Sunday 3 June 2012

3DS MMOG Design


Further MMO Research
Okay so I figured the best thing to do would be to talk to people who actually play MMO's as I am not a big MMO player myself. I thought the best thing I could do was to ask them a series of questions on their experiences with MMO's and what keeps them playing and why.

Here are the questions I devised:

In your opinion, what contributes to making good and successful MMO?
What elements of an MMO keeps players wanting to play them?
How do MMO's keep their players entertained?
What do you enjoy most when playing an MMO and why?
Out of all the MMO's you have played, what sort of "tasks/missions/quests" do you find most fun and why?
Do you think a story is important to an MMO?
Is there anything crucial missing from MMO's?

I asked my partner, Ciaran Fallon, as well as our 2 other friends, Jordie Donachie and James Quinn these questions as they are all MMO players. Their answers proved very interesting and helpful when trying to determine the aim of our unique MMO.

Key: Ciaran Fallon Jordie Donachie James Quinn

In your opinion, what contributes to making good and successful MMO?

Ciaran: Building a thriving community of players in a world that appears to be alive whilst providing a deep and interesting character and class building system.

Jordie: The social aspect is the most important part in my opinion, but there needs to be a lot of content to work with as well. Also, great feedback services will go a long way.

James: I feel like a dedicated fan-base, as well as an understanding dedicated development team keep an MMO going. This, as well as a feeling of gradual progression all help the player feel important in the world, amongst their friends who play alongside them.

What elements of an MMO keeps players wanting to play them?

Ciaran: Good looting, good PvP and an endgame.

Jordie: New content and a great support service.

James: I feel like the social side of MMOs keep long-term players interested at the end game content level. Aside from this, again, a feeling of progression from weak to powerful is always satisfying.

How do MMO's keep their players entertained?

Ciaran: They keep their players entertained through updating their content regularly. If they don't, they lose out on players.

Jordie: An immersive storyline with roleplaying aspects which can be used in a socialising way.

James: Frequent patches, expansions, promises of rare loot etc. Levelling is also fun when you're with friends or you have a target you want to meet.

What do you enjoy most when playing an MMO and why? 

Ciaran: Role playing in a world that isn't our own - being someone different and interacting with others as that person.

Jordie: That feeling of defeating a challenging opponent with a group of friends or an entire guild.

James: I enjoy the social element of playing, as well as the more compulsive feeling of achievement you get when you level quickly and your character becomes more powerful. The aesthetic improvements of a powerful character are cool also.

Out of all the MMO's you have played, what sort of "tasks/missions/quests" do you find most fun and why? 

Ciaran: I enjoy dungeons with awesome loot at the end.

Jordie: End bosses with specific strategic solution where you need at least 10 people to defeat him.

James: Missions which deviate from the typical 'farming' style quests are always very fun and interesting to play. World of Warcraft has implicated fun new ways of completing standard boring quests with aimed challenges, funny stories etc.

Do you think a story is important to an MMO? 

Ciaran: I think it is, although it can be hard to concentrate on if you are playing with other people who have already played through it once.

Jordie: Yes, but it's not the most important part. It's a mixture of many things including the story which is important.

James: I think story can make or break an MMO. The announcement of the Mists of Panderia expansion for World of Warcraft was initially lacklustre. Following some research and finding out that the final boss was a key character in the last few expansions, my interest peaked again. This, as well as interesting voice over work as apparent in SWTOR, can keep an otherwise uninteresting experience going for far longer.

Is there anything crucial missing from MMO's?

Ciaran: I think decent and varied gameplay is missing - MMOs seems to be based more on what your character would be able to do as opposed to player skill.

Jordie: The balance of good graphics, brand new and exciting content, socialising, gameplay, support services etc. World of Warcraft suffers in its graphics and the game play on it feels old. New MMO's like APB have good graphics, alright gameplay but bad support services.

James: I feel like player participation isn't particularly active in MMOs, there seems to be a structure that most MMOs adhere to, including the recently announced elder scrolls online. World of Warcraft has set the standard of the most successful MMO, and companies understandably want to replicate this style. I feel that more free thinking in relation to this supposed archetypal, most popular game play of an MMO would be great for the MMO genre. More Action! Less Farming!

From this I plan to go onto create a concept aim for our game. We already had a rough idea of the gameplay and story so from this research I can try to put together a more immersive aim and storyline to our MMO.

Friday 1 June 2012

3DS MMOG Design


Introduction
Our directed study brief is to design and concept an MMO which would run on the Nintendo 3DS. We need to make special and innovative use of the 3D capabilities of the 3DS and create an interesting and unique concept.

I am working in a team of 4 who I have worked with previously so I know we will make an awesome team. They are:

Stacey: http://nerdasaurus-rex.blogspot.co.uk/
Sophie: http://sophiewoollard.blogspot.co.uk/
Olive: http://olivegamesartanddesign.blogspot.co.uk/

We are all artists which we thought might be a problem at first but I was happy to step back and take reins on the research and final documentation of the game design/concept in favour of the girls doing the concept art. We came to a rough conclusion that Sophie would be doing the environments, Olive would be doing characters and Stacey would be in charge of the map design.

My first port of call is to do some basic research into MMO's and what they are all about, what makes them popular and how do they work? We already have a fairly rounded off idea for our game spouting from many different influences but we all agreed that with some basic research into MMO's (as none of us really play them religiously/at all) our idea would be more grounded and contain common aspects of MMO's but also with a high amount of creative and innovative designs.

What is an MMO/MMOG?
from my own knowledge of gaming I know that an MMO/MMOG stands for "massively multiplayer online game". It is a game that is purely online and can consist of hundred and thousands of players at any 1 time, usually through different "servers". Wikipedia gives a well rounded description of an MMO:
"A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world. They are, however, not necessarily games played on personal computers. Most of the newer game consoles, including the PSP, PlayStation 3, Xbox 360, Nintendo DS, Ps vita and Wii can access the Internet and may therefore run MMO games.

MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres."

What are Common Attributes of MMOG's?
Another thing I wanted to research was the gameplay, style and genres of MMO's. As I don't play them myself I am unsure as to how MMO's play out. looking through this Wikipedia page on MMO's they have a deep understanding from the community about how MMO's play and why.  

"There are a number of factors shared by most MMOGs that make them different from other types of games. MMOGs create a persistent universe where the game milieu continues regardless of interaction. Since these games emphasize multiplayer gameplay, many have only basic single-player aspects and the artificial intelligence on the server is primarily designed to support group play. As a result, players cannot "finish" MMOGs in the typical sense of single-player games."

"However single player game play is quite viable, although this may result in the player being unable to experience all content. This is especially the case for content designed for a multiplayer group commonly called a "party" or "raid party" in the case of the largest player groups which are required for the most significant and potentially rewarding play experiences and "boss fights" which are often designed to require multiple players to ensure the creature or NPC is killed."

"Most MMOGs also share other characteristics that make them different from other multiplayer online games. MMOGs host a large number of players in a single game world, and all of those players can interact with each other at any given time. Popular MMOGs might have thousands of players online at any given time, usually on a company owned server."

What Makes an MMOG Fun, Addictive and Entertaining?
The next thing to look into was what actually made an MMO fun? Are there any general factors that go into an MMOG to increase the fun or levels of addictiveness? I found an article online that suggests some of the most commonly used attributes across most MMOG's which increase the entertainment, keep it fun and make the game last longer.


I have noted down the key elements and written my own statement about them.

Levelling: When a player can progress through a story and gain XP (experience points), or their equivalent, it allows them to become stronger, gives them the ability to use new items (such as weaponry, inventory items, more health, better statistics, new combat moves, better armour, new clothes, more character customisation etc). It keeps the game fresh, always giving the player a new goal to play towards.

Farming: I personally don't think farming on any game is particularly fun, perhaps when you're with friends on an MMOG it is but my personal experience of farming has been dull and usually a last resort to achieve a goal. However, the main thing to take from farming when considering how it adds to the fun and addictive side of MMOG's is that the game might have an ingame currency of bank. Farming might allow the player to become richer and richer in return making them want to have the most money they can which would resolve with the player being able to purchase upgrades or new items that others might not be able to afford.

PVP (Player vs. Player): Pretty self explanatory, some players enjoy combat from one real life player to another where no AI (artificial intelligence) is needed. PVP can show a players skill and determine a winner adding more gameplay bonus's.

PVE (Player vs. Environment): I really like this idea in an MMO, it's the idea that a player (or group of players) can go into sections of an environment within the game (a dungeon is a commonly used environment) and do a selection of tasks to "win" the final outcome.

Achievements: These are considered minor extras within a game that rewards the player for doing a separate task. They are very commonly known on consoles such as the PlayStation 3 which rewards players with Trophies for completing specific in game tasks. The Xbox and PC gamers also have achievements which are for the same purpose. They can also be used to determine what a player has achieved throughout the game and used to compare/contrast against other players.

There are other elements that are successful contributors to MMO's which are commonly seen on trailers and gameplay videos. They are:
  • Character customisation
  • Apparel customisation
  • A choice of character "class"
  • Companions
  • Statistics (leader boards, HP/Hit Points/EXP) 
  • Ingame chat
What are the Current "Market Leading" MMOG's?
A selection of videos from the current, market leading and famous MMOG's.
 
World of Warcraft
Blizzard Entertainment, 1994 - present


 
Diablo 3
Blizzard Entertainment, May 15th, 2012

 
 
RIFT
Trion Worlds, March 2011
 
 
 
EVE Online
CCP Games, May 6th, 2003 - present

 

Runescape
Jagex Games Studio, January 4th. 2001 - present


Guild Wars
ArenaNet, April 2005 - August 2007
 
 
 
EverQuest 2
Sony Online Entertainment, November 8th, 2004 
 
 
 
Do MMOG's have Different Genres?
MMO itself is a genre, but can it go deeper than that? I did some research to find out. Here are a list of possible and available MMO genres floating around out there:
  • MMORPG (Massively Multiplayer Online Role Playing Game)
  • Fantasy MMO: World of Warcraft, EverQuest, Runescape.
  • Space MMO: EVE Online, Star Wars The Old Republic, Star Trek Online.
  • Sci-Fi MMO: Anarchy Online, PlanetSide, DarkSpace.
  • Anime MMO: Maple Story, Grand Fantasia, Fly for Fun.
  • Historical MMO: World of Planes, War of Legends, Rise of Empire.
  • Horror MMO: DarkEden, Hellgate, Requiem: Bloodrayne.
  • Real Life MMO: Habbo, CrimeLife 2, Family Guy Online.
  • Sports MMO: Football Superstars, Drift City, Top Speed.