
Convenience Killed the Virtual World — The Lost Art of MMO Friction
I've been writing a multipart MMO design article series and have been posting 1 part per day up on Medium until it is finished. Currently up to part 3.
Currently shows 5 total parts, but I have a lot to say so there will probably be more.
I'll post the first part in full here so you don't have to click out just to read the first part.
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Convenience Killed the Virtual World — The Lost Art of MMO Friction — Part 1: Preface & Fast Travel Sucks — MMO Design
Preface
This will be a massive write-up on MMORPG design, a multi-part series posted daily until it's finished.
Over the last two decades, the Massively Multiplayer Online Roleplaying Game (MMORPG) space has undergone a slow and insidious metamorphosis. What used to be living worlds of community-driven exploration have been reduced to disconnected lobbies full of solo players.
"MMORPGs" of today are largely glorified slot machines, and while I enjoy myself some good gamba, tying it to real cash purchases is a cancerous practice that needs serious reconsideration. Daily log-in checklists and battle passes with credit card swipe advancement have proven to me that the culprit of this degradation isn't a lack of technological advancement, nor a lack of creative vision. The culprit is convenience, and to an equal extent, predatory monetization practices.
This article isn't going to be "about" predatory monetization, but it is a significant symptom of a much larger systemic problem. In the designer's pursuit to smooth over each rough edge and eliminate every moment of downtime, we have catered to the most impatient of player impulses. This article also isn't about MMOs as a third space for socialization, although there is something to be said about that missing as well. Someone else will have to write that article.
AAA game developers have designed away the very friction that gave the virtual worlds the pseudo-janky texture that we fell in love with in the early 2000’s. What this article will cover is why we should be designing friction back into MMOs, intentionally this time, as a design element and gameplay feature. The original title of this article was "An MMO Design Manifesto", but...
Isabelle Ruins Everything (Animal Crossing Parody) — hotdiggedydemon YT
If you are a designer of an MMORPG, this article is written specifically for you. You should read it in full, as the information it contains should be of value to your work. Even if you don't find it of value, you'll get a thorough opinion on the matter that you can form arguments with. At the very least, I've tried to make this wall of text as thought-provoking as it is informative. I can only hope it is as entertaining.
If you are specifically Josh Strife Hayes, I've watched the entire "Worst MMO Ever?" series four times, and have had it playing as background audio many more times than that. You do a much better job of describing how MMOs create social spaces than I ever will.
I am Shawn Fluhr, an author, worldbuilder, and game developer. I go online by SoaringMoon. Not only have I been designing roleplaying video games and tabletop games almost my entire life — 25+ years' worth of practice — I've had at least 20,000 gameplay hours across many MMORPGs and MMO-Lite games. I've played almost everything the industry has to offer, and my favorite games among all of them are what I feel is the consensus opinion: Final Fantasy XIV, World of Warcraft, EVE Online, Star Wars: Galaxies (I also played SWTOR), Old School Runescape, Archeage, Ragnorok, Asheron's Call, Elder Scrolls Online, and my personal favorite Phantasy Star Online which I started playing on Dreamcast and still play on private servers to this day as PSO: Blue Burst.
Muh Friction Bro, It's Gone!
In this new age of MMOs, distance has been entirely eradicated. With a couple of clicks, players are whisked away through automated matchmaking systems into raiding squads in instanced long-form dungeons. Because of their open world's generous size, characters move at breakneck speed. Sometimes they are deposited instantly at the feet of a boss and are skilled up to kill them in seconds; then teleported back to a central hub. They often don't have to run around to collect loot, as it is automatically deposited into their inventory. Their party, if it doesn't disband, re-queues after a run, ready to do it again.
This has turned into a tragedy of expedience. The world a player wants to escape to has ceased to be a world at all. Everything is a menu: friends, locations, items, characters, minigames, shops... In the case of most gacha games, which often have MMO-like components, the game is almost entirely menu, with one major exception. The massive explorable world these games often have. This is one of the reasons they are big money makers, aside from the other two big money makers.
Because I know you're gonna ask, the name of the game is \"Cross Core\".
These expansive worlds serve as backdrops to games which are, in large part, menus. That isn't a bad thing, but there used to be a time when menus supported the game content and occasionally appeared. The philosophy used to be that the only things in front of the player were what was vital to gameplay. With differing opinions as to what is "vital". Cue the obligatory World of Warcraft add-on screenshot.
Halloween Spooky UI Contest — Preach Gaming YT
Here is how this is going to go. I'm going to make a complaint, then I'm going to give suggestions on how I think those complaints should be fixed. The expanse of modern MMOs in fast travel, movement speed, and grouping options is all too convenient for the player. If a player is matchmaking automatically, they aren't getting to know the players on their server; they aren't asking questions, and they aren't meshing with the personality those people might have. Ruining any hope that those players might interact before the start of a party raid.
Once within the raid, fighting a boss, they often don't have time to type in chat. They are moving at a blistering pace with space ninja flippy moves, running without the ability to stop lest they fall behind, pressured by the game itself with a literal objective completion limit timer, and expected to know every secret corridor or puzzle combination and hit it at the right time or sequence. This has been mitigated in games like Destiny 2 with in-game voice chat, but you'll notice that it is a popular and, until recently, successful, live service game. Kind of proving my point.
For games where this isn't the case, I personally don't like the idea of having to be forced to use voice chat in my MMOs. Grouping should occur naturally at hubs, outposts, towns, and dungeon entrances. Places where players are in the same place, at the same time, for the same reason. If the game you are making can get away with it, I'd throw out queuing and matchmaking altogether. They tend to be a source of frustration and make the game look empty when it doesn't work, and when it does, it rarely gets used outside of loop farming a boss for a specific drop or EXP. If your gameplay loop has the endless running of a single dungeon, you need to rethink your design strategy.
Parties should enter instances after communicating and grouping together, and this should happen automatically when entering each new location. Trading one form of slippage, a word I am going to use in place of "lubrication" throughout this write-up, for another. In this case, removing matchmaking in favor of dynamically created instances. The idea being that the MMO world feels full and lively before the content is played, and close-knit and cozy during the action. They should be making friends and inviting guildmates to make treks through gameplay alongside them. If a player wants to play with people, they are social and will want to speak to people. Taking away their opportunities to do that hurts your game.
For players who are playing alone, because there are a lot of those, forcing the player to engage with others isn't how they want to play. We shouldn't tell players how they are allowed to enjoy their time in worlds we create for them. Always give them an option to play alone. This means not requiring raid bosses for specific equipment options.
Fast Travel Sucks
Back in my day, to get to the dungeon I had to walk 15 miles, in the snow, uphill both ways. Games want to remove the space between spaces and get the player right into the action. While this, on first glance, is a trivial, low-hanging fruit optimization of the gameplay experience, it naively removes the world around the player. Should we as developers force the player to walk everywhere? Probably not. However, I've played many games where this is the case; nearly all of them have been made better for it. Giving the option of fast travel shows the player a clear efficiency option in their gameplay, and they are penalized for not using it. Not fast traveling wastes time. You can mitigate this by limiting the number of times a player can fast travel.
If fast travel removes the world the player can experience, the best solution I can come up with here is just not making the player walk as far. This doesn't mean making a smaller world. Teleports, if they exist at all, can be limited to broad categories of area, central hubs, or exploration zones. You skip the parts a player has already explored, providing checkpoints for progress, and bring them directly back to areas that contain content or threat. Diablo and Path of Exile do this with portals, where I am forced to walk through vast swaths of enemies from location to location, but can return to my hub zone that has most of the things I need all in one place.
Another good solution to this is having all of the world's areas branched or linked in a way that navigating through them doesn't cause players with a high level of power to move too far; a fractal structure. The following image is going to do a lot of heavy lifting. It depicts a map of a game world separated into zones by player level. The player levels are 1 through 150, with the level of the node being the max enemy encounter level of that area. Each of the cyan colored nodes does not have to be a single map; they can represent multiple connected maps or linked instances. Nor does it have to be exactly increments of 10; this is just an example.
A nodal network of in-game map areas.—SoaringMoon
You will notice in this map that no node is more than 2 areas of abstraction away from the hub. A player who is level 140 only has to walk through the level 30 encounter area to be near the end game. This does a couple of awesome things for the game.
Firstly, it mingles low-level and high-level players. A high-level player should naturally have to walk through low-level areas to reach destinations valuable to them. Players in the level 20 zone will see level 80 players pass by. Players in the level 10 area will see level 150 players with endgame equipment showing off. These players should look cool, with equipment that can be earned by playing the game, so the level 10 players are excited to get to that endgame. It gives the low-level player a sense of awe at their peer's hard-earned equipment, and communicates, "If you put time into the game, you could be this." This mingling also gives opportunities for player mentorship, when a high-level player walks next to a low-level player who might be struggling or need to ask a question.
Secondly, even though we have created friction by removing fast travel, we have solved the problem of trivializing content. Modern MMOs will often, late in their life, fast-track newly arriving players with an EXP boost or "skip to high-level" ticket. They sometimes even advertise this as a feature, foregoing their development cost and letting the player ignore a large portion of the game's content. With the malformed idea that their game is only the endgame. People who played the game when it first released should be able to respect a new player having to do the same things they had to do. These "level skip tickets" trivialize the amount of work those veteran players had to do. Perceived as "a waste of their time", building resentment.
Level 90 Boost Trailer—World of Warcraft: Warlords of Draenor—IGN
When games don't do this, we instead get boss rush or massive EXP multiplayer quests. Sometimes in the form of limited events, special dungeon tickets, or through monetization. Examples of these EXP acceleration mechanics are Lost Ark's Hall of the Sun, MapleStory's daily bossing gauntlet. Amatsu & Rachel in Ragnorok Online, Heaven-on-High / Eureka Orthos in Final Fantasy XIV, and the one I'm personally most familiar with Towards the Future in Phantasy Star Online which I have looped a number of times in the mid four-figures. While this is the most efficient method of leveling a character in PSO, efficient methods of leveling like this should be adversely targeted during design. If players are doing one thing more than anything else, your game will be perceived as boring and repetitive, because for them it is.
This has been Part 1 of my write-up on MMO design, and more are already posted.
- Part 2: Datamining Sucks & Trash Drops Suck
- Part 3: Stacked Items Suck, Binding Sucks, & Lame Loot Sucks
- Part 4: Progression Limits Suck & Roguelite Mechanics Suck
- Part 5: Conformity Sucks, Efficiency Sucks, & Time Sucks