Guest Post: The death of in-game interaction

WoW's evolution has changed the course of both MMO game design and the landscape of the MMO player base in dramatic ways. By exploring the road most traveled, WoW has led the way from the roots of tabletop pen-and-paper RPGs and early MMO tabletop simulations into MMOs as virtual RPG themeparks.
Despite WoW's fantastic success on many fronts, in its evolution toward catering to the most common, casual style of play, it's removed much of the human interaction that made early MMO experiences special. Today's WoW is slick, seamless and streamlined. There is nothing one player can achieve that another player cannot also relatively easily achieve. Yet while players in today's WoW maintain that this thinly clad, egalitarian experience is "best," in reality, what we see is a continuous striving for distinction free from the confines of the game design itself. The ever-present GearScore sniff test has streamlined the need for player interaction to the point that interaction is barely needed at all.
In fact, it might be this very streamlining that has caused this MMO behemoth to slide away from the real magic of the early MMOs, to become a sanitized gaming experience that only barely acknowledges its need for virtual face-to-face gameplay. I miss the real interaction with my fellow players that speaks to the oldest traditions of what spawned MMOs: tabletop RPGs. I want player interactions to drive the game experience, from raiding to crafting to questing. The biggest villains and heroes of an MMO should be players, not pre-scripted heroes and playerless cut scenes. The next big MMO, I hope, can make this happen.
Player skill interactions
A class- and skill-driven economy One of the things I miss in an MMO is the face-to-face sale of class-specific skills and buffs. It's a level of interaction that fosters community.
Deep crafting While having raiding instances drop the latest and greatest items (as justly they should) is fun, making your own items should be equally rewarding. While I wouldn't remove epix purple dropz entirely, keeping epics truly rare makes them special. A deeper crafting experience would be fostered by rare and dangerous spawn locations. Why can't there be more significant seasonal crafting materials available only during certain times of the calendar cycle? Why can't skilled player services carry equal or greater importance than those of mere NPCs? Why can't players form crafting guilds with factions and intrigues of their own?
Dynamic guild content: Meta-factions
Players: a vital game resource Again, players and player guilds should serve vital functions for the game itself. Meta-guilds in major social hubs (for example, a thieves guild, a mage guild, a blacksmithing guild) provide a framework for faction-specific services and rewards, driven by players and player guilds. A player guild might be associated directly with any of these meta-guild factions, with suitable responsibilities, internal requirements and commensurate rewards. Solo players could participate as individuals. The game developers could control meta-guild relationships within certain parameters: PvE- and PvP-oriented quests, in-game directives, faction-ranked responsibilities for specific players ... (Guild war between the thieves guild and the guild of mages, anyone?) This would allow guild leveling and player factioning to be driven by the players, for the players. Guided by the game developers, this system can generate nearly endless content and offer something that has never been handled well in MMOs: intrigue.
Taking faction deeper with PvP Players become involved in PvP not only by something as simple as flagging for combat but through choices such as which faction they will ally with. It is possible to be a casual adventurer -- but this decision also means opting out of the skullduggery and intrigues some factions might require. (Choose your friends wisely.)
Player-created cities Player-generated, self-sustaining content breathes life into MMO cities. Allowing players to create their own cities tied into the player meta-guild system loosely described above could provide another source of near-limitless content. Players should be able to replicate much of the design content found in the game for their own uses. These areas should be pre-planned in the design of the MMO, and these regions could be instanced.
PvP/PvE interactivity Why must PvE and PvP be completely separate pursuits? I would love to see traditional WoW-style PvE instances that can spark a PvP event in which groups can queue to go head-to-head for better rewards, faction goals and greater experience.
Risk equals reward
Death and taxes Death is meaningless in WoW. Why not bring back that meaning? Make game death its own experience in some cases. Or bring back experience loss or some other meaningful consequence, so that players will strive to avoid death. Death should have gravitas.
Incarceration! As part of the faction system, players who run afoul of their meta-guilds or enemy factions might be placed in a prison instance with other player inmates. Create interactive content in prison. Jailbreaks! Pit-fights! Gambling! Quests -- PvP, PvE and faction-related content! Where are rogues from the guild of thieves supposed to go after getting busted? Perhaps there are rare crafting mats found only in certain prisons (or deep in the pockets of certain prisoners). Perhaps there are rare skills and knowledges that can only be learned from the scurrilous scum who've learned to make prison a lucrative business. Prison is a dire but sometimes rewarding place ... And yeah. There's more death.
Everything counts
Virtual life in Azeroth has become too institutionalized, favoring automated systems over player interaction. As a gaming nerd with a handful of dice and a pencil, I realize now that WoW (which ultimately attempts to simulate pen-and-paper RPGs) has possibly removed the very essence of the multiplayer experience. It's done many things fabulously well, but what I'd like to explore is the interaction between my fellow players within the context of the game. Every mundane activity should be be an opportunity for some sort of interactive experience.
Instead of interactions akin to chatting with the people in line at the next theme ride instance, the next MMO will rely on the human element to keep the possibilities dangerously unknown. I want my next MMO to make me gape in fear and wonder what's behind that door. I want my guildmates to pull my ass out of the fire at the last moment, not save the day by reminding me to stay out of the goo on the floor during phase two. I want to smell the whiff of danger at the entrance of that mineshaft yawning before me. I don't want to find myself yawning at that same mineshaft as I run past ... ever.
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Reader Comments (Page 2 of 8)
Shrike Aug 22nd 2010 6:55PM
3rd :)
Kaphik Aug 22nd 2010 2:19PM
I have to disagree. It's not the fault of Blizzard that there seems to be less interaction between players; it's the fault of a minority of the playerbase. While the trend toward smaller raid groups from 40 man down to 10 may have lessened the impact of big guilds, I think that there is more potential for interaction than ever before.
Back when 40 man raids were the only raid out there, there tended to be big guilds that had players that never got to know more than half of their raid members, much less the entire guild. Shrinking down the size of the raid groups has led to closer ties between players. When cross server battlegrounds came into play, the twinked characters found kindred spirits on other realms that they could interact with through the battleggroup forums, and seeing each other in battleground after battleground.
With the advent of the cross server instances, we now have an opportunity to meet players that we never had been able to play with before. The only thing lacking in the current system is a cross-realm friendslist, a way to stay in contact with other good people and players we get to meet.
The ease in which players can now, and remember this is the END of the expansion cycle, gear up has made pug raids viable on servers they never were before. Yes, there are dozens of horror stories, but for every bad group, there is at least one if not more excellent groups of people who can come together as a team. New friendships can be formed, new alliances mades, guild members recruited, whatever.
While I think you would like more player interaction with the game world, what we see now is a greater chance at player interaction with each other. Since the entire game content can be accessible by more people, there is a greater sense of sharing the game experience. No longer do players not lucky enough to be in the "right place" have to miss out on content. Now that we can all share in the game experience, the chance to expand our community is right in front of us.
We just need to take it.
Chamual Aug 22nd 2010 6:01PM
I don't think the article is about the lack of chance to meet other people, more the fact that there really isn't anything else to do with them other than run dugeons or occasionally quest....
SINisterWyvern Aug 22nd 2010 9:53PM
Can't really interact with people who don't say anything the entire 30 minutes you're in the dungeon
Wynta Aug 23rd 2010 7:16AM
" It's not the fault of Blizzard that there seems to be less interaction between players; it's the fault of a minority of the playerbase"
Apart from, it _is_ the fault of Blizzard, now that you:
1. Can't LFG for group quests. 'Group' quests are now : 'find an 80 to help ' quests. 80's that are hardly likely to 'friend' you to quest with later.
2. Have no reason to say anything other than 'Hi', 'mana' and 'NINJA!' in x-realm PuGs.
3. Can buy any gear you want for gold (aka mum's credit card), thanks to the 2hr trade window.
4. Have no reason to join a raiding guild, due to 3.
5. Have no reason to level crafting professions, now you might as well just farm mats for gold, to help with 3.
6. Have no reason to do any raids apart from the highest ones, since you can get better gear by doing random 5-mans for emblems.
etc, etc.
Basically I'm hoping Cataclysm will change a lot. Until then, my account remains closed.
Brevalaer Aug 22nd 2010 2:20PM
While all of the abovementioned points do make the game more involved (and thus more interesting) for dedicated players, they also make the game less appealing to the now-emergent casual kind of gamer, who are - fortunately or unfortunately, make your pick - much more numerous than ye olde lot of MMO veterans.
Money speaks. And it says "slick, seamless and streamlined is better".
fhatfreddy Aug 22nd 2010 2:57PM
Not to mention that are lot of formerly "hardcore" players are now casual due to changes in circumstances. Marriage, kids, college, etc. can all change gaming habits. It's nice that I can still see endgame content without having to make WoW a part-time, or even a full time job.
michael.dunkerton Aug 22nd 2010 4:57PM
I agree with the general idea of the OP, but I guess this is a rare case where I'd rather have my peanut butter and chocolate separate. I love WoW. I love tabletop. But the more my tabletop becomes like WoW, the less I like it. I suspect the reverse would be true as well.
One game can't answer every desire, and every positive step for immersion and roleplay is a step backwards for smoothness and playability. One could argue that matchmaking systems in FPS' are replacing the good old days when you had to call your buddies on the phone and invite them over to your house. But today, if my friends are there, we can all play Brawl together. If they're not, I can play CoD with random people who I really don't need to know better--I just want to shoot them and be shot by them. This is a case where I'd rather not go back to the old days (especially since for me, the old days consisted of taking turns in Mario Party...my palms hurt from the memory).
Anyway, I'd much rather let WoW become more streamlined and accept that if I want a tabletop experience, I can go play tabletop, since no matter what an online MMO does, it'll never match that exact feel.
ToyChristopher Aug 22nd 2010 2:23PM
Yesterday I ground out some rep in BC heroics with people looking for a healer in trade chat. It was out of the ordinary because I actually chatted with my party mates while we did it.
This article really misses the point by the end though. It's a natural evolution for an mmo to develop a jaded player base as time goes on and I don't think "player created cities" or "making death important."
I think a lot of the changes to the game have made interaction with players easier and more common, especially the random dungeon finder. However, the time commitment to the game makes people want to get the most done in the least amount of time, which doesn't lend itself to friendly interaction.
Jack Mynock Aug 22nd 2010 2:23PM
Give the palyers more control over the game? Have you seen Trade?
More meaningful deaths would just make pugging dungeons a nightmare, not to mention raiding. The content would have to be made easier or the game would be unplayable in its current state. Raid bosses can afford to be harder, the encounters more complex, when the penalty for failure is low. So, by making death more meaningful, you've cheapened the entire endgame.
orlochavez Aug 22nd 2010 2:24PM
The lack of serious penalty for death is what sets WoW apart from other MMOG's. It allows WoW to bring in the large casual player base that makes it a success.
Your other ideas hold merit, especially the ones about crafting and meta-guilds. Remember though - there are specific things that Blizzard leaves out of WoW on purpose so that it doesn't turn into EQ all over again.
briker Aug 22nd 2010 2:27PM
Yeah, all these suggestions have been removed from WoW because they can make for terrible gaming experiences. Only the elite get rewarded, and the casual (the remaining 90 percent) who don't have 15 hours a day to play are left alone to piddle around hoping for scraps. Blizzard has put a lot of thought and effort into what is fun for most people. And then they work to do what they can to satisfy the hardcore. That is why they continue to have 11.5 million players consisently. Other games have tried all the features mentioned above, and where are they? Dead or dying. There is a reason for that.
wutsconflag Aug 22nd 2010 2:59PM
Are you playing the same game I am?
"Only the elite get rewarded" indeed!
Everyone and their brother is decked out in "welfare epics" obtained via badges or PVP, and none of it takes any more skill than staying out of the fire or having enough gold to throw at someone to pull you through some of the "harder" instances or raids. (Seriously, people purchase Ulduar & ICC drakes - or at least the time & effort of people running them to get those achievements - and these are supposed to be things that only your so-called "elite" would have.)
Epics should be something to be proud of, not gimme items for grinding out the same old instance for the tenth time in a row. If there's one thing about Cataclysm that I like, it's that Blizzard is supposedly going to make epics feel special again, like they used to be prior to Burning Crusade (back when the "beginner" raids gave out great blues and some epics, and the only epics outside of raids were crafted or world drop or PVP).
Lets be honest, Blizzard now caters to the lowest common denominator. I'm not saying that that's a bad thing. They want to make as much money as possible, and 5% of the game population seeing all of the content wasn't doing that. Now 95% of the game population can experience nearly all of the content, but the flip side to that is that nothing really feels special any more.
Maybe I'm jaded by playing for five years, and maybe the game has really changed. Take your pick.
RoseClown Aug 22nd 2010 3:14PM
Um, wut? They were talking about the game when it first started: Not how it is now.
Also, not everyone has that shiny pheonix mount. Or Zod's repeating Longbow. Or, you know, -name your super awesome item here-.
'Epic' has just lost the meaning in its title: but the basic jist of it still exists, the items that only the elite/hardcore can get. Think about the Amani warbear. There is still content for the Elite, it just isn't exclusively for the elite.
Oh, and the reasons why epics are so easy to get is because they basically are opening up raiding for fresh 80's faster. If it wasn't for my easy epics, I would be stuck scrounging around as my guild raided. And that isn't fun.
AKA- it's a game. You strive for 80 levels to get your first epic (if you are new), and go through countless hours to get your first tier set. It isn't just about grinding easily, it is about the new players coming in who have MUCH longer to go.
Sunaseni Aug 22nd 2010 3:19PM
I hate this argument that because gear is easily attainable that the game has gone downhill. Who cares if a scrub manages to get full tier? How does that impact your gaming experience? Because that's what's supposed to matter here, the journey, and not what you get out of it. If all you're playing for is epics, what's the point of playing since the next expansion would invalidate all of your effort? And when the game ends, all that time will be wasted.
And the "only the elite get rewarded" was in reference to the suggestions in the article, you dolt. Of course that's not the case now, because that made for a terrible game!
Sleutel Aug 22nd 2010 5:20PM
@wutsconflag:
Congratulations on your LK and Halion hardmode kills!
Oh, wait, what's that? You haven't downed them yet?
Then stop complaining. The ONLY thing that's changed is the markers of the truly elite raiders. Now, instead of the areas of the game that the developers have put the most time into--raids--being accessible only to a tiny percentage of the population, anyone with a minimum of determination can see even the most epic fights on their easier modes. But just because "fully epic'd" isn't something you advertise in your LFG anymore doesn't mean the game is broken--there are still elite fights and rewards for those of us willing to put in the time and effort to achieve them. Meta-achievement drakes, hardmode loot, hardmode boss drop mounts, and hard-kill titles: these are the new equivalent of those pixely bragging rights.
Thearium Aug 22nd 2010 8:06PM
People getting angry about "welfare epics" always makes me laugh. As we have seen higher tiers of content in WotLK, it has become less about the color of the item, and more about the iLvl. For example, in WotLK we have seen:
iLvl 200 epics
iLvl 213 epics
iLvl 219 epics
iLvl 226 epics
iLvl 232 epics
iLvl 239 epics
iLvl 245 epics
iLvl 251 epics
iLvl 258 epics
iLvl 264 epics
iLvl 271 epics
iLvl 277 epics
iLvl 284 epics
Now, that is an enormous variation in the item budgets of epics. One cannot say that an iLvl 232 epic from H FoS/PoS/HoR is anywhere close in power to an iLvl 271 off 10 man H Lich King. In WotLK, we cannot determine the value of gear based on its color, we must consider its iLvl.
For me, I've always said that I will not complain about how gear is "too easy to obtain", until I'm decked out in full iLvl 277 gear (ICC 25 H). Now, you may have full 277, and some 284's sprinkled in there, but seriously... is it worth it to QQ about how other players gear is the same color as yours, when their average iLvl is probably 50 points lower?
Now, if you're really that pissed off, we could always change it so that iLvl 232 gear and lower is colored blue, but does it really make a difference? Or will it just feed your epeen?
QQinsider Aug 23rd 2010 8:25PM
Heh, I've suggested that solution before Thearium. Just make a new color only for epics that come from the final boss of heroic-mode raids.
95% of the people that come on here whining about "wowisezmode" and "welfare epics" won't ever do that, so maybe a different color will get it through their thick skulls that killing LK in 10-man normal with a 30% buff doesn't mean that you beat the game, or are better than other people - you're supposed to be able to do that because that content is entry-level, for everyone to enjoy.
rainxtn Aug 22nd 2010 2:32PM
Not to beat a dead horse here, but xp loss for death is definitely a no-no. Especially when you take into account the griefers who already like to wipe random dungeon groups for fun. Bad enough they waste your time & gold, but giving them the ability to make you lose levels? I can't picture the userbase being happy with the idea.
Arrav Aug 22nd 2010 2:35PM
Player cities are more then likely never going to happen, for the exact same reason player owned houses wouldnt work. there instanced, why would you risk alienating a group from the rest of the player base, let alone mre then one group. it would inevitabbly turn orgrimmar or stormwind into a one horse town (whats that.;... the wind..)
this isnt new blizzard info as it has been stated before
http://forums.worldofwarcraft.com/thread.html?topicId=23279927930&pageNo=1&sid=1#10