Jimmy Chattin - I make better games.

Wednesday, August 14, 2013

MMOs - A Problem in Creating New Content

The Summary:
Massive Multiplayer Online (MMO) games with an open world have challenges in adding new content in the form of expansions.  An MMO created with an in-game context for revealing new areas, creatures, factions, and even mechanics would solve this.

--- NOTE : There are loose, opinionated deductions in the following article. ---

The Problem:
Many MMOs, especially those with open worlds, have to face a number of challenges when expanding game content: How do we add new things to keep veteran players interested?  Is our expansion not required for players, old and new, to participate in to remain relevant in the game world?  We have this collection of mechanics we would like to tryout before implementing on a global scale; what's the most efficient way to do this?  etc.

The Example:
World of Warcraft with expansions coming after The Burning Crusade release.


The Solution:
To solve the problems of expanding a game's content, a number of factors can play to the advantage of game designers hoping to release new material:

  1. Use visible barriers with a heavy mystery element in the game's lore to hide areas the player cannot go into.  Mists, fogs, and empty expanses work well here.
    1. Why?  A visible cue in the game world will allow gamers to realize that things are  out there, but are unavailable at the moment, without having to delve into game lore.
  2. Keep a central area unchanged throughout the game being live.  Minor alterations can be made for events and quests, but these should be temporary.
    1. Why?  A place grounded in familiarity helps players feel secure and safe.  It also acts as a hub of activity that the game designers can work with.
  3. Reveal content expansions on a regular but temporary basis.  Within the context of the lore, players should know that the world is largely temporary, with exception of a central area.
    1. Why?  Circulating material on a regular basis ensures that players will get refreshing surprises frequently.  Keeping the expansions temporary enforces a player need to be on often, while also rewarding early adopters in giving them unique experiences.
  4. Contextualize why areas, creatures, and even classes/races come and go within the world.  With the setting of the world, game writers are able to give a plausible explanation to these occurrences.
    1. Why?  Players need something to bite onto.  The community will remain strong with vanguard fans keeping-up the passion, but only if the game's sometimes fantastic mechanics and workings can be explained away.
The Sample:
The following are samples of context that could ground the logic of a game world:

  1. The last Oasis in an endless desert of shifting sands gives sanctuary to the heroes that explore the ruins of civilization revealed under the dunes.
    1. Players die if they travel too long in the sandy wastes.  New areas are discovered through moving sand mountains.  The Oasis is stable, allowing players to relax, trade, and socialize.
  2. When the Sea City is visited by ancient ships or travels past forgotten isles, its denizens strikeout to claim their bounty.
    1. Players drown if moving too far from the Sea City.  New areas are passed-by regularly, while more permanent additions can 'dock' with the City.  The environment allows for on-land, underwater, on-ship, and in-air discoveries with the regular cycling of content.
  3. Humanity sacrificed its space flight to survive inside the Space Station, but as pieces of the structure come and go mysteriously, humanity's last and bravest must defend the race.
    1. The lore explains why players cannot leave.  Story also gives reason to why new areas appear while older areas can go or stay.  The conflict of the narrative encourages exploration but leaves room for alien races, multiple classes, and in-game factions.


The Conclusion:
Adding onto an already established MMO world is tough.  However, if the issues of expanding content are addressed by the very nature of the game's context, it can be a breeze to satisfy the community through both reasonable lore and consistent gameplay.  Multiple examples of how executing a nod to DLC and world expanding can be done.

The Inspiration:
Using a contextual solution comes from Bastion, with its rising platforms of floating islands, and Demon's Souls Dark Souls's world covered in mist that recedes from player exploration.

 

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