By Edge Staff
March 27, 2009
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“We need to stop writing fucking books in our games because there are lots of better books out there."
With over 11.5 million subscribers worldwide, Blizzard's World of Warcraft is perhaps gamings' biggest success story today.
But it's not perfect.
Blizzard lead designer Jeffrey Kaplan, who was director on WoW and is currently working on an unannounced Blizzard MMO, described mistakes in WoW that Blizzard hopes to fix. In his GDC session titled, "Directed Gameplay Within World of Warcraft," he recounted the mistakes in WoW, specifically related to quest design.
The Christmas Tree Effect: This is when a player shows up to a new quest hub, and his or her mini-map is lit up like a Christmas tree with new quest opportunities. When a designer dumps so many quests on a player, it may appear that he's giving a gamer more options in an open world. But gamers can easily lose direction and a sense of purpose. Some direction from the designer is needed. "We’ve lost control of designers to guide the player to a really fun experience," Kaplan says.
A variant of the Christmas Tree Effect involves a quest giver that has too many quests to offer. Players just end up vacuuming up the quests with little thought.
"Too Long, Didn't Read": That quote comes from a WoW forum post referring to quests that are too lengthy in their descriptions. “It’s great to limit people on how much pure text that they can force on the player," Kaplan says. Blizzard's quest editor limits the amount of characters to 511.
On a related note is what Kaplan calls "Medium Envy," which describes when long-winded videogame writing appears to want to be like books or films. “We need to stop writing fucking books in our games because there are lots of better books out there," he finds. He's not against story in games, though. “We need to deliver our story that is uniquely videogame.”
Mystery: Mystery is a bad thing, as it means the player doesn't know what to do. An example of a bad, "mysterious" quest would be, "Something’s wrong in the forest, go figure it out." When players aren't clear on what to do, they become confused, and that provides for a bad game experience.
Poorly-paced quest change: Kaplan described a long WoW quest that is impossible to complete until the player reaches a certain level. For players below that level who are failing at that quest, frustration sets in, which leads them to lose trust in the game's design. This also leads to frustration, and a bad experience.
Gimmick quests without polish: These are quests that are more fun for the game designer than the player. Kaplan described a vehicle quest in WoW. The game's engine isn't really designed for vehicles. If it's only designed as a gimmick, it's probably not really fun for the player.
Bad flow: This occurs in WoW when players are given an inordinate amount of collection quests or kill quests in a row. It gets boring and repetitive. Kaplan laid claim to the design of what he called the worst quest in WoW, The Green Hills of Stranglethorn. Players have to find pages of a manuscript in a jungle by killing enemies who drop the items. Problem is that there are a lot of pages to find, and a very low drop rate. In such quests, players are pulled out of the experience and begin to wonder why exactly they are performing the action.
“You never want the player to think that somebody made the game. Every time they’re thinking, 'Why is this happening?', you have failed.”
Kaplan ended with a little food for thought for GDC attendees: “Every little decision we make as designers has a direct impact on players. It’s not enough for designers just to put stuff in games to see what the player does. We have a constant responsibility that gameplay needs to be fun."
He says that giving gamers a strong sense direction shouldn't be considered dumbing down a game. "This is not over-simplified hand-holding, it’s elegant game design.”
Sande Chen contributed to this report.
WoW needs help with the hub! Quests are hard to follow!
if you need help to find where to go while doing a quest them download Carbonite from WoWMatix
It helped me alot!
WoW messed up by deciding to milk the game for all the $ it's worth. That includes force-feeding players with repetitive content. Wrath of the Lich King was Activision's effort to get in on some of the WoW franchise money.
That is how WoW messed up. Blizzard's reputation.. well, Blizzard no longer has a reputation anymore because they are pwned by Activision now. BTW, Activision is the new evil empire, heir of the slain Electronic Arts. GG Securom (please google 'securom hall of shame' for more details).
I believe there are significantly less WoW players now in 2009, and that the current WoW community is nothing but 2nd generation fanboys. NOTHING but brand new fanboys who don't know squat about anything. The zombie anology is actually a lot more true than you think.
He's so right about "The Green Hills of Stranglethorn" being the worst quest of WoW. Like he says, it's the kind of quest where you begin to realise there's someone behind this game and that the bloody guy what a bit short on imagination, or lazy, or both.
On the other hand, this is a good way to fight addiction ! At least it worked for me, I stopped playing not long after deciding NOT do finish this quest since it was so stupid.
A few weeks ago, Blizzard conveniently sent me a "hey, long time no see, here are 15 days for free". I took the free days and nearly got caught again. What almost got me was the fact that a bunch of new addons like QuestHelper make the game much more accessible for the casual gamer that I've became since. This addon resolve the "Mystery" problem described above, and most of all allow you to get the most fun of the (comparatively) little time you can give to the game. Without this, I would not even have considered playing again...
What made me NOT subscribe is the fact that I planned to take some 15 days of vacation abroad soon after, so I didn't want to waste some time credits by subscribing right then. And now that those vacations are over, I don't feel the need anyone. Unless someone sends me more free days (hint hint) :)
Well it's good they're learning. Obviously WoW didn't 'mess up' nearly as badly as games like Age of Conan or Vanguard, but the difference in quality between the quests in the original game and the quests in the Wrath of the Lich King is immense. LK content is so much better and more fun (the heroin goes in smooooooth).
I'm glad they don't have their head completely in the sand just because they've won the market race so overwhelmingly. Anything can be improved. We have a bad word for people who are afraid to look at their game system of choice critically.
None of these things actually matter though, WoW has millions of subscribers regardless. It comes off as rather smug that the designer would go "hey look we're still self critical! being the biggest MMO ever hasn't made us arrogant at all lol"
This is like sprinkles on a cupcake, I'd rather know more about the recipe of the cupcake itself than this irrelevant information.
What's been listed is tolerable inconveniences that won't make a player leave the game, if anything it highlights how unimportant this is because WoW is so mega popular.
So what actually makes WoW popular? What is the real reason it has 10million+ subscribers?
TOO FUCKING TIME CONSUMING... games are for the players' entertainment, not addiction. get that right or i'll curse WoW as long as i live.
how did they miss that?
I'm actually pretty heartened by the fact that WoW has developers looking at their games critically. It can only mean a better game in the long run.
Brian
www.brianwoods.com
Hmmm... mystery is actually what's lacking in a lot of games these days. It makes even sandbox games feel linear.
Well at least he's honest.
Wow is far from a perfect game, or even a perfect MMO for that matter. In fact, in recent years it really has lost its touch, and I wouldn't even call it a good game anymore. (Which in turn leads to the paradox of MMOs: they want to live on for an eternity using an aging shell.)
At this point, there are those who have no interest in Wow and subsequently don't play it. And then there are those who play it like mind-numbed zombies, accepting whatever shit being fed to them, and accepting all of Blizzard's efforts to make it appear worthwhile. Waiting two months, having nothing to do, just to see another identical dungeon in the next patch. I speak out of own experience in this, luckily I managed to drop that game some time ago.
Wow isn't really a gaming experience anymore; it's a community franchise. A commercial behemoth, surpassing even Pokémon.
To suggest that people who play WOW are mind-numbed zombies is a bit of a sweeping statement, don't you think? WOW isn't for everyone I agree, but it's quite clear that whatever Blizzard have done and are doing, it is providing superior entertainment for 12 million people plus. You can't really dismiss those figures.
It's telling that last year two elaborate efforts to compete in the same market, Age Of Conan and Warhammer Online, both failed to really draw people away from WOW long-term. For such an imperfect game, it's sure taking the industry a hell of a long time to produce anything that comes anywhere near matching it for popularity.
Obviously it's a generalization. And it's aimed at the hardcore Wow players, which constitute at least half of its player basis.
"Superior entertainment" really needs to be scrutinized. The vast majority of said crowd don't enjoy the game like they would enjoy another timeless game like Counter-Strike for example (where you get pick up and play, non-stop action.)
Instead, I look at Wow more like a habit. It's like reading the news paper or going for a walk. Not necessarily boring, but you don't really do it for the sake of entertainment. But unlike Wow, reading the news gives you valuable information, and a stroll gives you fresh air.
Wow gives you nothing. It doesn't make you smarter, it doesn't raise you grades, it doesn't make you healthier. And when it all boils down to it, if it isn't fun or constructive, why even do it?
Because you're used to it (I'd like to call it an addiction, but that would be understating the true meaning of the word.)
You're used to doing the same shit over and over. You're used to logging in, talking to some virtual guy a thousand kilometers from you, and you're used to simply being online. In reality, this habit is wasting your time and money. I'm not gonna bash Blizzard about this, because it should be the parents or the individual coming to this insight themselves. But it's a bit tragic to see how people undervalue time.
Again, this is aimed at the kind of people who spend more time in Wow than they sleep during the average week. And trust me, those are quite many.
This is just the same general criticism that gamers in general recieve from non-gamers - that we are time-wasters, doing something utterly pointless etc.
It's criticism that people generally make from the outside looking in, and in my opinion it's based on jealousy more than anything. 'Somebody is enjoying something and we don't quite get it'.
I actually agree with some of what you say - I think WOW is addictive and can become unhealthy, and I think some players do only play out of habit. But that same criticism applies to many or any games, and many or any hobbies or habits.
Not commenting on your entire post - I've never played WoW - but:
Wow gives you nothing. It doesn't make you smarter, it doesn't raise you grades, it doesn't make you healthier. And when it all boils down to it, if it isn't fun or constructive, why even do it?
Which game does all (or even any) of that? Do you play any games for anything else but fun?
You didn't read what I said properly.
"And when it all boils down to it, if it isn't fun or constructive, why even do it?"
I'm pretty sure people play games for fun, yes.
And then there are those of us who maintain one character, buy the new expansions just to level that character up to the maximum, and stop playing pretty much as soon as that's done.
We might be the dumbest of all. :)