Building in Exploits

When I think back to some of the most fun I’ve had in MMORPGs, it’s when I knew I was exploiting something that wasn’t completely unbalancing. Not the times when I created turrets in places that monsters couldn’t reach in Asheron’s Call 2 or when I got to that perfect spot on Lugian Towers in AC1 in which I could level with impunity as an archer. Those were fun for a while, but they made me feel dirty.

I’m talking about the exploits like in Ultima Online when I GM Tinker trapped chests inside orc camps to blow up unsuspecting players, or when I told them that purple potions permanently increased their stamina, and when they used them, they blew up 5 seconds later, hurt me, and I called the guards on them. Maybe that second one is a bad example, but you get what I mean.

I’ve always wondered if it would be a good idea to build in “exploits” that you knew expert players would eventually discover, but that didn’t completely disrupt game balance. For example, the recent introduction of Achievements into EverQuest II. You get Achievement experience for killing boss mobs, discovering areas, completing non-repeatable quests, and so on. The “exploit,” however, is when you mentor down to other players.

You can Mentor down from level 60 to 20 and complete quests appropriate for that level (or do anything else that would normally yield Achievement experience) and get Achievement experience toward your next point. Was this on purpose initially? Tough to say, but it’s really cool, and it almost feels like an exploit but doesn’t disrupt game balance.

I think it may actually be a good idea to start building in more “exploits” in online games. Anything that you know the average Joe won’t figure out on his own, but that veterans or especially smart players will discover. This type of exploitation can be really fun. and fun is always a good thing as long as it doesn’t hurt other players in some way. It rewards creativity and exploration (Exploration in the curiosity sense. “What if I do this and this in succession? It might make sense that something cool would happen. Holy crap! It did!”).

Another example of an EverQuest II “exploit” that results simply in fun rather than balance disruption is the recent ability to jump off flying mounts (griffons, carpets, and clouds). This ability is especially useful for scouts and others with safe fall, as you can jump off in locations you normally could not. On the new PvP servers, it’s proven itself extremely useful if you know griffon paths.

If I’m near any of the griffon flight points in Commonlands, I know how to get to the gates in about 30 seconds because there’s a spot any class can jump safely. In Antonica, jumping off a griffon into the water results in enhanced safety (because players camp the towers) and allows you to attack enemy players from points they might not initially expect.

Of course, the line has to be drawn somewhere. What makes an exploit damaging to other players? I think the answer is simple: If all players can do it and it doesn’t result in immediately apparent imbalance (e.g. the ability to get a ton of coin easily, farm named mobs, etc.), it’s probably an exploit worth leaving in or even introducing on purpose. You also have to use your own judgment when introducing such exploits, but I think doing so on purpose knowing that they won’t cause major imbalance would be a big plus on the fun side of things.

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