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	<title>Comments on: MMO Development Lesson #36</title>
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	<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
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		<title>By: Tesh</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84733</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Tue, 02 Jun 2009 18:54:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84733</guid>
		<description>Tangentially, it should be noted that, as with investors in the stock market, people have different tolerances for risk.  Tuning a risk/reward system to some sort of &quot;one size fits all dev ideal&quot; is dangerous in an MMO, where you generally want a lot of people playing.

So yes, risk is implicit in rewards, but some people want that risk to be akin to permadeath, while others consider risking their leisure time sufficient.  You can&#039;t satisfy everyone with the same risk/reward.  The finer grained your system, with risk/reward calculations for everyone, the more people you&#039;ll be able to make happy.  It&#039;s sort of a market segmentation mentality, just writ in risk/reward game design terms.</description>
		<content:encoded><![CDATA[<p>Tangentially, it should be noted that, as with investors in the stock market, people have different tolerances for risk.  Tuning a risk/reward system to some sort of &#8220;one size fits all dev ideal&#8221; is dangerous in an MMO, where you generally want a lot of people playing.</p>
<p>So yes, risk is implicit in rewards, but some people want that risk to be akin to permadeath, while others consider risking their leisure time sufficient.  You can&#8217;t satisfy everyone with the same risk/reward.  The finer grained your system, with risk/reward calculations for everyone, the more people you&#8217;ll be able to make happy.  It&#8217;s sort of a market segmentation mentality, just writ in risk/reward game design terms.</p>
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		<title>By: Melf_Himself</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84730</link>
		<dc:creator>Melf_Himself</dc:creator>
		<pubDate>Tue, 02 Jun 2009 09:35:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84730</guid>
		<description>This is maybe not quite what you were getting at, but I think that rewards in the form of loot/levels should be divorced from rewards in the form of overcoming a difficult challenge:

http://word-of-shadow.blogspot.com/2009/06/let-us-eat-cake.html</description>
		<content:encoded><![CDATA[<p>This is maybe not quite what you were getting at, but I think that rewards in the form of loot/levels should be divorced from rewards in the form of overcoming a difficult challenge:</p>
<p><a href="http://word-of-shadow.blogspot.com/2009/06/let-us-eat-cake.html" rel="nofollow">http://word-of-shadow.blogspot.com/2009/06/let-us-eat-cake.html</a></p>
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		<title>By: Ryan Shwayder</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84715</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Sun, 31 May 2009 15:45:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84715</guid>
		<description>I&#039;ll consider getting these lessons into some kind of book after I breach 100. I&#039;m still learning quite a bit as I go myself, so I don&#039;t think it would be ready, or even necessarily correct, until after the launch of &lt;em&gt;Copernicus&lt;/em&gt;. But, yeah, perhaps one page per lesson could actually be useful--whether you agree or disagree with the lesson... well, that&#039;s actually the point of these anyway, it&#039;s not to lord over people with information.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll consider getting these lessons into some kind of book after I breach 100. I&#8217;m still learning quite a bit as I go myself, so I don&#8217;t think it would be ready, or even necessarily correct, until after the launch of <em>Copernicus</em>. But, yeah, perhaps one page per lesson could actually be useful&#8211;whether you agree or disagree with the lesson&#8230; well, that&#8217;s actually the point of these anyway, it&#8217;s not to lord over people with information.</p>
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		<title>By: waldo</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84646</link>
		<dc:creator>waldo</dc:creator>
		<pubDate>Wed, 27 May 2009 17:33:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84646</guid>
		<description>As a meta comment, these lessons are awesome.  You should seriously put these in a book, with just &lt;b&gt;one or two per idea&lt;/b&gt; - no big essays.

Check out the book &lt;a href=&#039;http://www.amazon.com/Principles-Software-Development-Alan-Davis/dp/0070158401&#039; rel=&quot;nofollow&quot;&gt;201 Principles of Software Development&lt;/a&gt;.  It is &lt;b&gt;exactly&lt;/b&gt; the kind of book I wish someone would put out about game design.  Forget the 900 page mega-tomes.  Give me a $20 book on game design that has ideas that get me thinking.</description>
		<content:encoded><![CDATA[<p>As a meta comment, these lessons are awesome.  You should seriously put these in a book, with just <b>one or two per idea</b> &#8211; no big essays.</p>
<p>Check out the book <a href='http://www.amazon.com/Principles-Software-Development-Alan-Davis/dp/0070158401' rel="nofollow">201 Principles of Software Development</a>.  It is <b>exactly</b> the kind of book I wish someone would put out about game design.  Forget the 900 page mega-tomes.  Give me a $20 book on game design that has ideas that get me thinking.</p>
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		<title>By: Ryan Shwayder</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84601</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Tue, 26 May 2009 16:34:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84601</guid>
		<description>I agree with Drawmeomg about crafting. It&#039;s all a matter of the game&#039;s intent. The risk of failure should be present in some games, in others it should be more about acquisition and subsequently playing the market with items (the risk being more about establishing and maintaining relationships, or creating too much of a certain type of item that the market doesn&#039;t need, things like that). If the challenge/risk doesn&#039;t exist in the act of crafting, it has to exist somewhere else, or the system has to be very minimalist.</description>
		<content:encoded><![CDATA[<p>I agree with Drawmeomg about crafting. It&#8217;s all a matter of the game&#8217;s intent. The risk of failure should be present in some games, in others it should be more about acquisition and subsequently playing the market with items (the risk being more about establishing and maintaining relationships, or creating too much of a certain type of item that the market doesn&#8217;t need, things like that). If the challenge/risk doesn&#8217;t exist in the act of crafting, it has to exist somewhere else, or the system has to be very minimalist.</p>
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		<title>By: Drawmeomg</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84600</link>
		<dc:creator>Drawmeomg</dc:creator>
		<pubDate>Tue, 26 May 2009 14:54:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84600</guid>
		<description>&quot;Shifting slightly, Iâ€™m curious what you think of this topic in regards to crafting? Iâ€™m of the opinion that the risk/challenge should come in acquiring the mats needed to create an amazing item, but that once acquired the player has no risk of failing that combine. Others might disagree and say there should be some risk in the creation itself so that the result is more satisfying. Isnâ€™t it satisfying enough to have finally gathered the necessary materials and see that item fall into your pack?&quot;

I agree with you.  I&#039;d argue that the acquisition of ingredients and (if possible) design of the item are the fun things about crafting distinct from adventuring; the possibility of failing once you&#039;ve done that undercuts the things that make it fun (whereas the possibility of failure in a fight underlines the things that make it fun - the pacing, strategy/tactics, and risk inherent in combat are the selling points).  There&#039;s a case to be made for making crafting more combat-like, in which case the risk of some degree of failure is probably desirable.  I respect that design particularly in a more social-style game, but in my opinion a combat-focused game best leverages crafting as a significant counterpoint to its combat rather than as a second combat-esque path for players.  You get more value, imo, with something significantly different from the main purpose of the game rather than with something mostly the same, since players who want that already have an outlet for their energy.</description>
		<content:encoded><![CDATA[<p>&#8220;Shifting slightly, Iâ€™m curious what you think of this topic in regards to crafting? Iâ€™m of the opinion that the risk/challenge should come in acquiring the mats needed to create an amazing item, but that once acquired the player has no risk of failing that combine. Others might disagree and say there should be some risk in the creation itself so that the result is more satisfying. Isnâ€™t it satisfying enough to have finally gathered the necessary materials and see that item fall into your pack?&#8221;</p>
<p>I agree with you.  I&#8217;d argue that the acquisition of ingredients and (if possible) design of the item are the fun things about crafting distinct from adventuring; the possibility of failing once you&#8217;ve done that undercuts the things that make it fun (whereas the possibility of failure in a fight underlines the things that make it fun &#8211; the pacing, strategy/tactics, and risk inherent in combat are the selling points).  There&#8217;s a case to be made for making crafting more combat-like, in which case the risk of some degree of failure is probably desirable.  I respect that design particularly in a more social-style game, but in my opinion a combat-focused game best leverages crafting as a significant counterpoint to its combat rather than as a second combat-esque path for players.  You get more value, imo, with something significantly different from the main purpose of the game rather than with something mostly the same, since players who want that already have an outlet for their energy.</p>
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		<title>By: Drawmeomg</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84599</link>
		<dc:creator>Drawmeomg</dc:creator>
		<pubDate>Tue, 26 May 2009 14:08:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84599</guid>
		<description>That is absolutely true.</description>
		<content:encoded><![CDATA[<p>That is absolutely true.</p>
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		<title>By: Ryan Shwayder</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84598</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Tue, 26 May 2009 13:56:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84598</guid>
		<description>The problem with that, drawmeomg, is....

â€œYou never get a second chance to make a first impressionâ€

The &quot;low end&quot; is what matters because that&#039;s what people see for a couple hundred hours.</description>
		<content:encoded><![CDATA[<p>The problem with that, drawmeomg, is&#8230;.</p>
<p>â€œYou never get a second chance to make a first impressionâ€</p>
<p>The &#8220;low end&#8221; is what matters because that&#8217;s what people see for a couple hundred hours.</p>
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		<title>By: Myrix</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84576</link>
		<dc:creator>Myrix</dc:creator>
		<pubDate>Mon, 25 May 2009 05:00:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84576</guid>
		<description>I think the death penalty is fine in WoW (durability loss) and, actually, I&#039;ve found it to be more punishing than EQ ever was for me. At the very least, it feels equal.

You&#039;re probably thinking I&#039;m completely nuts, but hang on a second. It depends on the stage of the game you&#039;re playing at. 

Leveling up, EQ&#039;s death penalty is clearly much more severe. XP loss and facing a corpse run means you have a very real fear of dying while leveling up. But the thing is, once you got to a certain point it started to matter less and less. I&#039;m not talking about late in EQ when we had the Guild Lobby to summon a corpse to either. At higher levels, I cant think of a single time that I wasn&#039;t able to grab a rez from someone, especially after the cleric rez-stick epic was introduced. When raiding, it was absolutely guaranteed that I&#039;d get a 96% rez after every death. Even on progression nights where we wiped endlessly, I didn&#039;t lose much XP. Killing  a few mobs that I was probably AAing on anyway usually got my buffer back. 

WoW is the opposite. Leveling up, the death penalty is very light. The durability loss on such low levels items doesn&#039;t mean much, so you don&#039;t really fear dying. On the other hand, once you&#039;re max level and wearing mostly epics (and especially if you&#039;re a Plate class) you&#039;ll start to see some serious repair bills. I&#039;ve lost hundreds and hundreds of gold in a single raiding week if we happened to be struggling with a boss or achievement. Considering I had been saving up for some stuff at the time, I actually felt that loss. There&#039;s no rez stick to get any of that gold back! Sure, we have dailies and harvesting and other methods to make gold, but getting your XP back in EQ was just as easy as doing that. That&#039;s where I feel the penalties sort of meet and become even. 

I think, even as a former hardcore EQer, I ultimately prefer WoW&#039;s method. I attribute this to the fact that I&#039;m mainly an Explorer type, and I enjoy knowing that I can go dive into that interesting-but-undoubtedly-suicidal area I come across without really hurting my play session with a time-consuming corpse run. 

Shifting slightly, I&#039;m curious what you think of this topic in regards to crafting? I&#039;m of the opinion that the risk/challenge should come in acquiring the mats needed to create an amazing item, but that once acquired the player has no risk of failing that combine. Others might disagree and say there should be some risk in the creation itself so that the result is more satisfying. Isn&#039;t it satisfying enough to have finally gathered the necessary materials and see that item fall into your pack?</description>
		<content:encoded><![CDATA[<p>I think the death penalty is fine in WoW (durability loss) and, actually, I&#8217;ve found it to be more punishing than EQ ever was for me. At the very least, it feels equal.</p>
<p>You&#8217;re probably thinking I&#8217;m completely nuts, but hang on a second. It depends on the stage of the game you&#8217;re playing at. </p>
<p>Leveling up, EQ&#8217;s death penalty is clearly much more severe. XP loss and facing a corpse run means you have a very real fear of dying while leveling up. But the thing is, once you got to a certain point it started to matter less and less. I&#8217;m not talking about late in EQ when we had the Guild Lobby to summon a corpse to either. At higher levels, I cant think of a single time that I wasn&#8217;t able to grab a rez from someone, especially after the cleric rez-stick epic was introduced. When raiding, it was absolutely guaranteed that I&#8217;d get a 96% rez after every death. Even on progression nights where we wiped endlessly, I didn&#8217;t lose much XP. Killing  a few mobs that I was probably AAing on anyway usually got my buffer back. </p>
<p>WoW is the opposite. Leveling up, the death penalty is very light. The durability loss on such low levels items doesn&#8217;t mean much, so you don&#8217;t really fear dying. On the other hand, once you&#8217;re max level and wearing mostly epics (and especially if you&#8217;re a Plate class) you&#8217;ll start to see some serious repair bills. I&#8217;ve lost hundreds and hundreds of gold in a single raiding week if we happened to be struggling with a boss or achievement. Considering I had been saving up for some stuff at the time, I actually felt that loss. There&#8217;s no rez stick to get any of that gold back! Sure, we have dailies and harvesting and other methods to make gold, but getting your XP back in EQ was just as easy as doing that. That&#8217;s where I feel the penalties sort of meet and become even. </p>
<p>I think, even as a former hardcore EQer, I ultimately prefer WoW&#8217;s method. I attribute this to the fact that I&#8217;m mainly an Explorer type, and I enjoy knowing that I can go dive into that interesting-but-undoubtedly-suicidal area I come across without really hurting my play session with a time-consuming corpse run. </p>
<p>Shifting slightly, I&#8217;m curious what you think of this topic in regards to crafting? I&#8217;m of the opinion that the risk/challenge should come in acquiring the mats needed to create an amazing item, but that once acquired the player has no risk of failing that combine. Others might disagree and say there should be some risk in the creation itself so that the result is more satisfying. Isn&#8217;t it satisfying enough to have finally gathered the necessary materials and see that item fall into your pack?</p>
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		<title>By: Drawmeomg</title>
		<link>http://www.nerfbat.com/2009/05/23/mmo-development-lesson-36/comment-page-1/#comment-84572</link>
		<dc:creator>Drawmeomg</dc:creator>
		<pubDate>Mon, 25 May 2009 03:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1056#comment-84572</guid>
		<description>The thing that has always bugged me about that argument is that the people making it are almost always fighting only the low end stuff.  I mean yes, fighting the least difficult (for your level) thing in WoW is orders of magnitude easier (and thus less exciting) than fighting the least difficult thing in EQ... but theres enough range to get up to where there&#039;s some challenge.  It does require you to search around, which may be a problem, but people who have never done anything hard in WoW (for WoW) talking about how easy the game is is kind of a pet peeve.  Get into a hard pvp fight or into a hard pve fight (they exist but require you to want to search a bit) and then say WoW isn&#039;t exhilarating... I will suggest that the worst part of it is no real death penalty.

Anyway, things like the EQ-style uber-harsh death penalty have their place.  By raising that kind of barrier to entry with difficult content, eliminating easy content and adding significant penalties, you significantly increase player enjoyment of your game because you get people significantly more invested in what&#039;s going on.  The downside is that by definition raising barriers to entry excludes people.  You have to decide up front: do you want to make a game for a relatively small, relatively hardcore audience or a larger, less devoted one?  There is no wrong answer to that question, but a game that tries to be both is going to fail at both, because you achieve one by eliminating the other.  They ARE mutually exclusive beyond a certain point.</description>
		<content:encoded><![CDATA[<p>The thing that has always bugged me about that argument is that the people making it are almost always fighting only the low end stuff.  I mean yes, fighting the least difficult (for your level) thing in WoW is orders of magnitude easier (and thus less exciting) than fighting the least difficult thing in EQ&#8230; but theres enough range to get up to where there&#8217;s some challenge.  It does require you to search around, which may be a problem, but people who have never done anything hard in WoW (for WoW) talking about how easy the game is is kind of a pet peeve.  Get into a hard pvp fight or into a hard pve fight (they exist but require you to want to search a bit) and then say WoW isn&#8217;t exhilarating&#8230; I will suggest that the worst part of it is no real death penalty.</p>
<p>Anyway, things like the EQ-style uber-harsh death penalty have their place.  By raising that kind of barrier to entry with difficult content, eliminating easy content and adding significant penalties, you significantly increase player enjoyment of your game because you get people significantly more invested in what&#8217;s going on.  The downside is that by definition raising barriers to entry excludes people.  You have to decide up front: do you want to make a game for a relatively small, relatively hardcore audience or a larger, less devoted one?  There is no wrong answer to that question, but a game that tries to be both is going to fail at both, because you achieve one by eliminating the other.  They ARE mutually exclusive beyond a certain point.</p>
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