Dictionary.com defines the type of “wake” I am referring to in the title as:
The track of waves left by a ship or other object moving through the water: The wake of the boat glowed in the darkness.
At this point you are probably wondering what a ship’s wake has to do with MMOs. Well, for that I have to start with how every MMO begins… the Launch.
The launch is pretty much your make or break point for your MMO. What happens here will be the momentum that carries you through your first few months, and then your first year, and finally into sustainability. If you have a bad launch it can be disastrous, as the word-of-mouth about how bad yo ur MMO is will overshadow any great reviews you pull in or how much marketing money you spend. Now that isn’t to say that a bad launch WILL be a disaster, World of Warcraft actually had a terrible launch with tremendous lag for the first few days, and hours-long log-in queues over a month after turning the servers on. EVE Online has also bucked the trend by skewing subscriber numbers upwards as the years go on.
Now one of the things that will happen at launch is you will have Level Racers. These are the players who must reach max-level as soon as possible, not stopping to smell the roses on the way to the top. They will use whatever advantages they can get, which is mostly “knowledge gleaned from playing the beta“. It might not be outright bugs or exploits that Level Racers use, it might just be efficiency gained from playing the same missions over and over again in beta. Although there most likely will be bugs and/or exploits that people are using, and using often, once the game is Live.
You see, in beta it doesn’t matter “how fast” you reach max level. Those characters will get wiped, deleted, exterminated. This means a traditional datamine won’t show large outliers like “this guy got from level 1 to level 50 in just 8 hours online”. That data won’t show up until the servers are switched over to persistent, “live”, mode.
Now in this mode, progress is kept, so there is some weird incentive to level race, since you get to be max-level for a minimal amount of time investment. N0w you can use that bug or exploit over and over, or that one mission that seems to give out just a little better reward than the rest, or that one power that does more damage than it should. And you keep using it, and other people start using it, and suddenly there is a whole pack of Level Racers trying to get to max level as fast as possible.
Then there is Everyone Else. These are the people who didn’t play the beta, or just played it for a couple minutes to see if the game was to their liking. These are the people who are playing because their friends are playing. These are the people who want to experience the content as it was meant to be, by reading the quests and missions. These people are not Level Racers, but they will come to loathe them. Not because the Level Racers reached Max-Level, but because Everyone Else must now endure the Level Racer Wake of Death.
This is the first real balance patch an MMO gets. Now that the exploits are widely-known, and the broken powers are more obvious, the developers can put a handle on things and make sure that the methods that the Level Racers use are reigned in. Now if you were an everyone else, you might find that the power you picked thematically does less damage now than it did, and the reason for it was that the Level Racer was using it in combination with another power to break the game. You never picked that other power, but you got the smack down as much as everyone else. That mission that gave out the Awesome Reward? It now gives out a Mediocre Reward. Unfortunately you didn’t have a chance to play that mission yet, so you get the lesser reward simply for the fact that you played the game slower.
Is it fair? Not in the slightest. Is it necessary? Unfortunately yes. The developer really only has two options. Tone down the methods the Level Racers use or hit the Level Racers directly. They can do both, but most of the time a developer will leave the Racers alone, unless it was REALLY bad what they did. Now the Everyone Else would love to have the chance to use some of the methods and get some of the rewards that the Level Racers did, but in order to maintain the integrity of the game, actions must be taken and balances must be made, otherwise the “Journey” to max-level becomes meaningless. You don’t learn how to play your character and you end up in groups dragging them down because you have too many options that you never took a moment to play around with and train yourself how to use.
Of course there is hidden option number three: just leave it alone forever. I am actually curious as to how this would work out, but all signs and simulations point to disaster.
Now the “when” a Developer should do this is up for debate. If the really bad stuff isn’t until the upper, less tested, levels, then it can wait until the playerbase as a whole starts to approach those levels. If the bad stuff is right at level 1, then you have a tougher decision. This is an area where events of the past year are something that we can learn from. A headstart followed by a balance patch on the official-launch date can earn your company a bad reputation, no matter how needed that patch might have been.
Leaving things alone for a long time might earn you some goodwill with the players, but in the end the developer is harming his own game, and when the balance adjustment gets to a point where it can no longer be ignored, changing it at this point can be seen as a betrayal in the eyes of all the players who were abusing it.
So as an MMO designer I am pointing this phenomenon out so that the next time you the player feel the pinch of a balance adjustment in a brand new game, you can understand where the developer is coming from. We are not doing it to personally destroy your fun and productivity, we are simply trying to maintain the integrity of the game for as many people as possible.
(I do need to give credit to my friend John who actually put a name to the phenomenon that we had experienced over and over as we played new MMO after new MMO, coining the term “Level Racer Wake of Death”).
That is a very interesting phenomenon you pointed out, and it seems something that is a problem specific to big games like MMOs as opposed to smaller games that may or may not be multiplayer.
Exploits in general I agree need to be addressed, but I’m curious as to your personal view on balancing. How hard would it be in an MMO to work something so that the power combination didn’t work as well, but the individual powers could still keep most, if not all of their power?
Also, I personally (with my completely uneducated mind on the going ons in MMOs) have always preferred balancing that upped the weak things, instead of nerfing the strong things. However, MMOs always seem to tend more towards nerfing the strong. Just curious what ramifications doing a power-up for the weaker would have that are solved quicker and more efficiently with nerfing. Assuming you can go into them of course, perhaps something for a different blog entry?
Great post. I have been a level racer and a normal player. I much prefer to be the normal player although level racing can be fun and sometimes rewarding in it’s own way.
Another good article might be on how a developer goes about selecting a power pool for a character. I have played several games where the power selection just didn’t make sense. WoW has so many powers that are so situation specific, I never have got to know them all like I really should. On the other hand when I tried Champions Online during the beta, the beginning levels I felt so restricted because I had only one power and it seemed like it took forever to get out of the starting area so I could level. I ended up quitting because the initial zone took over two hours and I still wasn’t halfway out. WoW throws so many powers at you so fast I really don’t feel like I have learned them before the next batch arrives. Then there is the issue that a good portion of the powers are for dungeon or raid use and it just gets worse.
How many powers does it take to make someone feel strong yet not so many that they are over-whelmed by the choices and options?
Somewhere there is a happy median. Fro myself that seems to be right around twelve. Anymore and I end up with some of them just sitting in the tray and rarely clicking them. Less and I don’t feel that there are enough options. Personally Ii like the power selection process that City of Heroes uses. I have plenty of time to learn each new power and none are tremendously situation specific. by the time I reach max level I know what and when to use each power.
“Of course there is hidden option number three: just leave it alone forever. I am actually curious as to how this would work out, but all signs and simulations point to disaster.”
Having never seen anyone try this method, I have to wonder what really would happen. The most glaring example of power imbalances seem to show up in PvP. But for leveling, I’m not sure how much it would hurt Everyone Else if the Level Racers do their racing.
As an aside, you categorize people into Level Racers(LR) and Everyone Else(EE), but I have to imagine there are other subgroups you could pull out of EE. Has anyone ever done an actual categorization of MMO players (a serious one – I’ve seen several gag classifications)? I’m constantly amazed by what people enjoy in these types of games, even people I’ve known and played with for a while.
I’ve been both the Normal Player and the Level Racer, and I think both types have their benefits /and/ drawbacks.
For me, one of the things that will put me into Level Racer mode, at least for the lower levels of a game, is the “repeat slog factor.” There’s only so many times I want to run through the same low level story arcs, and repeat the same run-run slogs. While I understand the lower levels of a game are designed to learn how the powers function and where one learns how the game is played, it can be very easy to get bored with it and want to get to Less Boring Level sooner rather than later, especially after playing a game for several years. Having said that, it’s also a very fine line trying to determine who is the Normal Player who does level race now and then versus the min/maxer who only goes from level 1 to max level as fast as they can on every single character they create.
One thing that I think would make an interesting article is how a developer determines what is a good progression of powers available to a character in the flow of a game. Not all sets are created equal, and some appear to get their defining powers sooner than other sets.
AL: How hard would it be in an MMO to work something so that the power combination didn’t work as well, but the individual powers could still keep most, if not all of their power?
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It would depend (in part) on how the game was coded, but I could see some places you could weasel such a technique in. In City of Heroes, for example, the “blaster’s” inherent power where each power essentially adds a temporary damage buff for certain powers that follow it. With that tech, you could probably also add a DEBUFF to a particularly powerful combination, if needed.
More often, though, it seems that the problems are more complex than that simple equation. It may be that a certain combination is too effective against a certain foe, and the game allows that particular foe to be “farmed” for too long. For example: In CO, I knew many that would talk about a “farm build” of taking multiple Point-blank-area-of-effect powers. They’d run from slightly-lower-level spawn after spawn, chain the attacks… kill all the non-boss-critters, and move on at a frighteningly fast pace. They were rather useless against the bosses and signature villains, but could level very quickly by just rapidly and mindlessly dispatching the minions. You could address this by tactics like putting the aoe’s on the same recharge timer (each power remains effective, but can’t be used in sequence), requiring more boss kills in your mission specs (missions rewards were the bulk of the XP reward) or several other techniques, but each will still have some impact on the other users.
Also, I personally (with my completely uneducated mind on the going ons in MMOs) have always preferred balancing that upped the weak things, instead of nerfing the strong things.
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A good analogy here would be a table that’s not quite stable. It seems that one leg’s too long. You could cut it down (nerf it) or extend the legs of the other three. It’s more work, but because you believe in upping the weak rather than nerfing the rest, you do it. You notice that now two of the newer legs are off… so you do it again… and again… pretty soon you have one of those new “counter-height” tables…. which are cool, but all your chairs are too low to be used at that table… so do you fix them, too, or just bring the table back down?
If Blaster powers are too favorable, you could easily buff up Defenders, Tanks, Scrappers, and Controllers to their level, but eventually you’ll find that the NPC’s are now too easily farmed and need to decide to take things down a notch (a broad nerf) or revamp the NPC’s (often called by players a “reverse nerf” as it still effectively makes them feel less powerful).
A.L. says:
Also, I personally (with my completely uneducated mind on the going ons in MMOs) have always preferred balancing that upped the weak things, instead of nerfing the strong things. However, MMOs always seem to tend more towards nerfing the strong. Just curious what ramifications doing a power-up for the weaker would have that are solved quicker and more efficiently with nerfing. Assuming you can go into them of course, perhaps something for a different blog entry?
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I could see it as a process that has no end. The ‘Level Racers’ would continue to look for new avenues in which to power/level up, then ‘Everyone Else’ gets a boost to the point where one player can herd an entire map into a dumpster.
It would be entertaining and very silly, for a while. You’d feel über doing it, for a while. Then nothing is a challenge, you get bored, and move on to another game.
That’s one of the main points of balancing, keeping the general players interest.
Mike says:
As an aside, you categorize people into Level Racers(LR) and Everyone Else(EE), but I have to imagine there are other subgroups you could pull out of EE. Has anyone ever done an actual categorization of MMO players (a serious one – I’ve seen several gag classifications)? I’m constantly amazed by what people enjoy in these types of games, even people I’ve known and played with for a while.
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Mike, you might want to check out the first link below. It is based on Richard Bartle’s player types. The second one is the Wikipedia entry for Barttle himself, which also has some good information in it.
http://www.nickyee.com/facets/bartle.html
http://en.wikipedia.org/wiki/Richard_Bartle
Thanks WHTJunior. That’s the start of what I’m talking about, though I’m not sure it goes far enough.
My inspiration for originally asking the question is the 4e DMG/DMG2. Both books go into a great amount of detail discussing the types of players who play D&D, and things to engage those styles of players. It codifies a lot of what I’ve pieced together DMing over the years and adds some vocabulary to it to make it easier to discuss.
The biggest benefit I got from it, however, was being able to acknowledge that one of the players at my table is strictly there for social reasons. It used to annoy and upset me that he wasn’t that interested or focused, but now I just take it in stride and handle things for him as necessary. We’re both much happier as a result.