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Asheron's
Call 2 critique
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19 August 2003
by Mike Rozak
A few months ago I purchased my first MMORPG, Asheron's Call 2.
Sadly, I was underwhelmed. It didn't deliver the experience I was
expecting. I tried Anarchy Online, but it was even less interesting. After reading many
other MMORPG reviews, I have concluded that none (yet) deliver on MMORPG's true potential.
Rather than sulk, I decided to write this document to critique
the flaws in AC2, as a representative of MMORPGs in general. This critique gets a bit
negative. I'm not trying to rip into AC2, but point out areas for improvement. AC2 does
lots of things right, but I won't bother to mention them here since this isn't a magazine
review trying to provide an unbiased feel for AC2. It's more of a post-mortem, a technical
term by software companies when they review what went right and what went wrong in a
project.
I am E-mailing this document to a handful of MMORPG companies,
although I suspect most will ignore it.
I'm not in the target market
I wish to point out at the beginning that I don't really fit
the target market for AC2:
- I am not a teenager and haven't been for some time. (If I had
AC2 when I was a teenager I'd be completely enthralled by it.)
- Of the last ten or so games I purchased, the ones I liked best
were Myst III and Morrowind. Neverwinter Nights
was a better experience than Morrowind, but I liked Morrowind better because of what it
was trying to achieve.
- I have been programming computers and designing user interfaces
for many years. I look at games on two levels, one being how fun they are for me, and the
other how well they're designed and programmed. Most people only care about the fun side.
- I live in Australia and use a satellite dish for Internet
connections. As a result my latencies are high (1200 ms for AC2) and I always seem to log
on at times that most North Americans are asleep.
Now that I've clarified my point-of-view, let me proceed with
AC2's analysis:
Boiling it all down
When I approach a problem I like to look at in different ways
so I can get a better grip on the entire problem. One technique for looking at a problem
is to boil it down to its essence. It's the "What are we trying to accomplish
here?" question. For a MMORPG, my answer is this:
MMORPGs are a themed virtual playground for adults (and
teenagers). Instead of swings, merry-go-rounds, and slides, the adults are given
combat, economics, empire building, etc. A playground is also an environment that
encourages socialisation; so too with a MMORPG.
I'll touch on this more later, but if you think about MMORPG as
a playground you'll see that many of their features are actually contrary to a MMORPG's
goal.
User interface
I have been designing user interfaces for years, so I think I'm
good at it. Some people would disagree. My user interfaces tend to create opinions; people
either really like them or really hate them.
The first problem with AC2 user interface is clutter;
it has many different floating windows (map, character stats, inventory, radar, help,
etc.) that not only obscure the scene, but are drawn with cool-looking half-transparent
backgrounds that make reading the small 9-point type difficult to read. I have two
suggestions:
- If there's a second monitor, put all the clutter on the second
monitor and use the primary monitor for just the 3D image. Most people don't have a second
monitor, so this idea really doesn't work.
- Display the 3D image in 16:9 widescreen at the top of the 4:3
screen. Put all the clutter on the bottom of the screen in a divided window. Perhaps even
allow users to control how large the divided area is.
AC2 should use text-to-speech... Sure,
text-to-speech sounds awful. It's a lot better than trying to simultaneously read 9-point
type and fight a monster though. (I am a bit biased since I used to work in the speech
technology group at Microsoft.)
Remove the radar window. I discovered that I
used the radar window a lot. This is actually a problem since it shifted the focus of the
game from being a first person experience to a submarine battle, and ultimately took some
of the fun out of the game. The purpose of the radar window is so that the small
field-of-view from the 3D view doesn't become a frustrating hindrance to game play. One
alternative to the radar might be to display two 3D views, one with a 60 degree field of
view that occupies most of the screen. The other would have a 180 degree field of view
that would allow for peripheral vision without the detail; the 180 degree FOV image could
be immediately below the 60 degree FOV image, and one third the height.
The maps could have been better. AC2 only
provides a global map (with no detail) and a zoomed in map with more detail, but not
enough. Multiple zooms and more detail would greatly improved things. Plus, not having all
the points of interest clearly marked would made exploration more fun.
The in-game help was poor. The web-site help
is much better, but because AC2 can't handle an Alt-Tab to a web browser I can't both play
AC2 and use the internet help. Besides, the in-game help should be a mirror of the HTML
version.
Socialisation
Given that MMORPGs are online and have thousands of players,
one would assume that they would encourage these thousands of players to interact and
entertain one another. This is what merry-go-rounds do, since the more people on a
merry-go-round the more fun it is.
AC2 doesn't seem to go far enough to encourage socialisation,
for a few reasons:
- Not enough player density - Whenever I played
there were usually 350 people per instance of the world. In AC2 the world is fairly large.
This meant that I seldom ran into anyone, and it was even rarer that I'd find someone
trying to complete the same quests as I was. Part of this is because when I'd log on the
rest of the real world would be sleeping, but even when I made an effort to log on a North
American weekend night I'd find only 500 or so people per world. Conversely, if there were
5000 people in a world I'd be complaining it was too dense.
- No player E-mail - E-mail is very common in
MUDs, so I'd expect to find it in AC2. (It may exist, but I never found it.) E-mail is an
excellent way for friendly players to communicate with one another if their paths don't
cross.
- No sense of community - I think AC2 has user
bulletin boards, but the requirement for users to jump out of game to get into the
community is silly. The bulletin boards should somehow be built into the game world. When
I ran a RPG BBS in 1986 I allowed users to write graffiti on the walls, which provided
similar functionality to a bulletin board. Maybe an Asheron's Call Gazette could be
purchased in cities.
- Meeting place required - One feature that might
helped is an electronic dating service, although not for dating. Users could indicate what
quests they were working on and what time they were usually online; some sort of automatic
matching could link up players on the same quests and logging on at the same time. Of
course, this system could be extended further to the player's style of play, real-world
interests, etc.
- Guilds - AC2 had guilds and patrons but I never
joined because I tend to dislike authority figures or belonging to official groups. Since
most MMORPGs are populated by teenagers I had images of 200 battle-crazed teenagers
running around screaming "Kill the piggy!" - a flashback to a novel about a
class of shipwrecked kids I read in high school. Maybe joining a guild would have made the
game better for me.
- Chat - My personal preference would be for
voice chat, not text chat. This may not be technically feasible due to the large data
loads though.
Customising avatars
People like to have characters that look different from the
other players. AC2 does not facilitate this:
- Constantly changing armour - Characters all
wear armour because it saves their lives. The armour, of course, obscures the character's
body. Because characters are always picking up new bits of armour, which inevitably look
different from the last bits, the character's appearance is always changing. Users can use
armour-dying skill to choose a colour, but it seems to be more work than it's worth. I'd
suggest that the armour automatically be dyed when the character puts it on, saving the
player the trivialities. Furthermore, AC2 could follow Hollywood's lead and make helmets
optional since they end up obscuring the move star's face and hair style.
- Extra bits of clothing - It would be good if
characters could wear a cape outside their armour, or a plume on top their helmet,
anything to make them more unique. Maybe even a flag strapped to their back.
- Coats of arms - Even better would be a way
players could upload bitmaps of their own coat-of-arms (or choose one from a list of
thousands) and have the coat-of-arms displayed on their armour.
- More races - AC2 seems to think of character
races (Human, Lugian, and Tumerock) as a way to provide characters with unique abilities.
I think a better use would be to make characters look different; It doesn't really matter
if the races have unique abilities. I recommend at least half a dozen races that are
distinctive even when wearing armour. One MMORPG is going to support centaurs; while this
causes problems when characters have to climb ladders, it's a race that looks a lot
different than the humanoids, and as a result, stands out. I understand why AC2 doesn't
support many races though, every race means lots more modelling.
- Customizable face bitmaps - I'm not sure how
worthwhile this is because faces are not only small, but they're usually covered by
helmets.
The world
AC2's world is huge; I suspect many MMORPG designers assume
that bigger worlds are better. I thought this too, until I played AC2:
- Too big means too empty - Not only does a
larger world mean that player densities are lower, but world designers must spread their
creativity over a much larger area. The result is endless plains of nothing. Morrowind's
designers did a much better job of producing a world; it's smaller, but the scenery
changes as you travel through it, and hidden (aka: not on the map) amongst the scenery are
various quests. Morrowind's world encourages exploration while AC2's world treats the
wilderness as an endless source of monsters to kill.
- Lack of scenery - While I didn't expect AC2's
scenery to be like Riven or Myst III, I expected more than I got. The topography was very
mild (no really tall mountains), the texture maps monotonous (green grass as far as the
eye could see), and the forests sparse or non-existent. I'd at least like a few hidden
valleys with scenic waterfalls.
- Contiguous - One cool feature of AC2 is that
you can walk from one end of the world to the other. This is only cool in theory though.
In reality no one undertakes this arduous task because they have portals to zap them
around. There isn't anything interesting between the portal sites anyway. AC2 could have
been designed as a collection of small worlds connected by portals without any loss of
playability.
- Boring cities - AC2's cities are just places
where large building-looking objects are plopped down. You can't actually walk into the
buildings. You can't purchase anything there. Players don't hang out in them, and there
aren't any NPCs wandering around them. Furthermore, the architecture is uninspired.
Morrowind does a much better job here.
- Lack of villages - AC2 has a few cities, and no
villages anywhere.
- Day and night - AC2's sky changes from day to
night about every hour. This is a nice touch except that night is only a slightly darker
version of the day. You can still see just as far and nothing really changes in the world.
(For example: Nocturnal monsters could come out only at night.) Since nothing really
changes the night feature is pretty much a non-event. I'm not sure if making it an event
would be a good idea either, since if it really did get dark (and dangerous) then many
players would sit their characters around for the duration and complain about wasted time.
The same issues exist for any weather condition.
Combat
One of the toys that players in AC2 have is combat. AC2's
combat, however, is not fun. In previous games where I found combat fun, it has been fun
because of three reasons:
- Strategy - Strategy means that to win the
combat you need to think. Chess is the most extreme example of strategic combat. But even
a RPG like Neverwinter Nights required some strategy on the tougher monsters. Neverwinter
Night's strategy included choice of spells and hiding around corners. In AC2 the scenery
is so sparse that there's no where to duck and hide, and combat so quick (and limited)
that it consists of repeatedly pressing the attack button until either you or the monster
is killed. You do have a choice of what spells to use, but the variety didn't seem
designed with strategy in mind since using the strongest blast spell always seemed to work
best.
- Adrenaline - Adrenaline (for me) only seems to
kick in when combat is infrequent, the outcome is uncertain, and my actions significantly
affect the likelihood of success. As stated above, my perception of combat in AC2 is that
pressing the attack button as fast as possible was the only thing thing that worked, which
means I didn't get an adrenaline rush. This is exacerbated by the large body count in the
game; I just can't get an adrenaline rush when attacked by my 10,000th land shark.
- Hand-eye coordination - Shooters are fun partly
because you need to aim at the enemy to hit it. In AC2 you just clicked on the monster; no
hand-eye coordination is necessary. This is probably for the best though, since the
Internet's transmission lag would make aiming impossible.
Ultimately, combat in AC2 becomes make-work, something you have
to do in order to reach the next level. You try to reach the next level a) because it's
there, and b) because you can't explore further without becoming stronger. Given that
exploration in AC2 isn't too exciting, the purpose of combat is only to increase your
level for the sake of increasing your level.
I have a limited attention span and was bored with this
repetitive pattern by level 5. I did stay with AC2 to level 16 in desperate hope that it
would eventually get interesting, and because I didn't have anything else to play.
Some other annoying aspects of combat are:
- Items as the main method for character advancement
- My character was a bongo-wielding lizard. His combat damage improved as his level went
up. It also improved when he found better versions of bongos. My perception was that the
damage increase was more due to the bongos than my character's level. I didn't like this
because it meant I was constantly in search of slightly better bongos, my weapon being
upgraded about every hour of play. I prefer the system were most of the damage increase is
due to the character's level and only once in a long while is a better weapon found.
- The treasure distribution system. Why are dumb
animals carrying around bongo drums and armour? And why can't I get the sword off an enemy
that was attacking me with a sword? My suspension of disbelief only goes so far. I know
why AC2 distributes treasure in this manner (because there aren't any stores), but I think
better solutions could exist... like providing stores.
- Treasure distribution system - I was similarly
annoyed when scenery items in dungeons couldn't be looted or even examined.
Lack of puzzles
While I like the idea of quests in AC2, I was disappointed that
the quests were ultimately scavenger hunts for one or more items. The obstacles between
your avatar and the item were lots of beasties to kill. That's it.
A few puzzles scattered here and there would have made the
quests more interesting. I suspect that AC2 didn't include puzzles because their solutions
would be posted on the Internet about 30 seconds after the first person solved the puzzle.
Sure, some people would cheat. But most wouldn't. After all, cheats are available for all
adventure games. (Confession: I do use cheats, but only when I've been bashing my head
against a puzzle for hours.)
Lack of NPCs
Many MMORPGs discard NPCs (non-player characters) because they
think that with thousands of real people playing there's not need for NPCs.
This concept extends to shopping: Goods and services are
expected to be player-to-player interactions, not purchases from a NPC at a shop.
I don't think the player-run economy model works...
- When I ran an adventure BBS in 1986 I wrote in a item selling
scheme like E-bay. I thought it was cool; I was creating my own microeconomic. Well,
prices never seemed to stabilise. This could be because I didn't have enough players. An
E-Bay like service might work with 10,000 players, but AC2 doesn't even supply the
feature.
- After playing AC2, I did some reading about Ultimate Online's
history. It seems they've had lots of problems with their virtual economy, either with
inflation or people hoarding all the money.
My suggestion would be:
- Provide shops - This would allow characters to
buy and sell equipment. It would also provide something to do in towns. And more
importantly, you wouldn't need to have land sharks wandering around with bongo drums. (I
wonder who ties the bongo drums to their backs.)
- NPCs to talk to - Provide NPCs in the cities
that players can talk to. They might only be vehicles for doling out the back story, but
they would make the cities more interesting. Morrowind does an excellent job with NPCs,
using them for back-story, quests (as does AC2), buying items, learning skills, and to
fill the cities.
- Faceless locals wandering around - Just have
NPCs walking up and down the city streets doing nothing, just to fill up the streets. If
lots of players are in the city then reduce the number of faceless locals to keep the
polygon count low.
- Fake adventurers - Similarly, the world could
have NPC adventurers running around. They would look like player characters, occasionally
pick a fight with monsters, and might even support an Elisa-like chat. This uncertainty
keeps players guessing about whether an armour-clad human is a NPC or a real person.
Reading some of the transcripts of the Elisa conversation might be good for a laugh too.
Item crafting
Many MMORPGs include an item crafting feature. This allows
characters to make equipment for their own use or to sell. Item crafting is included
because a) it gives players something to do and provides easy-to-create quests, and b)
creates an economy that should (theoretically) make the game more fun.
While I agree with this in theory, it didn't work well for me
in AC2 because:
- To craft an item (such as an improved bongo drum) you need two
or three other items with certain characteristics, like a "Wood rating of 32+"
or a "Steel rating of 16+". This is fine, except I spent 10 minutes looking
through my inventory to see which items had the requisite characteristics. AC2 could have removed
the drudgery by showing me only a list of those items that had the necessary
characteristics.
- Selling items in AC2 is a pain. It needs
something like E-bay where a player can put an item up for bid and forget about it. At the
very least you need to be able to sell to the shops and have them resell to other players.
- What would be really neat is if I could control the
appearance of the items that I make by providing my own texture maps and/or
models for it. Some players would actually enjoy the modelling challenge. It's a lot of
work for the administrators though since they'd need to approve item appearance, and I
suspect transferring the models to everyone's PCs would require too much bandwidth.
Miscellaneous
Asheron's Call 2 appeared in Australian computer stores many
months after the US release. I assumed this was because they were setting up servers in
Australia or SE Asia. They obviously weren't, because my only choice of server was in
North America.
My game experience would have been better if they did have more
local servers:
- Less latency
- More people playing on Australian (or SE Asian) hours
- Players from different cultures - While not
everyone will agree, I think that playing in the same game world with players from
different cultures and languages would be more interesting, even if we couldn't speak the
same language.
Other directions
As I stated earlier, MMORPG are really virtual playgrounds for
adults. AC2 provides the following "toys" for its players: combat, exploration,
and item creation. Other toys could be added: (Many of these ideas are half-baked and
shouldn't be taken too seriously.)
- The meta-game - There's no reason that
characters couldn't walk into a tavern and play a game of cards, chess, or darts with
other players. They could bet game-money or items. Other on-line games have this.
- Jousting - You got horse and lance, why not a
jousting ladder?
- Dragon battles - Ariel combat.
- Sea battles - Much of the game world is empty
sea. If players could purchase ships (for a lot of money) and sail them around there would
be opportunity for trade as well as ship-to-ship battles with ramming and boarding.
- Army battles - Just imagine Age of
Empires superimposed on a MMORPG. Players that get enough wealth or somehow
capture a city could control armies. These armies would march through the world attacking
other player's armies. They wouldn't attack individual player characters since that would
be a bit unfair, but maybe a group of player characters could amass to defend their city
against the invading army of NPCs, at which pointer the NPCs could attack the player
characters. Armies would take several hours to walk between cities, so other players would
have time to organize resistance. (I tried something similar to this with my adventure BBS
but it never worked, probably because everything had to be text in those days.)
- Build your own house/castle - While it would be
nice for players to be able to build their own architecture, this causes a lot of chaos as
quaint little cottages are built in the middle of the evil overlord's domain.
- Sim-city - This might also be interesting. A
player might be elected mayor of a city and would have to manage it over the course of
months. The tax base wouldn't be algorithmically generated though; instead it would be a
small percentage of the player purchases within the city, or maybe a player vote.
- Camped PCs - When a player logs off their
character disappears from the world. What if the character just set up a tent and sat
there? It couldn't be attacked, but other players could "talk" to the camped
player character. Maybe they'd leave messages that the camped player would get when he/she
logged on. Or maybe camped players could build their own conversation tree with answers to
questions like, "What's your favourite music group?". The camped PC would
generate answers from these.
- Henchmen - Many years ago a program named Robot
Wars was sold for the Apple II. Players of the game didn't control the robots directly,
but instead programmed their AI and watched the robots battle it out. Similar games still
exist. This idea, with modifications, could be applied to MMORPG. A player could somehow
acquire NPC "henchmen" and then provide some AI direction for what his henchmen
should do. While I wouldn't expect full programming, the AI could be something as complex
as "Go to town X and buy commodity Y, and then sell it in town Z"... for people
that want to start a trading empire. Or the henchmen could be tasked with defending an
area, or attacking a town and bringing back the loot. Or maybe just run around the world
singing songs of praise for the player's character. The henchmen would continue to act
even when the player logged off. Since many players would use their henchmen for banditry,
it would provide a source for goal-oriented bad guys, instead of bad-guys just wandering
the countryside waiting to be attacked.
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