Number Aesthetics
Every game deals with numbers. Whether its in the code that no one sees, or its nothing more than a arbitrary score, to numbers that have a huge affect on game play in the case of RPG's or RTS's. The right numbers can make or break a game. Outside of their actual affect on game play, the aesthetics of numbers are important too.
Numbers have a visual affect on the mindset of players. While it's easier for programmers to think in terms of 0 and 5, having all your numbers as multiples of these just comes off awkward to players in most games (there are some exceptions though). So, programmers must design their numbers in such a way that they seem "random" across the board. In a game in which numbers reach a sufficiently large number and quantity, it should seem possible that any number could show its face.
In truth however, most of this is completely arbitrary. Balance is often times figured in in the easy 0/5 multiples and then the actual number is somewhere close; it's the rare care case that +/- 1 or two points causes a huge impact in large numbers, it does however, visually please players more .
On the same note, the difference between 10, 100, 1000, 10000, and beyond is also completely arbitrary. Numbers are only important in relation to each other when it comes to games. It does not matter if you hit for 100 or 1,000 if the enemy is correspondingly at 1,000/10,000 hp. You still deal 10% damage. However, larger numbers give a player the feeling of being strong even when it is not the case. Well designed numbers will continue to grow while often times still having the same end result against enemies. This allows the player to think that they are growing stronger and honestly feel it when they hit those bigger and bigger numbers. Designers can compound this feeling by increasing the number of mobs a player has to face w/o increasing the hit points of the actual mob. Being able to kill two, even if its at the same pace you could kill one, is more pleasurable to the player.
In short and to summarize my random thought, numbers are more than just balance. Using them correctly invokes certain feelings within the players. You can create the feelings of struggle, growth, and power through the use of the right numbers. Giving numbers some "randomness" in their appearance also comes off natural and pleases players, while numbers that feel very set, come off as awkward and give players a small note of hesitation.
A blog where I do my best to practice game design and analysis. Mostly used to post ideas and brainstorming and the occasional thoughts I have as I work.
Wednesday, June 27, 2012
Tuesday, June 19, 2012
Designing Endgame Content in the Diablo Universe - Part 2 of 2
Designing
Endgame Content in the Diablo Universe
In this post, I will first be taking
a look at what is considered to be endgame content by the majority of Diablo
players versus what the developers have seemingly designed as Diabo 3's current
endgame content, and why the two do not coiencede with eachother. After that I will dicussing various game
design factors that are limiting to the end game content and then moving on to
design choices that promote end game content and the longevity of Diablo
3. Finally I will be speculating on
redesigning Diablo 3's end content and showing ways in which future content
could be created without negatively influencing any current or future content.
Diablo
Fan's Endgame Content - It's Over Nine Thousand!!!!!!
For the majority of Diablo players
and for 99.9% of the diehard fans the endgame content of any Diablo game is not
defeating the hardest boss, or clearing the story on the hardest
difficulty. The endgame goal of players
is all about the power, the gear, creating the strongest, most perfect
character possible and resting smugly knowing that yours is better than
everyone else's. That drive to
perfection, to create the ultimate min/maxed character is what kept Diablo 2
alive for years and years. It’s what
kept players farming for endless hours and it is what made that farming
fun. Getting that peice of gear that was
even just +1 stat closer to perfection made all the difference in the world to
hardcore Diablo players while getting a legendary at all was what caused the
more casual crowd to get excited. Gear,
was the true endgame content for Diablo players.
What
Seems to Be Diablo 3's Endgame Content - Moar Numbers = Moar Content
Currently in Diablo 3, it seems that
the developers have intened for Inferno difficulty to be the endgame content of
the game. At a single player pace, the
difficulty of it lends itself to taking the average player weeks, maybe even
months of farming to make it through a few hours worth of content. The developers want you to be playing their
game for a long period of time to be able to see all of the work and content
(beautiful content in my opinion) that they have dedicated so much of their
time to and to enjoy your time spent doing so.
In the case of Diablo 3, their solution to this was the Inferno
difficulty and they tuned the numbers (and only the numbers) as such to be the
endgame content of their game, lasting for a long while.
Player
Desires Conflictig with Designer's Goals - PvD
From the designer stand point, the
endgame begins when players hit level 60 and the endgame content is
Inferno. From the player standpoint, the
endgame begins when they are able to start making thier character as powerful
as can be and the content for that is gear, specifically the being able to
obtain the best gear possible. See the
conflict? The game designers want
players to beat something while players want to be able to create something.
There is nothing wrong with different goals; sometimes they even happen to fall
in sync with each other creating a better experience all around, so what went
wrong with Diablo 3? The difficulty of
Inferno has actually barred players from reaching their goal. The design goal of the developers has
prevented players from being able to accomplish there desires. It is this brick wall dropped in front of
players that is at the core of their displeasure. Not only has Inferno blocked players, but it
has forced them onto paths that few enjoy, compounding their frustration.
Patch
1.03 - Bandaid Fixes
As the new patch is scheduled to be
coming out soon, I'd like to take a few moments and sidetrack to go over a
couple of the changes. One change that I
highly approve of is champion packs guarenteed to drop a rare with full
Nephalim Valor stacks. Rares are simply
more exciting than blues and there is no guarentee they will be any good. Even if Blizzard were to lower the chance for
great modifiers on them, the overall player experience would still improve. Finding a rare and the possibilities when
identify them tickles the players pleasure senses way more than blue quality of
loot does and I feel that this is a very positive change.
The next two changes I will discuss
feel as if a bandaid is placed on the problems rather than actually being
addressed. The first of these, the
lowering of health and damage of Inferno monsters is a step in the right
direction. The tuning of Inferno is
siply way too high and the numbers, without a doubt, need to be lowered. However, I call this a bandaid fix because it
does not addressed the underlying problems of Inferno, that, while the numbers
make it difficult, Inferno is very boring and lacks challenge. The last change, changing the item level drop
rates so that Act III/IV gear can drop in Act I and more often in Act II, is a
huge step in the wrong direction to me.
It promotes the idea that overgearing the content is the way to go and
that it was never intended to be beaten with gear relavent to the content. Also, while it does allow players to reach
their goal of obtaining the best gear possible, it feels cheapened when it is
avaiable at such an early act, almost of if it’s being handed out. It also removes alot of the need players feel
to progress through Inferno difficulty.
It is much easier and much more efficient to farm Act I than it is to try to progress through Act II and
beyond, and without incentive, players will endlessly farm Act I until they
overgear the rest of the Acts and are able to completely stomp it.
Creating
Enjoyable End Game Content - I'm Not Addicted, I Can Quit Anytime
In any game, the main focus is (or
at least should be) creating enjoyable content for players. In an online game, the focus will shift
slightly putting more of an emphasis on creating enjoyable end game content. Designers accomplish this by first deciding
on a goal for their players then move on to determine the ways players will go
about this. With games that are sequels
however (especially online games), the players already have their own goals for
the game in mind and expect them to be the same as the previous game. When designers change this goal in between
games, it forces players not only to understand a new goal, but to throw away
the goals that had been solidifying in their minds for years. While it is possible that a game could be
designed so well that the change comes as a welcome shock, more often than not
this is not the case. Unfortunately,
this is the camp that Diablo 3 has fallen into.
So how do you create enjoyable end
game content for Diablo 3? First you
have to understand the goals of the players who have been playing and in love
with Diablo 2 for years and years. Then
designers must decided if this goal should remain the same or if a new goal
should take over, in the case of Diablo, the goal in the player mindset is so
strong and in this case so enjoyable to players, that it should have been left
untouched. Once designers understand the
goal their game should be aiming for, the questions become what works and what
does not work in creating a postive, enjoyable experience as players progress
to this goal.
From this point on I will begin to
talk specifically about Diablo 3 and its elements. First about what elements are limiting the
end game, then what elements need to be limited, and finally how positive end
game content can be created.
Story
Limitations - One Beautiful World Thrown Out the Door
On most players first time through
Diablo they will sit and listen to the story.
Each new quest, cutscene, and bit of diablogue pulls them deeper into
the world and by the end of normal they are happy with the experience they were
a part of. After that first time through
though, the story ceases to become important having turned simply into people
to click and and esc buttons to press.
The story has become irrelavent to the game and in essence needs to be
thrown in the trash and pushed out of developer’s minds. Sticking to the flow the story has set out,
can cause potential design paths for the end game to be ignored.
*Quick note, story progression is
fine for Normal through Hell, but I feel that in Inferno it should have been
removed.
Limiting
the Difficulty - Fences, Walls, and Gates, Oh My!
Most players enjoy a difficult game
and don't think much of easy ones. In
fact one of the major things players asked for was for the difficulty of Diablo
to be significantly increased. However,
the difficulty of Inferno took things a bit too far. Suddenly the difficulty of Diablo 3 had
become a wall, blocking players from their goal, and nobody likes running into
a brick wall. In Diablo 3, difficulty
must be designed in a way that is challenging and fun to the player while still
allowing steady progression at a decent pace toward their ultimate goal. It cannot be designed in such a way to halt
progress; therefore limits must be placed on how "tough" monsters can
actually be designed to be
Limiting
the Auction House - The Gear that Keeps on Giving
Diablo 3 is the type of game that
lends itself to having an auction house, however when left unchecked (as it
currently is) things will get out of control.
At the moment it is quite possible that the save peice of gear has been
bought and sold on the auction house over 100 times. Gear is constantly being bough, used, and
resold. This recycling of gear needs to
be stopped. The auction house is
becoming flooded by powerful items that will never dissappear and there is no
system in place to keep this in check.
Without some kind of limiting control the auction house will quickly get
out of control, holding ever growing quantities of every item possible. As the auction house grows and grows the
value of the endgame gear and thereby the endgame content will continue to
diminish. Something has to change. Honestly, I think it will talk several steps
each new one's effects evaluated before a solid solution surfaces, but I think
that a good first step is to make anything bought off the auction house bound
to your account. This would make
purchases more meaningful and cause each one to effectively remove that item
from the market permantly, reducing flooding.
Redesigning
Inferno - We Can Rebuild It, We Have the Technology
In my previous post (link at bottom)
I spent a decent portion of time talking about the current difficulty of
Inferno and its flaws. To recap, Inferno
is barring the way to the player's goals for Diablo 3's endgame. The difficulty is purely in numbers, creating
walls that do not provide any challenge, only frustration. This has caused players to be forced to farm
the lower tiers of gear, something that is considered by most players to be
work and not play. For the next several
sections I will be taking a look at how to redesign Inferno in such a way that
it is fun, challengeing, and fresh.
Creating an Enjoyable Challenge -
Working Up a Sweat
For
the past 3 difficulties and last 60 levels, players have worked their way
through Diablo 3's Acts. The content has
been seen multiple times and very little of it has changed. However, players were accompanied by a sense
of ever increasing strength and a constant stream of new variations of skills
to play with. So while the content
stayed the same, players were kept entertained and this made the process
enjoyable. At the end of Hell, the path
to level 60 had been reached and the prospect of Inferno loomed before
them. This is a grand milestone, the
start of the real game for most players and it should be treated at such. Inferno should redefine the game experience
that players had currently been having.
No longer entertained by leveling up while moving through old content, the
gameplay and content must change, giving players a variety of options to keep
things feeling fresh and providing a level of difficulty that challenges
players to find ways to overcome and deal with without feeling shoved against a
wall. Players should be able to work at
and think through the challenges, like solving a puzzle and not feel that they
are trying to beat a brick wall with a stick, making no progress at all. Players need things to learn.
Dealing with Numbers - What I
Learned from Sesame Street
We all learned our
numbers in grade school, 2 is bigger than 1, 5 than 10, 9374202384 than 25, and
applying that knowledge to games is childs play. Bigger numbers beat smaller numbers. When it comes to difficulty, difficulty by
numbers is extremly boring and provides no challenge to players. Challenge and enjoyment comes when we are
able to use smaller numbers to overcome larger ones. Yes there needs to be a threshold, you
shouldn't be able to clear content in all white level 20 gear, but it should
not be so high that you can't make do with what gear you've picked up along the
way. Allowing players to overcome
challenges by learning them, or by coming up with creative solutions is what
appeals to players about diffculty.
Using there brain to come up with techniques to overcome whats been put
in their way. Lack of gear should almost
never limit progression, but rather an abudance of gear should create ease of
play.
In Diablo 3 there are
some types of number difficulty that players find appropriate and add to the
user experience and there are some types that players hate and should almost
never happen. Getting one-shot is an
example of this. Diablo 3 should have
abilities that kill players in a single hit, but how that is done is very
important. Nobody wants to be killed by
a small handful of white damage from generic auto attacks, let alone be killed
in a single one of these hits, there is nothing fun or exciting about it. On the flip side, players do enjoy when there
are elements that can and will kill them in a single hit. A few examples, Dark Berserker's charge up
swing, arcane orbs, or Mallet Lords, all of these are acceptable forms of being
one-shot in players’ minds. They are
very dodgeable attacks and abilities and getting hit by them is silly. When modifiers come into play though (in this
case especially waller, jailer, and vortex) these things that were once easy to
handle, all of a sudden become a challenge.
A well timed vortex into a charge swing will end your life so will over
estimating your time to get away from an arcane orb and then getting jailed
next to it. These things can surprise
the player and even after experiencing a time or two and figuring out ways to
prevent it from happening or to get out of them when they do, they still force
players to stay on their toes and watch out for them. When you start to add more than one type of
this challenge to a fight for players to deal as well as the constant threat of
taking too many normal hits that wittle down their health, things become hectic
in a good way and the player is forced to grow and become better at the game to
overcome them. This provides a positve
user experience.
So
what kind of numbers provide for a solid and reasonable challenge? The answer is all kinds! First off, ping-ponging health is bad. Taking hits should decrease health at a
steady rate while healing should raise health at a slow one. Getting hit by 1 or 2 hits should be able to
be countered by healing, but allowing yourself to get hit constantly should
begin to wear down you health, steadily bringing you closer and closer to
death. Your health versus monster damage
should be crafted in such a way that the scare of a quick death from regular
hits should never be there, but neither should you be able to ignore them.
The
next teir of numbers should be those that are dangerous yet mostly
avoidable. A good example of this is the
wasps in Act 2, it’s easy to dodge the slow moving bullets they fire, but when
the screen becomes cluttered by them and other ablities come into play, the
odds of dodgeing every one of them becomes quite low. These bullets should be a significantly
higher danger to you than a generic hit, but they should not massively chunk
your health pool or kill you outright.
Getting hit by 1, 2, or even 3 shouldn't end the fight for you, but it
should set you back in a way that you have to work to recover from it over a
decent amount of time (say multiple uses of a CD healing ability). Taking a few tics of plauged, a tic of
desecrator, or a few hits of electrified are also good examples of this.
The
last tier of numbers is those that are outright deadly to you. They are numbers that should be extreme,
maybe even to the point that no amount of gear would let you get hit by
them. These are the one-shot abilities
or one-two combos such as jailer desecrator.
They keep players on their toes and keep up a constant level of
excitement. These types of numbers
should always revolve around a player’s ability to easily avoid them and ways
other than the abilties themselves should be found to increase the likelyhood
of a player getting hit by them.
Creating
numbers in this way does two things for a player. The first thing it does is give players
something to overcome, and allows them to learn how to. The challenges are something players have to
figure out how to deal with, be it through a careful eye or the use of an
ability to negate or escape the danger.
Multiple levels of danger give them multiple things to deal with, and
give them priorities on what to avoid.
They have to make choices on what is an acceptable risk or on what
damage to take if things become unavoidable.
There is a costant, yet not overwhelming stream of information that
players must process, and this keeps things exciting.
The
second thing that these numbers do is give the player choices. There is an absolutely amazing and beautiful
amount of choice in class customization in Diablo 3 and by giving players some
leeway in the numbers department; it allows them to pick a playstyle that suits
them. Maybe they want to go deeply into
something heal based that and allows them survive more mistakes over time. They could also decide to go the glass cannon
build hoping to be able to defeat the enemies before they end up makeing 1 too
many mistakes. Perpahps they choose to
go defensive so that they can surive making too many mistakes at once. Kiting, close range, AoE, minion, cooldown,
mobility, all kinds of builds begin to become viable and players have the
freedom to choose how they want to play their character, even if it is not the
most efficient way.
Champion Challenges - And the Die
Roll Says
Champion modifications
are most likely Diablo 3's best way of creating a challenging experience. Based on what you get they can be
frustrating, easy, or downright impossible and this is a great thing. It adds spice and variety to the gameplay and
creates a heap of new situations for players to learn and overcome. I also believe that there is no need for
every combination to be balanced. It's a
good thing when the die rolls in your favor and you get an easy champ pack, and
it’s just as good as well as flavorful when a pack's abilties work so well
together to make it almost impossible, it gives players a goal for gear to
overcome without forcing them to face that challenge.
The one problem with
champion modifications in Inferno is that simply increasing the number
champions can have from 3 to 4 is not enough (often times one of those
modifications is ignorable anyways).
Inferno needs to offer something new that wasn't shown in the previous
difficulties. Players need a new
challenge. I believe that Inferno should
have made the player face a larger variety of modifications; new ones should
have been introduced. Rather than
cluttering things here, I will put an appendix at the end of my post where I
will put ideas for new champion modifications that could be added to the
Inferno difficulty
*As a last note, I feel
that ALL unique (purple) enemies should be treated as champion packs in terms
of number of abilities and randomness of them.
Boss Battles - Dragon's Should be
Epic
One of the most
dissapointing things to me in Inferno was the bosses. They didn't change one bit. I went into the King Leoric fight eyes
peeled, waiting for some new mechanic to appear and add new challenge to the
fight. Instead all I got was the same
fight I had done many times before. When
the same thing happened on the Butcher I realized they weren't going to change
and let my hope die. It made me sad.
These are bosses in the
hardest difficult in Di-freaking-ablo.
They should be epic! They should
challenge players. Offer them a new
challenge that causes them to come up with new strategies to defeat them. The first time I fight any boss (not just the
Act end ones) on Inferno difficulty I should not feel that they are easier than
any champion pack I have faced, let alone many many times easier. There needs to more. There needs to be new. Inferno bosses need to change.
Tiered Multi-Act Progression - I Can
Travel in Nine Dimensions
I don't remember why now
but until a few weeks before Diablo 3's release, I believed that in Inferno
difficulty all Acts would be set to the same difficulty. Maybe it’s because I explained how I felt and
still feel Diablo 3's final difficulty shoud work to a friend and they told me
that was Blizzard's plan already and I believed him. Whatever the reason, it did not turn out the
way I had hoped so let me explain the way I envisioned the Acts would work
Inferno.
Upon reaching Inferno,
the progression by story design should have been thrown out of the window. Players have gone through it several times
already. They have also reached the
level cap so there is no longer a need for monsters level to increase with you
over a controlled span of time and area of play. With these things able to be tossed aside,
designers have the opportunity to rework the progression flow of Inferno
specifically for max level characters.
While there are many possiblities for this, one of the best designs (and
how I would redesign Inferno) is what I like to call, Tiered Multi-Act
Progression.
Considering how the Acts
are designed, upon reaching Inferno players would be allowed to choose to
progress through any Act. The mobs in
each Act would start at level 61 and as players progressed through the Act,
most likely after each boss, the monster level would grow. Not only would this give players the freedom
of choice, but if they ever got stuck they would have the option to try to
progress through a different Act rather than beat their heads against the only
progression route avaiable to them. Even
once players had "beaten" the game, designing Inferno this way would
seem to create more endgame content because players would have more than one
Act choice to farm from.
*This design would also
allow for more varied farming options like the one decribed in the Rewards for
Exploration and Completion Section.
Completely Random Enemies - Hey, You
Weren't There Before
The title of this
section really says it all. Each zone in
Inferno should be populated by a random set of enemies rather than the same
ones all the time. This would add an
element of unpredicability that generates excitement in players and keeps them
on their toes. It adds variety,
challenge, and freshness to Infero by creating moster set combinations that
were not possible before and are new to deal with. These are good things that add spice to the
endgame content of Diablo 3.
Inferno Redesign Summarized - TLDR
While difficulty is a
good thing, it needs to be done in such a way as to not brick wall player
progression, especially when a player’s true goal begins when progression
ends. A difficulty purely because of
numbers is frustrating as well as boring and farming for gear that is not
top-tier is more work than play so the difficulty of Inferno must be one of
skill. It must require players to think,
to react, and challenge the player to overcome it, not their gear. In the Diablo universe, gear must also be
strong so whatever challenge created gear must allow you to overcome with
greater ease. Variety must be added to
Inferno. New champion modifications and
random enemy sets populating zones instead of set ones would spice Inferno up and
keep things feeling fresh and exciting.
Boss fights should be epic and so new mechanics should be introduced to
them. And last but not least, the choice
on how to progress and through what should be given to the player, allowing
them more choices and a tiered multi-act progression system works perfectly for
this.
Creating
Varied Endgame Content - You Mean I Can do Two Things?
To begin to create endgame content
for Diablo 3 we must first understand what the endgame goal of players is. We already know this to be creating the
ultimate character through gear and we know that the primary method of
accomplishing this is farming (and that is what it should be Diablo
games). Knowing this, the question
designers should ask themselves is this.
How to best make farming enjoyable?
In what ways can they design multple farming paths, multiple styles of
farming, and a varitey of play experience while farming? Figuring out multiple ways to answer this
question will give players the ability to choose how to farm, and will keep a
certain level of unpredictability, freshness, and excitement to a process that
will be repeated thousands of times over by the average Diablo 3 player.
Positive Incentives - Because Good
is Always Better than Bad
When
farming, players tend to gravitate towards the easiest and most efficient paths
possible. Case and point for this was
ash pot farming in Act I, treasure goblin farming in Act II, and Resplendent
Chest farming in Act III. Though these
things did need to be nerfed (not killing mobs should never been more rewarding
than killing them), positive incentives should be given to players to encourage
various ways of farming. Nephalim Valor
is a good example of this. It
discourages the old Diablo 2 magic find runs against a single mob and promotes
the creation of paths leading up to boss kills through postive benefits and
without nerfing the effciency of those mf runs.
Positive incentives like this open up more options and push players to
involve themselves in more of Diablo 3's content. I believe that more incentives could be
created, turning even more of Diablo 3's content into endgame content.
Rewards for Exploration and
Completion - Discovering Vast New Lands
The
immensity of Diablo 3's content is a beautiful thing. There are still dungeons and events that I
have not seen. Npc's that I have not met. There is so much out there for players to
discover, but players will only encounter it when they decide to take a break
from farming and endgame content. I feel
however, that it could be made to be part of it. By creating a positive incentive for players
to spend time exploring zones and finding all they have to offer, the endgame
content of Diablo 3 could improve.
Another option of play and farming can be made.
Currently,
the rewards for completeing events or exploring dungeons versus the time put
into them are often just not worth it.
So what can we design that would give players more incentive to seek
them out? I believe the answer is fairly
simple. Every zone is spawned with X
amount of champions, events, treasure goblins, and resplendent chests.
If
we tallied up a zone, we would get the total number of "exploration
items" and could use that number as a way to track a players completion of
a zone. Upon fully completing a zone,
players would be able to recieve a blue quality item of their slot choice
(maybe not weapons). Upon completeing a
defined section of an Act, or perhaps just a percentage of the whole Act,
players would recieve a rare quality item of their slot choice. The item level chances would be determined by
what section of an Act you completed, or by what percentage mark of the Act you
had reached. This would open up a new
type of farming, one where you can "hunt" to fill a specific
equipment slot. I believe that this
bonus would encourage players to seek out and experience the immense amount of
content put into Diablo 3 while still keeping things in the endgame
mindset. The incentive is not so high as
to force out normal farming, but specific enough to catch the eye of players
who know exactly what they want.
Preventing
Farming Paths While Keeping Them Predictable - I Know It's a Box, but Whats
Inside It?
Endgame
content of a game getting static is not a good thing. Creating ways for it to stay feeling fresh
while keeping a certain level of predictability should be the goal. Earlier in the Inferno section I mentioned
that mob sets in zones should be completely random and this section is mostly
about the same idea. By allowing mobs to
be randomized for zones and by creating a greater range of possible spawn
points for champion packs, we accomplish the goal of preventing set in stone
farm paths. However, as a balance,
players should be able to predict how many champion packs they are going to
find in a zone (I believe it’s currently 2 - 3 in any zone). By not knowing what they will find in terms
of enemies, but knowing what they will find in terms of rewards in each zone,
things are feeling fresh and new longer without having a negative impact on
predicability. As an added bonus, players
would not restrict themeselves to X zone each run, but would feel able to
choose any zone to do their farming in (yay for more player choice).
Extreme Drop Chances - Unlimitted
Power!
Gear is the primary
source of endgame content for Diablo 3 as well as its longevity, so what better
way to increase this than to add items beyond item level 63. By throwing in some level 64 or 65
legendaries (and only legendaries in my opinion), and giving them extremely low
drop chances, players would always have something to shoot for. The thrill of just possibly finding them
would drive players and the excitement of actually seeing one would be
unmatched. Players know that it is
highely unlikely they will ever reach the absolute max potential of thier
characters, but just that chance of getting that amazing item is enough to
enthrall them.
Perfectly Rolled Gear - Just One
More Point Please!
This actually already
exists in Diablo 3, but I felt I should just make a quick note of its postive
impact. The ability to find perfectly
rolled gear (legendaries with max stats) comes with all the benefits listed in
the above section. It’s a great system
and should continue to be used.
Challenges
and Challenge Difficulties - Time for the Bonus Round
Aside from just endgame content,
bonus content is a good way to be able to add new content without causing a
negative impact on existing content. A
good exmaple of bonus content is pretty much the current design of
Inferno. A difficulty where the numbers
are tuned extremely high and progression through it is block frequently by
things like gear checks. However, this
content would not drop loot; instead its purpose would be the challenge of
completeing. Perhaps maybe adding a set,
one time, powerful, bound to account or character reward for completing
it. This difficulty could up
hair-pulling hard because with no loot, it would not be considered a block to
player's goals, only an extra challenge for players to tackle if they chose
to. There could even be several extra
levels of difficulty as time goes on and players gear improves. Other forms of bonus content could also be
designed. Special zones, be it serious
or easter egg in nature. Boss challenges
(imagine fighting "Ultra Diablo" or multiple bosses at once) or
survival modes could also be added as bonus content. There are infinite ways to create content,
and an easy way to keep it from negatively impacting current content is by
offering it as a bonus with little or no reward save for the challenge itself.
In
Closing – Yay, He’s Done Talking
Once again my post has run very
long, but I hope that you’ve enjoyed the read.
My goal was to provide some (preferably correct) insight into player’s
goals and how to design content with them in mind. I hope that I have accomplished this,
provided food for thought, and come up with a few things that players would
enjoy seeing. If you read it all, I
really thank you for your time!
Appendix
A - Champion Modifications
Strong – Makes normal attacks of
monsters stronger.
Blasting – Occasionally fires a
medium speed projectile in the direction the mob is facing. 1 Shot for champions, 3 bullet spread shot
for elites.
Duelist – Upon entering combat with
mob, creates a 100yd by 100yd arena, locking the player in with the pack. (No way out but to kill or be killed)
Erupting – Across a very large area
centering on the monster, the ground will flash for a few seconds revealing a
handful of safe zones. After the time
period ends, the ground will erupt for massive damage, forcing the player to
reach one of the safe zones before it goes off.
Pulsing – The champion will
periodically pulse for low, unavoidable damage.
Shifting – Periodically the mob will
change its elemental weakness (denoted by color of the mob). The mob will gain high resistances to
anything other than this element but will also take increased damage from this
element. When hitting the champion, it
will cause them to drop an orb (somewhat like health globes) that will
temporarily change all damage you deal to that type.
Rending – Getting hit by normal attacks
from enemies with this modification will cause a stacking DoT to be placed on
players. As the damage grows, it will
eventually become impossible to ignore, even deadly forcing players to back off
for a bit and let it fall off.
Diablo 3 and the Current Frustration Issues, A Look from the User Experience Lens - Part 1 of 2
Diablo 3 and the Current Frustration Issues, A Look from
the User Experience Lens
Like, most of you, I have been playing Diablo 3 since the
night of its release and for the most part have enjoyed. D3 is a great game, but its not without a few
flaws (imo most of these stem from launch issues that will settle over time and
social issues conflicting with game design).
I've been thinking about it a bit lately and thought I would share my
thoughts on the game from a design base from a user experience perspective.
Progression - Diablo has that
now?
As a quick note, for the sake of progression in this
section, I will only be talking about normal through hell modes. Inferno will be talked about more in depth
later as its more endgame than progession and a subject that deserves a more in
depth look at.
Progression is concept that was, in reality, completely
missing from Diablo 2. I'm sure everyone
at some point played through all the acts in normal mode at least once,
however, this was really just to say that you did, to have seen that tiny
fraction of the game. I say fraction,
because in all honesty, Diablo 2 was all about the gear, a giant treasure hunt
where even the difference of +1 stat would be worth the time investment to find
it. Millions, probably even billions of
hours were invested into MF runs, Baal runs, etc, by millions of users while
maybe 1% of that time was actually spent exploring the rest of the game. I remember going from level 1 to 85 in 1-2 hours,
spending the rest of my D2 career farming.
Progression was not a factor in D2, it was 99% endgame.
Diablo 3 however, is different, progression is a major
factor in the game, normal through hell taking 20+ hours on average for your
first run through, even more if you decided to explore the game. This however, is not a bad thing. It creates more game, more things to do and
see, and when done well, as it was, the game is that much better for it. Normal through Hell travelled at a very
steady pace, you didn't really have to farm to make it through and the
difficulty of each step along the way was spot on, getting progressively
harder, but still allowing you to feel stronger in each new act. I would wager to say that this process of
progression was excuted flawlessly by blizzard, and most people enjoyed every
step of the way.
The catch however, is that this was not an expected turn
of events for those used to Diablo 2.
Not having to deal with it in D2, it caught many people off guard, but I
do believe in a pleasent way, at least for everyone's first time through. Gamers enjoyed this new experience to the
Diablo universe and chugged along the path contentedly. For this, I would give Blizzard high marks
for making a truly exquisite experience, and if the game had ended here
complaints (minus the game obvously needing more, as it is Diablo) would be
minimal.
The next step though, Inferno, is where the idea of
progression took at turn for the worst. I will talk more about that later, only
to say now, that it is not just Inferno that has caused issues, but the social
issues that inevitably arose from it.
Speed of Progression - Those
Who get Ahead, Stay Ahead
I want to make a quick comment here about the speed at
which people progress through the game.
In most cases there is no issue with people progressing through a game
at a faster (in this case faster being in terms of real world time) pace than
you, especially if the reason is simply that they were able to put more hours
into it earlier than you were. Once you
can put the same amount of time into it, you will catch up. This is not the case however with Diablo
3. Those who made it to Inferno and
through the acts there were able to progress at a much higher pace, with less
time spent, and with greater reward.
Those who got ahead, not only stayed ahead, but skyrocketed even farther
and farther away with less and less effort.
The reason, the AH, but I will comment more on that later.
Why is this an issue?
Because it frustrates gamers when timing becomes such a huge factor in
their ability to play and progress through a game. When skill and time investment are the same,
but the payout is exponentially different simply because they put it in a later
time (in this case being as little as a week to a few days later), players get
upset.
End Game Content and Goals -
So the Real Game Begins
Let's face it, in any MMO game, especially those of an
RPG nature, the progression and leveling content of that game are nice and most
othe time enjoyable experiences. But
they are not the real game to most players.
That period of these types of games are really just the warmup. It's not till all of this is out of the way
that the real begins.
So what is the real Diablo to most players and to all
hardcore fans? Creating that ultimate
character. Diablo is the biggest game of
Min/Maxing there is, nothing else even really comes close to it. And how do players accomplish this goal? Farming (the AH wrench later). But not just any kind of farming. Farming for that amazing gear, those pieces
of loot that truly make you pump your fist in the air knowing it will stay with
your forever, or until you find that same piece with only +1 stat better. This crave, that need, and most importantly
the ability to be able to get those pieces of gear were what drove people to
endlessly play Diablo 2, to be almost addicted to it. Getting that gear was a mark of
accomplisment, of pride, and it drove players.
So what has gone wrong in D3? The brick wall of difficulty we've come to
know as Inferno. All of sudden, to simply
progress through the game, to reach that point where we are able to get that
amazing gear, to begin to truly create our ultimate character, we are forced to
farm, and this time around, it’s the very unfun kind of farming. No longer are we gathering gear to perfect
our character, we are spending hours and hours and hours gathering gear to
simply make it through an Act, all of which will become obsolete in less time
than it took us to find it. Spending a
days worth of time, to gain something that will last a few hours, is not worth
the tradeoff for most players, and to be forced to do it, just to get to where
we really want to be, well, that creates an unhappy gamer and a bad user
experience.
Inferno Difficulty - And I
was Doing so Well
Ah, Inferno, how I both love and hate you. Inferno difficulty is the point in which the
fluid design of Diablo 3 comes to a grinding halt and the first of the three
major factors (Inferno difficulty, the
Spirit of Competition, and the AH) of player frustration comes to light. In short, Inferno is HARD, really hard. Not only is stepping into Act I a huge wake
up call to most players because of the huge difference from Hell, but that step
from Act I to Act II is so great, that game litterally comes to standstill for
players, forcing them to go back to Act I and farm for hours, maybe even days,
something they did not have to do for any of the previous difficulties or
Acts. This was a huge wrench in the
games beforehand, flawless pace.
So the game gets difficult, what's the problem? There are two problems with the vast change
in difficulty from Hell to Inferno and from the various Acts to the the next
within Inferno. The first problem stems from
two factors, the first factor is what I shall call the Resistance Barrier (I
will go more in depth later). All of a
sudden a stat that previously either did not exist on gear or was given almost
no consideration jumped to one of if not the most important stat that you could
gear for. Most gear on most players at
this point had little to no resists, and few players took the idea of stacking
them to mind.
The second factor is one of numbers. Monster damage skyrocketed and suddently the
danger of being one or two shot became extremely prevalent. Death was always around the corner, one slip
up would cost you your life, and just as often you would be overwhelmed without
any way of survival. Champion packs
became devastating and even some trash mobs became more terrifying than Inferno
bosses (I was sad when none of the fights changed). Survival became an extreme issue. But that's not all, monster health
skyrocketed as well, faced with having to regear to survived and drop tons of
damage, the immense health increase caused the pace of the game, once you
finally could progress, to move at a snail's pace. What once took 1 or 2 hits to kill, now takes
10 to 20. Champion packs that took 30 seconds
to kill now take 5 to 10 minutes.
What makes this bad?
The change in difficulty is completely gear based. The gameplay hasn't changed. Sure the Champ packs gained 1 more ability,
but thats really minor, often times one of the four is neglible to your class
anyways, and in light of the massive normal hits they do, even more neglible. This makes for very boring difficulty,
there's nothing to learn, and there's nothing for skill to overcome. When skill takes a back seat to gear, players
get bored and frustrated. When you end
up realizing that there's nothing you can do to move on but go back and farm
weak mobs for better gear, most players will just sigh. It's a tedious task and drives players
off. Some games such as Ikagura, thrive
on challenge. The mere difficulty of the
game draws people in, even knowing they can't complete it just so that they can
experience how hard it is and see how thier skill does against it. With Inferno, it's not a challenge of skill,
its a time sink. A very boring one at
that.
The second problem with that difficulty of Inferno is
that Diablo is not a single player game, even if it is often played alone, it
is a social game, an mmo. Forums,
fansites, wiki's, streams, all kinds of things follow every development within
the game and it is nearly impossible to cut off even the most basic player
(especially because of the AH) from the rest of the player population. Why does this have such a big impact on
Inferno's difficulty? Imagine this with
me for a moment. Imagine Diablo 3 had no
online component, that it was simply a single player game. You'd play through, enjoy it, normal,
nightmare, hell, they all fall into place.
Then you reach Inferno and everything jumps up 9 levels of
difficulty. You might get upset, stop
for awhile, rage, but eventually you would come back, try again, realize you
need some gear and go back to farm it.
In time, at your own pace you would eventually complete Inferno and the
experience would be fairly rewarding.
You completed something that was difficult, though be it mostly in terms
of time not skill, and you would feel accomplished. There would be no outside element to compare yourself
or compete against, and there would be nothing to get upset over when others
completed it before you. There would be
no competition and no sense of an unfair advantage. Things would be good, your time would be
meaningful and the end of the game would be Diablo's death.
However, Diablo 3 is not a single player game, and
Diablo's death is not the end of the game for 90% of the game's players
(endgame being creating the perfect character as mentioned above). The online community is competitive, even if
its a friendly competition type such as Diablo 3. Even though its player vs Monster, players
will still think of the game in terms of player vs player (especially when the
AH is involved). Any sense of an unfair
advantage (and there are several of them, some very large) will cause
discontent and frustration among a player base, driving the user experience
down, and driving some players away.
So in a nutshell, what problems does Inferno have? Inferno is too difficult so much so that it
blocks progression. Not only is it
difficult, but it is the wrong kind of difficulty, a numbers difficulty, the
kind that creates a time sink and offers very little to learn and very little
for skill to be a part of. Secondly,
social issues such as class balance and the AH have given a handful of players
vast advatages within the game far beyond the point of unfair. These two things together have upset and
frustrated most players and even driven some away. The atmosphere created is not conducive to
fun play and an enjoyable experience.
The Resistance Barrier - Wait
What's that Stat Now?
The place of the resistance stat within Diablo 3 is, in
my opinion, currently flawed. At first,
it seems like a proper stat, one that allows you to survive longer against
certain elements. Few would argue that
this is a bad thing, and most games have some kind of reistances to
elements. It's implementation however,
is incredibly blotchy. There are two
reasons for this.
The first reason for this is that the enemies of Diablo 3
are decidedly varied and the damage they do in terms of elements is well spread
out. Gearing for individual elements is
impractical, both in terms of its viability for survival (don't have
resistances to X element, that element will destroy you) and the fact that gear
rarely, if ever, comes with more than one type of resistance (not including
resist all) and the number they come in is far too small to be able to spread
various resistances among gear pieces effectively. This leads players to gearing for the only
real choice, resist all. Resist all,
however, has a huge design problem. It
has the EXACT same function that armor does.
Both reduce damage from all sources (just in case anyone hasn't noticed,
armor reduces damage from all sources including elemental, while resist all
reduces damage from all elements, including physical). And, when resist all becomes just as
important as armor, it becomes a bulky stat.
Why have two stats performing the exact same function when you could
have one stat with a better mathematical formula behind it. It's just excessive for no reason at the
moment.
The second reason that the implementation of reistances
is blotchy, is that it blindsides players.
As mentioned in the previous section, resistances is not a stat found on
gear till the late Acts of Hell and even then its pretty low on the priority
list for most players. Once Inferno is
reached, it becomes so necessary, its like a brick wall has been thrown up in
front of players and is continued to be thrown in front of players each new
Act. There's no stairs, no hill, just a
wall. Resistances should have been
introduced at a much lower level and at a much higher rate, if not just as
standard as armor.
The necessity of not just resitances, but resist all (aka
armor stat #2), combined with sudden need for massive amounts of it have caused
its implementation to feel unfinished and has left a negative impact on the
user experience.
Gearing Up - The MMORPG
Throwback
I remember back in the days of vanillia and Burning Crusade
WoW and the raid bosses that couldn't be killed for months and months. How, no matter how skilled the players, their
gear wasn't good enough and the only way to move on was to continually kill
farm bosses for gear. It was a time when
numbers ruled the game far more than intelligence did. Most players didn't enjoy this. The feeling of accomplishing something
through skill far outways that of winning by superior numbers, while failure by
numbers no matter your skill is endlessly frustrating. In time, WoW moved away from this and
progression became more about player ability, not about the gear they were
wearing. Extremly skilled players could
defeat raid bosses in greens and blue, or sub-par epics, while better gear
allowed other players to still progress while making some mistakes. And, for the majority of players, this system
worked and was pleasing, skill trumped gear, but not so much that gear could
not help alliviate the need for perfection.
It was a good balance, though not always perfect.
My question is this, if WoW popularized (maybe even
pioneered) this approach, why then have we been thrown back to the old standard
in Diablo 3? Gear far trumps skill when
it comes to Inferno difficulty. The gear
requirement is so high, that even very skilled players are forced to back off
and spend a solid chunk of time farming for what will essentially be throw away
gear. The numbers are tuned quite a bit
too high, forcing back to an old game design philosphy on progression that is
and was known to cause a negative user experience for the majority of people.
The Farming Game - Hi Ho, Hi
Ho, It's Off to Work We Go
There's two kinds of farming in video games. Farming for the permanent, the kind most
players enjoy and feel is worth thier time investment, and farming for the
temporary, the kind most players hate and feel is a waste of their time. Unfortunately, because of the difficulty of
Inferno, the vast majority of Diablo 3's player base is stuck in the latter
type of farming, and its causing a large number of them to become dissatisfied
and disgruntled with both Blizzard and the game. Much like preparing several hours a week for
raids in vanilla and early Burning Crusade WoW (gathering potions, flasks,
elixers, oils, and stones), this type of farming is really just work. Few players get any enjoyment out of this
farming task and feel forced to do it so that they are able to reach the part
of the game that they enjoy. Something
fixed in WoW, but brought back in Diablo 3 has left players with a sour taste
in thier mouth.
Class Design and Inferno
Difficulty - Millions of Choices! Only 3 viable.
I'm gonna take a slight rabbit trail away from what's
causing frustrated players real quick and talk about class design and the
effect that Inferno has had on it.
Diablo class design is truly beautiful.
Each lass has millions of potential builds, and hundreds of different
playstyles, and thats just for a single class.
There's so much variety within the classes that I would find it nigh
impossible for a player to be unable to find a style of play that they
enjoy. Not only that, but in from Normal
through Hell, almost all if not all of those playstyles are viable (if not
quite effective), leaving the choice of what skills to pick completely up to
the player. It is an elegant system that
for at least the first three difficulties, was executed flawlessly. Player preference ruled the class.
Sadly, this did not last when Inferno rolled around. All those choices got tossed to the side by
the harsh difficulty of it. Suddenly,
those millions of possibilties and thousands of playstyles didn't just become
subpar, they became completely unviable.
It is sad to see so much player choice gone, and users pigeonholed into
a small handful of builds (sometimes even a single build). It's like covering up a beautiful masterpeice
and only leaving one small corner to be seen.
It's a tragedy.
I remember in Diablo 2 builds that should have never
worked, working. Builds like Shout Barbs
or Enchant Sorcs. Silly things like that
should be allowed to work (though not as effective as "real" builds)
in Diablo 3. Almost anything I choose
should able to work and allow me to progress through Inferno. The lack of player choice in building their
character because of the difficulty of the game, is in my opinion, a design
flaw. Anything that removes choice from
players that they were once given, detracts from the user experience of a game.
The Competitive Spirit -
Going from Darn They Beat Me to **** This **** is Unfair
Any multiplayer game, especially those that exist online,
will always have some level of competition to it. Even in a purely PvE environment, players
will compete to see who can finish first, who can finish faster, who can finish
flawlessly, and who can creat the ultimate character. This Spirit of Competition is what drives a
large majority of players to play games, and to attempt to play them at the
highest potential possible. Since the
begginning of gaming, ultimately since the beginning of human existance, that
desire, that need to compete has been inate within us. In one sense, thats why games were created,
not just for fun, but to pit us against eachother in a friendly manner to see
who is better.
This "Spirit of Competition" is what I believe
to be the second major factor in the reason players are currently frustrated
with Diablo 3. Imagine if you will, a
marathon race. You know that you are not
the person in the race in the best shape that it is unlikely that you will be
the first to cross the line, but you are in good shape and even knowing how
unlikely it is that you will finish first you still subconciously think that
perhaps by will or desire, maybe even luck you can win and that if that isn't
the case, at least you will finish reasonably close. Now imagine that 1 mile
in, the person at the head of the race is given a bike, then at 4 miles a car,
at 10 drag racer, and at 15 a rocket car.
Suddenly, because you weren't the first to some small milestone, the gap
between you and the lead racer starts to grow even vaster, and for unfair
reasons (you are running, they now have a bike or a car), and that at each new
milestone their method for covering distance becomes better and better and the
gap between you and them continues to grow exponentially with no way for you to
catch up (obviously you cannot catch up to a bike while running, let alone a
car). Even though your outcome is the
same, the unfair advantage given to the lead runner causes a huge amount of
resentment. All of sudden you are going
from knowing you will lose, but still feeling as if you can compete, to having
even the tiniest fraction of a notion that you will be able to compete ripped
away. This drives the response from
competition from a slight darn and acknowledgement of what was already known,
to a frothing rage over the unfairness of the situation.
This is exactly what has happened in Diablo 3 and it has
caused alot of frustration among players.
As mentioned earlier in the speed of progression section, those who got
ahead not only stayed ahead, but skyrocketed even farther ahead. This isn't the end of what has happened
though, not only have certain players gotten far ahead of everyone else, but
the speed of thier progress has actually slowed down the speed of the rest of
Diablo 3's player base. This unfair
advantage simply from reaching a milestone (in this case Inferno and its
different Acts) before another is the result of two issues, one minor, one
major, and both amplified by Inferno's difficulty. The minor cause of this phenomenom is class
balance which is to a certain degree tolerable and understandable. The major factor, however, is one that rests
outside of the game itself (which makes it even more frustrating), the Auction
House.
Class Balance - These Steel
Boots are Heavy
Most players understand class balance and its effects on
a game, so I won't spend much time here.
Balance in Diablo games is generally less important than in other
games. As long as the players are
feeling powerful in thier class choice, then they will be happy. When that feeling of power is stripped away
(Inferno difficulty) they will start to compare themselves to those around them
and become disgruntled if imbalances become clear. Currently, their is a large
and unfair discrepancy among classes, particularly between ranged and
melee. As this has been overly addressed
and steps are being taken to fix it, I will not get into detail on it. I merely wish to point out that the cause of
this imbalance coming to light in such a negative fashion, is that the
imbalance versus the difficulty of Inferno has caused some classe to be able to
progress and others to hit a brick wall.
If all classes had been able to progress, the discrepancies would have
still come to light, but in a much less negative fashion.
The Auction House - When ****
Hits the Fan
Let me start out by saying that this section might turn
out very long and I will be breaking it down into sub-sections as I go. The Auction House has had such an immense
impact on Diablo 3 and the user experience that it cannot ignored. In fact, I would wager to say its possible
that the Auction House has had the largest negative impact on the player
experience of anything in the game (that's not to say that it hasn't also had
positive impact as well).
Creating a Semi-Global Currency - More Users than Some
Countries Currency
Before getting more into the Auction House,
let me first state that Diablo 3 has in fact, created a semi-global currency
(limited by regions). Gold is used by
more people than some countries have as population and used in massive
marketplaces (all of the Americas). It
would take a team of economists working with a team of game devolopers to even
have the foresight to see both the short and long term impact that an Auction
House of this size would have on a game.
In hidsight its much easier, but in foresight I hope players will try to
understand how massive and undertaking this is as well as that it is a new
undertaking and give Blizzard some slack for how it has been used.
The Auction Houses' Uneven Effect on Progression Speed -
Running Against a Rocket Car
In the Speed of Progression section I talked
about how those at the head of the pack not only stayed there, but continued to
get exponentionally farther ahead. The
AH is the means by which this was accomplished.
Take this scenario. Let's say we have 100
players, and by the time they reach Inferno, each has gathered 500,000
gold. If 10 players reach Inferno before
the rest, they will begin to progress through it eventually gathering gear and
even finding some to sell on the Auction House.
Let's say that as these 10 players are progressing, they happen to come
upon an abundance of 900 DPS weapons, and begin to post them on the Auction
House for 500,000 gold. When the other
90 players reach Inferno at a later time, they are surprised by the difficulty
of it and go to the AH to see if they can get an edge. They see that there are 900 DPS weapons on
sale. Comparing it to thier current 200
DPS weapons, they decide that the 500k for them is well worth it and so all 90
players purchase a weapon and lets say its split evenly among the 10 players
who are ahead. All of a sudden, those 10
players not only are ahead of the pack, but have 5 million gold each. These 10 players now take this gold and start
purchasing entire gearsets allowing them to progress at an even faster rate
than they were before, propelling them ahead of the other 90 at an even greater
speed. Not just that, but the gear that
they buy is being purchased among those 10, essentially gold and loot is just
being passed around and none of the 10 end up losing gold. As time goes on, this pattern continues, the
10 will buy from eachother, the gold circulating among them and their gear
continuing to grow and grow. The 90 behind
them will slowly obtain more gold, and use it to purchase the "hand me
downs" of the 10 ahead of them, further increasing the the gap in gold
power. Furthermore, while the 10 will be
able to sell their old gear at close to the same price for which they bought
it, resulting in little loss (really gain as they will just be circulating gold
among themselves), while the 90 below will either be unable to sell thier old
gear, or forced to sell it at a massive loss, sometimes up to 10-15 times less. That first inital round of purchases, has
propelled the already ahead players to unreachable heights.
This is exactly what has happend with the AH
in Diablo 3. As an example, at one point
900 DPS weapons were selling for 300-500k, but days later they were selling for
5 to 10 times less, the market had become flooded. Those that had been able to reach Inferno
first and begin to sell these weapons gained an extremly large advantage in the
way of gold power that the rest of the players could not compete with. While most players do not get upset when more
skilled players perform better than them, they get upset when the only, or at
least the most major, factor of thier success is an earlier investment of
time. And when that advantage is gained
from a source "outside" of the game, it just compounds peoples
frustration.
As one last kick in the pants, this economic
fact of how the AH has worked has had one last effect on the average
player. It has actually slowed thier
ability to progress, not just increased the speed of those ahead. As those ahead continue to sell better and
better gear, it devaulues the gear that the average player is able to find and
sell causing them to gain less gold and thereby being unable to progress (by
buying more pieces of gear) as quickly as if everyone was progressing at the
same pace.
This entire effect is truly frustrating to
the average player even though they know they will not be able to keep up with
the power gamers, they do like to feel that they are able to compete. Instead the ability compete has been
completely stripped away.
The Difficulty of Inferno and the Auction House Steriods
- Here, Let Me Beat That for You
Nothing pushes you to use the AH like the
brick wall of Inferno. They turn to it,
looking to find help, and boy do they find it.
900 Dps weapons, massive primary stats, huge chunks of resists, the AH
is filled with delights to pick and choose from, and players to. All of a sudden, Act I/II are being completed
in Act III/IV gear. In a way, its like
cheating and after the intial eccitement of being strong, players eventually
realize this and things start to feel bland.
They realized, that even though they are using in game currency, that
they are essentially paying other people to play the game for them, cause lets
face it, as mentioned before, the difficulty of Inferno rests purely in numbers
and gear, not in skill. This causes a
negative (or at least not as good as it could be) user experience. Sure it's nice to be able to progress, but it
would be nicer if we could do it on our own skill, rather than having to waste
hours and days farming mind-numbing stuff just to beat some numbers if we want
to go it alone. Once this realization
sets it, it really dampens the experience and excitment of the game, knowing
the choice to progress is either farm, or pay someone else to do it.
The Loss of Excitment - Yes, I'd Like to Trade Up My
Prizes
When the choice is between hours or days of
the type of farming few enjoy and browsing the AH for a few minutes and spending
some gold, most players are going to choose to use the AH. Pretty soon, 90% of a player's gear has come
from the AH and they begin to realise that the real factor of power in the game
is not the items gained by perserverance through farming with a bit of luck,
its the amount of gold you have, no longer is the game itself as important as
how much gold is in your pocket and how well you know how to use it.
So players start collect gold, selling
hundreds of weak items so that they will be able to purchase 1 strong
item. Pretty soon, the value of strong
items begins to dwindle, it always within your reach and you are constantly
moving towards having it. The feeling of
searching for an item (one of Diablo's biggest pulls) is gone and now you are
just working up to it. The excitment of
discovery of finding that super good item is no longer as exciting when you
know that if you didn't find it, you would have bought it eventually. This excitment of treasure hunting is what is
so key to Diablo's longetivity and design, but sadly the Auction House has had
a huge dampener on this.
The RMAH - When **** Hits the Fan
When the Real Money Auction House hit, all of
the Auction Houses issues compounded. Suddenly, the (unfair) in game advantages
became real world advantages while real world advantages became in game
advantages. This threw players into an
uproar.
I think most players loved the idea of the
RMAH. I for one was excited, perhaps I
could make a few dollars off of it and that would be nice. I didn't hear many complaints, only postive
feedback on it. Beyond even that, I
thought it was an ingenious way to deal with third party "gold
farmers" and to pay for server upkeep.
I didn't see anything negative about it and in truth I still don't. However, it has caused a massive amount of
resent among players, which I completely understand and have felt myself, and
here is why.
Players wanted to be able to participate in
the RMAH, primarily to sell and make a few dollars, but also to be able to use
what they made to buy items themselves without having to pull from their
paychecks. However, this is currently
not the case. Right now only those with
an ingame advantage and able to either collect or purchase with gold the best
gear are able to make a decent amount of money on the RMAH. The rest of the players who are still trying
to progress through Inferno, are unable to properly utilize the potential of
the RMAH because they are unable to offer any gear of value. On the flip side, those with real world
advantages (money) have been able to buy ingame advantages through the RMAH and
as always, when things outside of the game give players an advantage, the
average player is likely to get upset.
Being unable to participate in the RMAH has both frustrated and
disenheartend players who have had to watch those who can gain both real world
and in game advantages over them.
Wrapping Things Up - Can it
Fit in a Paragraph?
Diablo 3, like any game, has it share of launch
flaws. None of them, however, are as jarring
as the effect that Inferno's difficulty, people's competive nature, and the
Auction House have had on creating a negative user experience for the average
gamer. The advantage that the Auction
House has given to some players simply because of timing is viewed as immensely
unfair and a factor outside of the game itself.
Players are frustrated and left with a feeling of being unable to
compete just because they did not reach point X first. Skill has taken a backseat to gear and those
with the means (gold) to get the gear just keep making the gap bigger. The treasure hunting portionn of Diablo has
also taken a backseat to the Auction House, lowering the tense excitement of
hope when farming. All of this together
has caused the launch (and possibly more) of Diablo 3 to have turned out a bit
lackluster. Don't get me wrong, the game
is absolutely amazing, but the experience of the first month and the months
beyond could have been and could be better.
The only one o the three factors that is within a game
designer’s realm of control is the difficulty of Inferno. A game designer can attempt to influence but
cannot control the economic market of a game nor can he control the completive
nature of the players themselves.
Therefore we are left only with the choice of tinkering with the
difficulty of Inferno.
So what could have been done with the Inferno difficulty to prevent these problems? For starters, Inferno is simply too hard in all the wrong ways. If players had been able to progress at a decently paced, steady rate through Inferno and its Acts, Players would have been content. They would have been able to reach the end of the game and begin the true end game content of Diablo games, perfecting their character. They would not have had to use the Auction House for progression’s sake and therefore bitterness over the unfair advantage (perhaps even the advantage itself) it has created would not exist; using the Auction House would be a choice, and the purchases they made would have been because they wanted that item, not because they needed it to move on. And in time, when the RMAH was released, the majority of players would have been farming the endgame Acts and been able to participate in it. This one change could have alleviated a huge helping of the current frustration.
So what could have been done with the Inferno difficulty to prevent these problems? For starters, Inferno is simply too hard in all the wrong ways. If players had been able to progress at a decently paced, steady rate through Inferno and its Acts, Players would have been content. They would have been able to reach the end of the game and begin the true end game content of Diablo games, perfecting their character. They would not have had to use the Auction House for progression’s sake and therefore bitterness over the unfair advantage (perhaps even the advantage itself) it has created would not exist; using the Auction House would be a choice, and the purchases they made would have been because they wanted that item, not because they needed it to move on. And in time, when the RMAH was released, the majority of players would have been farming the endgame Acts and been able to participate in it. This one change could have alleviated a huge helping of the current frustration.
The Future of Diablo 3 – Off
in the Horizon
So what happens now? It is quite possible and I believe probably that given enough time most of the resentment issues will sort themselves out. In time the Auction House will be flooded with gear from Act III/IV and the price of them will go way down. People will be able to progress fluidly through Inferno, pit stopping at the AH when they hit each wall to buy items meant for later Acts. Power will overcome design and the average player will reach the endgame. Players will no longer be focused on progressing, but rather on character perfection and AH purchases will become more meaningful. Everyone will have access to the RMAH, so real world effects will be across the board rather than for a select few.
However, the damage has been done and while letting things go the course should work, it would be the equivalent of letting wounds scar over to heal. Much could be done to prevent the scarring, though it would take a good look at the design of Inferno and the end game content of Diablo 3 to figure out what. Designers would have to be willing to potentially rework an entire design, and gamers would have to be willing to accept those potentially drastic changes. Even with something this new though, change can be tough.
Originally I was going to include my thoughts on the current end game design, and what could be done to change and improve it, creating an even better user experience, but I feel that this post is already long enough. So I will be starting a new post – Designing Endgame Content for the Diablo Universe – and hope you will join me there as well.
So what happens now? It is quite possible and I believe probably that given enough time most of the resentment issues will sort themselves out. In time the Auction House will be flooded with gear from Act III/IV and the price of them will go way down. People will be able to progress fluidly through Inferno, pit stopping at the AH when they hit each wall to buy items meant for later Acts. Power will overcome design and the average player will reach the endgame. Players will no longer be focused on progressing, but rather on character perfection and AH purchases will become more meaningful. Everyone will have access to the RMAH, so real world effects will be across the board rather than for a select few.
However, the damage has been done and while letting things go the course should work, it would be the equivalent of letting wounds scar over to heal. Much could be done to prevent the scarring, though it would take a good look at the design of Inferno and the end game content of Diablo 3 to figure out what. Designers would have to be willing to potentially rework an entire design, and gamers would have to be willing to accept those potentially drastic changes. Even with something this new though, change can be tough.
Originally I was going to include my thoughts on the current end game design, and what could be done to change and improve it, creating an even better user experience, but I feel that this post is already long enough. So I will be starting a new post – Designing Endgame Content for the Diablo Universe – and hope you will join me there as well.
In Closing – It’s Finally
Over
I’m sure I ended up rambling at some points and I apologize for that, but I hope that the read was insightful and brought to light some of the underlying reasons for the frustration going around. It is extremely important, often times even more important than the design itself, to consider how things will affect the user experience and how much factors outside of the game can do so as well. In my next post I’ll talk more about the endgame design of Diablo 3 and how some of these issues can be addressed while creating stimulating and replayable content. I hope you will join me there.
I’m sure I ended up rambling at some points and I apologize for that, but I hope that the read was insightful and brought to light some of the underlying reasons for the frustration going around. It is extremely important, often times even more important than the design itself, to consider how things will affect the user experience and how much factors outside of the game can do so as well. In my next post I’ll talk more about the endgame design of Diablo 3 and how some of these issues can be addressed while creating stimulating and replayable content. I hope you will join me there.
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