can’t buy any more. You still can’t send mail even though you are obviously not a gold spammer. You can now have 40 quests active, but not the full 75. This level is extremely confusing. You’re better than a bronze player, but still objectively nerfed in terms of game balance and functionality compared to a subscription player.
  • “Gold” is the $15/month level, which is comparable to the VIP subscription level of DDO. You’re finally a “real” player in that you have access to all the game’s spells and equipment. However,  a gold subscription does not include all of the game’s content! For $15/month you get customer support, 4 character slots, some classes (still only 4 races), and various upgrades to storable items. But compared to a “proper” EQ2 subscription player you lose out on many races and gain no benefits.
  • Finally we have the “Platinum” level which is the most superflous. First it appears the only way to become platinum is to pay by the year and not by the month, so it’s not a new tier as much as it is a different way of paying. For your $200/year ($20/year more than Gold, so Platinum costs 10% ish more), you get access to a bundled expansion pack, 3 character slots, and a point stipend. Why does this level exist at all, other than just as a “yearly subscription” version of Gold?

With those 4 tiers we have 4 entirely different ways of game acquisition, with a bewildering array (11 by my count) of transitions. Let’s say you buy a Gold subscription, let it lapse, and go back to a Bronze one. You’re now worse off than someone who paid $10 once for a Silver level membership. Or let’s say you move from Platinum to Gold because you don’t want to pay yearly. You now lose access to that expansion content and can’t access your level 85 character despite still paying $15/month. There are 5 different ways to downgrade the service level of an existing account, all of which are tricky and will almost certainly lead to horrible bugs. Contrast this with DDO, which has 3 tiers but only 3 transitions: Free to Premium when you buy anything at all (which is never reversed), Premium to VIP (which can be combined with previous one, as buying a subscription permanently marks your account as premium), and one downgrade path from VIP to Premium. This was already complicated to work out but is significantly simpler than the EQ2 system.

Now, what I’ve described so far isn’t even the most confusing part of the whole thing! The absolutely stupidest thing is that this whole 4 tier system coexists with the current $15/month subscription to EQ2 proper. That’s right there will be 2 completely different, unconnected ways to pay $15/month to play the EQ2 content.  They claim to wish to continue supporting traditional EQ2 for the long term so this may be the case for years to come. Let’s say you have friends on both, you’d need to pay $30/month or pick up a Station pass. Oh, and if you want to move over to the extended server from the current server? You need to pay a $35 transfer fee per character. Whatever the result, the existing subscriber base will fragment, with some of them moving to the extended servers and some staying put. The game will be less fun.

In conclusion, this is a very poorly designed system that is obviously the result of hundreds of hours of negotiations at the corporate level. It makes absolutely no sense. Someone at SOE felt they absolutely had to keep EQ2′s current model alive, and someone else decided that SOE needed a F2P version. So they did both. They’ve lost sight of what the actual goal is of making a free to play game: low barrier to entry. DDO works because the existing players were able to convince their friends to try out the free version so they could play together. Those new players would then start buying microtransactions and maybe pick up a VIP subscription (total subscription numbers went up for DDO). With the EQ2 system, if I have a subscription and want to get my friend to play I have to jump through tons of hoops. I have to pay $35 to transfer my character to the free server, I have to pay an additional $15/month to get the same access I had before (and possibly maintaining my $15/month on EQ2 if I have a guild there), and I have to explain the “free” system to my friend. That friend won’t be able to buy new slots or features a la carte if they want to get into the high end play. So, they’ll stare at that membership matrix for a few minutes, say “screw it” and go play something that makes sense.

Posted in Game Design, Game Development, MMO Design | Tagged: , , , , | 2 Comments »

The Game Development Stack Exchange Is Open For Business

Posted by Ben Zeigler on July 26, 2010

If you’ve never heard of StackOverflow, it’s a very popular site for programming-related Q&A site, which has largely replaced the sleazy expert-sex-change.com, due to a hugely superior interface and community features. If you ever need to know anything about programming, that’s the place to go.

Well, the guys who run it have been expanding into other areas, and one of the newest ones is the Game Development StackExchange site, which is currently in Open Beta (snazzy name to come at a later date). I’ve had a bit of free time lately so I’ve been trying to help out over there, and it’s been a pretty rewarding experience. It’s up to more than a thousand active users and is growing every day, with already quite a few interesting questions:

But, there are still tons of unexplored areas, so if you have any questions about game development, be it programming, design, art, production, or marketing come over to the Game Development StackExchange and let a community of experts answer it for you. And hey, if you like answering questions and giving advice there’s no better place.

Posted in Game Development | Tagged: , | 1 Comment »

5 Years Is A Long Time

Posted by Ben Zeigler on July 21, 2010

5 Years and 1 month ago I entered the gaming industry. Right out of college Cryptic Studios took a huge chance and hired me. Luckily it worked out, and Cryptic has always been a great place to get started in the industry. I had some awesome mentors during my first year there, and the working conditions were uniformly excellent throughout. For the first few years I had an absolutely perfect job. But after 5 years my passion for the job has completely faded and for my own happiness it’s time to move on. Officially as of last Friday, I have resigned from my position as a Lead Programmer at Cryptic Studios. I am doing this largely for personal reasons. Cryptic is still an awesome studio to work for and has many exciting projects in the works, but it is no longer the studio for me. I am currently taking a few months off to focus on my personal life (travelling to mainland Europe for the first time) and evaluate all of my future career options. I did not make this choice lightly, but I feel strongly that it is the right one at this point in time.

Reading the thoughts of Manveer Heir and Clint Hocking has helped me to clarify my own. If I was personally motivated by financial interests or quality of working conditions I would have absolutely no reason to quit, as Cryptic has treated me very well. But I am motivated by 2 things: the opportunity to solve interesting problems, and the satisfaction of seeing my work appreciated and enjoyed by others. If I can’t get those out of my life, I am objectively not a happy person.

Halcyon Days Gone By

During my first year I was dropped directly into the fire, working hard to get City of Villains shipped on time. For a kid right out of college this was an exhilarating thrill, and I was more than happy to work some overtime to help craft a great game. The final product had a few issues, but overall I was very proud of what we had accomplished in a short period of time. During this time I volunteered to fix a few tricky database corruption issues and I somehow got stuck with maintaining the database despite not having any official training. But hey, it was a new challenge and I took to it, reading up on the intricacies of MSSQL and database transaction theory. Despite being hired as a gameplay programmer, I started diving into the deeply technical infrastructure systems and learned more by the minute. Problems to solve abounded, and I could check the forums every day to see the real improvements I was bringing to players.

Going into my second year, the software team had some high ambitions. Coming off the largely successful launch of City of Villains the focus turned towards future projects, and that meant some extensive changes to the server infrastructure. The server team as a whole decided that a new system based on an Object Database would make the most sense, and because I was too inexperienced to know how hard it was I signed up to construct a database from scratch. It turns out it actually IS possible to construct a database from scratch, and I spent the next year and a half doing exactly that. Here was my chance to really make an impact, and build a critical component that would be at the center of an entire community of users. Despite the naysayers I can report that the Object Database has held up just fine under load from tens of thousands of active players at once. I was solving a deeply interesting technical problem, and I knew my work would enable new experiences (dealing with larger per-shard concurrency) that were otherwise impossible.

Heading into year 3 I started to get tired of the whole database thing. I hadn’t entered the games industry to write game-agnostic infrastructure code. I could have worked at Oracle for better pay and less satisfaction if I was going to do that! My interest in game design is after all why this site exists in the first place. By this time I’d proven my technical chops so I was able to spend half of my time being the principal gameplay programming on a new project. This was REALLY what I wanted to do! Work directly with designers to make a truly great game! It was a stressful but rewarding experience, trying out new gameplay prototypes, learning to manage the expectations of your teammates and superiors, and dealing with horrible game-destroying fires whenever they came up. I was learning how to actually design a game, and I could see the fruits of my labor every week during our playtests.

Sorry, That Was Pretentious

But then things started to go wrong. A newly acquired project delayed my project’s release window. The project’s thematic vision shifted while maintaining most of the same personnel. And then it shifted a second time, with commensurate delays. Eventually I was the only team member left from the original incarnation, and I had spent 3 straight years working on the “third unannounced project”. During those 3 years I had implemented several different combat systems from scratch, sat through hundreds of meetings, and fixed thousands of issues created by the rest of the company forgetting my project existed. This is all while I was spending the other half of my time maintaining and optimizing back end functionality that was about to ship in 2 commercial titles. I was spending more time fixing the same broken sink over and over than solving interesting problems, and I was increasingly skeptical of my gameplay work ever seeing the light of day. I wasn’t happy but I figured that was because I was so stressed out all the time.

Over the last year I made a conscious effort to try and achieve a better work-life balance, and I did a better job of delegating to some of the newer, very talented programmers. I worked hard at my collaboration skills and really focused on my primary game project. But over time something curious happened: as the adrenaline high wore off I realized I hadn’t actually enjoyed work for the last 2 years. What kept me going through the day was the sense of obligation I felt to the company, and my refusal to slack off and release poor quality work. But a huge chunk of my high-quality work had been completely trashed due to company reorganizations and personnel switches, and there were no interesting technical problems left to solve within the the constraints of the organization. As ties of obligation loosened I realized that the structure of the company itself was keeping me from doing my best quality work. Issues that were minor and ignorable 5 years ago were now highly irritating and galling. After spending copious time attempting and failing to “fix” the company’s issues, It was time for me to “fix” my own personal issue of working a job I hated.

Creative Differences

5 years is a long time for any creative collaboration. I consider myself to be a creative person, and I also consider myself to be a slightly odd person. It turns out these are very related, and every truly creative person I’ve worked with has had a variety of personality quirks that can either be interpreted as endearing or highly irritating. The Beatles managed to go a whole decade, but only by constantly switching up the dynamics through reinvention. Hollywood movies are made on a contract basis over 2-3 years, which I think has more to do with the creative process than it does labor politics. Some of the best game ideas I have been involved with have come directly from spirited and slightly emotional arguments. Eventually the emotional weight of those arguments adds up. When a band breaks up over “creative differences” you can bet they’ve had those same creative differences for years. What has changed is that the level of resentment and anger over those differences has finally boiled over.

So I guess what I’m saying is: it’s time for me to leave the band. You guys can probably find a bass player who fits in a bit better and I want to explore a few more exotic styles of music. But thanks for the years of great memories and maybe down the line we can get together for a reunion tour. Until then I’m really looking forward to hearing that new CD you guys are working on, although I kinda wonder how much of my bass part will be in the mix by the time it comes out. I’m proud of what I put together, and you guys are welcome over any time to share a few beers.

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

Blizzard Does Not Understand The Internet

Posted by Ben Zeigler on July 6, 2010

Yesterday, Blizzard posted a notice explaining changes to their official forums. Basically, for 99% of users you are going to have to prominently display your legally given name on all forum posts you make. With no way to opt out. Now, people have theorized that this is Blizzard’s plan to drive everyone out of their official forums, but I’m going to give them the benefit of the doubt and assume they mean well. However, this is a bad idea for several reasons. Lum over at Broken Toys gives a good summary, but I want to break out a few specific points:

  • Using real names is completely unnecessary to get what they want. As I’ve discussed before, and illustrated across the entire internet, consequences-free internet chat has huge social issues. Without any sort of accountability or reputation, trolling will be omnipresent and eternal. But, there are many solutions to this problem that do NOT involve disclosing your private name. For instance, Metafilter and SomethingAwful charge a small fee to create new accounts, which discourages the creation of sock puppet/smurf accounts that are used for trolling. In the MMO space, you can do the same by forcing each player to use a player-settable “account name” for all their forum posting and characters. This forces accountability because players can connect your forum identity to your in-game identity but does not expose personal information.
  • The interaction of this system and minors is confusing and full of legal pitfalls. There are strict laws against revealing certain personal information about minors online, so this system will either ban minors entirely or allow them to be completely anonymous. As minors are undoubtedly causing many of the social issues they wish to solve, a reputation metric that does not expose personal information would be far superior.
  • Either this system will be easily spoofable, or will be incredibly complicated. This is because the idea of “real name” is a contentious one, and in fact several of my close friends go by names other than their legal name in personal correspondence. If they’re forced to use their legal name that would make them extremely uncomfortable, and it gets very tricky when it comes to gender and family identity issues. If players are not forced to use their legal name, I don’t see what is stopping the trolls from picking obviously fake names while the honest players get stuck revealing private information.
  • This will have a chilling effect on the participation of females and members of non-american origin. Many comments I’ve read from female players of World of Warcraft are extremely negative towards this idea, as they are already extremely concerned with harassment. Perceived gender is a huge deal in the MMO space, and these female voices will simply stop contributing. Similarly, if a player was forced to use an obviously-Muslim name in forum correspondence one can see how that might discourage them from contributing at all.
  • This can have very bad consequences for players with rare or semi-rare names. John Smith is totally safe (although it will be very confusing when there are 3 John Smiths in the same thread) but if your name is more unique there are two distinct possibilities: Firstly, say that you do post in a WoW thread and say something relatively innocuous but upsetting to another player. That player could then use this information to contact your employer or spouse and report that you have been playing games, which in certain areas can significantly affect your reputation. Even worse, if someone that shares a name with you has been posting actively abusive posts, their posts could be erroneously assigned to your real-life identity and lead to stalking or worse.
  • 4chan /b/: Imagine the possibilities.

Real world, legal name is not the right solution to this problem. If I had to post on a gaming forum as “Ben Zeigler” I simply wouldn’t post. It’s not that it’s very difficult to google the connection between my common internet handle and my legal name, it’s just that in the context of online forums, JZig is my actual identity. It’s a real identity because it is shared across many sites and has a shared reputation. It turns out when it comes to identity, the internet can do a better job of it than our parents and governments and Blizzard is going to alienate a huge number of individuals from their community and as a consequence their game.

Posted in Game Culture, Game Design | Tagged: , , , | 6 Comments »

 
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