Showing posts with label Path of Exile. Show all posts
Showing posts with label Path of Exile. Show all posts

Tuesday, August 27, 2024

Lessons Learned: MyMMORPG and the rule of 10

 In the spirit of "Lessons Learned" week for Blaugust 2024 I want to talk about a blogging lesson I've learned: ideas for serial posts are easier than writing the actual posts.  A prime example is the "MyMMORPG" series I started and, checks notes, wrote one post for.  The idea was to translate my experience playing games into pontificating about the MMORPG I would develop should I ever get the chance.  This should have been easy and I should have hundreds of posts already!  Yet I didn't post about it.  Let's give that single post a buddy using the lessons I've learned from playing MMORPGs for close to 30 years now.

The rule of 10

 I've developed a rule in my head when playing games which I call "the rule of 10." The rule states: as a player, I can manage 10 available actions at any given time. Any more, and I get overwhelmed; any less, and I lose the feeling that I have meaningful choices or control over my outcome. This balance is crucial because it keeps the gameplay engaging without being stressful. When I have too many options, analysis paralysis sets in, making the experience feel chaotic rather than fun. On the flip side, if I have too few choices, the game starts to feel monotonous or overly simplistic, as if I'm just going through the motions without really influencing the world within the game.

This balance is crucial because it keeps the gameplay engaging without being stressful.

 Stress is a major factor for my enjoyment of gaming.  I can't do hardcore PvP or "dragon kill point" raid content anymore because the stress outweighs the possible fun.  Stress is also a compounding factor on players and every player's stress tolerance is different.  An area we can take stress away from a player is by keeping them feeling like they are in control. Limiting actions to 10 or less caps keeps the player in control.

When I have too many options, analysis paralysis sets in, making the experience feel chaotic rather than fun.

  Analysis paralysis is a real problem in games and life in general.   The paralysis quickly leads players to feel like they are losing control.  Even if the "good" options to choose are minimal the fact that there are many more choices to pick from defeats the minimal choice.  We also have to consider the game world itself and in the case of MMORPGs, other players, also are providing input to the player that drive additional choices. All of these contribute to the paralysis.  Limiting actions to 10 or less limits analysis.

On the flip side, if I have too few choices, the game starts to feel monotonous or overly simplistic, as if I'm just going through the motions without really influencing the world within the game.

  Going with too few options makes the game boring.  I can only left/right click so many times or press that same button so many times.  At some point as a player I need to feel like I am in control and just like too many options can cause me to feel like I'm losing control so can too few options.  Players end up feeling "helpless" without the choices to control what is going on around them.

 You may assume that this entire post is just about combat but that couldn't be further from the truth.  The rule of 10 applies to everything.  Crafting, exploration, navigation, traveling, gathering, any action you can think of taking in an MMORPG.  Any of them should have a goal of meeting the rule to strike the balance.  

 A complex crafting recipe with 20 materials and scroll bars to see everything is going to overwhelm players.  Breaking that crafting process into more manageable steps allows us to have more control of each step and reduces stress on the player increasing the chance they don't just give up.

 I also break the rule down further as not all 10 actions need equal weight at any given time.  This helps to further strike that balance we are striving for.  That breakdown is as follows:

  • 5 immediate actions
    • These are the bread and butter actions you take all the time.  In combat in most MMORPGs this would be your "rotation".  In crafting this is adding materials and setting variables.  
  • 4 intermediate actions
    • These are situational actions that are used when the conditions are right.  Too many of these skills and it increases stress and analysis paralysis chance. Four is a good number and gives enough variability to cover multiple situations.
  • 1 limited use "fun" action
    • Often called "ultimate" abilities.  These generally charge up over time and have some neat effect.  It always saddens me that this idea is often limited to combat, but it could be useful any other time.  For example; you are gathering away out in the wilderness and build up an ultimate gathering ability that lets you chop a giant tree down in one full swing.  The goal should be to answer YES to the question "is this fun to use?".

Two game examples where I feel like they get it right:

New World (combat)

5 immediate actions: Left click attack, right click block, 3 weapon abilities

4 intermediate actions: Four consumable slots (potions, etc)

1 fun action: heartrune ability 

Guild Wars 2 (combat)

5 immediate actions: 5 weapon abilities

4 intermediate actions: heal ability + three selected support abilities

1 fun action: the last ability on the hotbar (forget what its called)


 The ultimate goal of the "role of 10" is to make the game approachable for players and ensure that interacting with the game doesn't become a barrier to entry.  Not every game follows this path.  Some games, like Path of Exile, use complexity to target a specific type of player.  That is fine.  However, for MyMMORPG we're sticking with the "rule of 10".

Sunday, March 31, 2024

Day 1: Path of Exile

 The crowd sourced decision was "yes" and I downloaded and installed Path of Exile yesterday.  I scanned through my options and picked the Templar and was off smashing the living dead on another starter beach.

A screenshot from the game Path of Exile showing the starting area and some loot
Starter beach; literally.
 

 Starting out the first thing I noticed was how "slow" the combat felt. I mostly arrived at Path of Exile's doorstep following the very complicated postings of Belghast on his blog Tales of the Aggronaut.  It was fascinating to me the level of complexity building a character in the game offered.  Along with the complex web of the game's skill tree were videos of action packed combat so I expected that to be the experience on starter beach.  Yet it wasn't!

 I don't want to sound like I am knocking the combat but when your head is filled with the idea you are going to be a bowling ball of destruction rolling across the screen it's a little off putting when it feels like an eternity for your avatar to swing their weapon. With that said I get that game's have to start off slow so player's can feel progress. 

 I made it off starter beach and into a shared hub of some sort where ! points lead me to my next quest objectives.  I turned in the starter quests and picked up some new ones.  As is my tradition I clicked through the conversations to get to the "just put it in the quest list on screen" step.  

 Some tutorial prompts directed me to look in my inventory so I got my first look at loot and gear in the game.  I immediately saw why folks call Path of Exile complex.  Even the starter gear I had collected was full of stats and effects.  I was then walked through adding gems to the gear.  These are not your "+1 damage" gems; these are "%4 mana gained when a specific attack is taken while an enemy is in Z state" levels of gems.

 Lastly I leveled up to the point in order to unlock a skill point and I dared myself to open the infamous skill tree.  Like gear, the skill tree is very complex.  It is a lot to look at, even more to grok, and even more to master.  This is the heart of the statement "Path of Exile is not for the feint of heart".  Complexity aside, I only had one skill point to spend and so I spent it on the first node that does more damage.

A screenshot showing how complex Path of Exiles skill tree is
I've got a plan...

  So what is my assessment after one day?  I don't think the game necessarily hooked me.  The complexity does intrigue me, but it also pushes me away.  Do I really want to become invested in another game right now? We'll see.  I'm glad I've given POE a try finally.

Thursday, March 28, 2024