When Age of Conan started it took a half-baked notion and accidentally made it great. When the game was in development, Funcom planned for players to play the game solo for the first 20 levels. Of course, the game’s early promotion met with a huge outcry on the interwebs. “What was the point of playing an MMO”, the fans cried, “if you can’t play with your friends?” The fans were right. MMO should be multiplayer. But what was Funcom to do with all of this 1-20 solo content?
The solution was a breakthrough that is rarely talked about in MMO circles. The developers kept the solo content and created a “night time” mode for the game. During the “night time” players could enter an instance to complete solo quests that required their focused attention. These quests had spoken dialog complete with dialog trees and long chained quests. In other words, they included all the story elements that players love from games like Fallout 3 and Knight of the Old Republic.
During the daytime, players entered a non-instanced version of the same location complete with a glut of standard kill quests that we associate with normal MMOs. While the daytime was a bit generic, the quests you did in the night time gave it a greater resonance than it would have had on its own.
The beauty of this system was that you could toggle back and forth at will. When you friends were on you switch to daytime, but before they logged on you could play at night. In effect Funcom had accidentally married the depth and story of a single player MMO with the expansiveness and spontaneity of an MMO.
Or at least they would have if they had a better grasp on what they had accomplished.
But the problem was that this invention was a marriage of convenience rather than an intended feature of the game. The designers never really planned for the “night time” to be an ongoing feature. It was originally really just a training mode.
As a result, when you hit level 20 the “night time” content suddenly vanished. Sadly, all you were left with was a sub-par traditional MMO experience. The initial reviews of the game (that only focused on the first 20 levels) were glowing. But players like me that played past level 20 felt as if they had been fooled by a bait and switch.
But I was thinking of Age of Conan the other day while I played Fallout 3. Fallout 3 is a single player RPG with an incredible depth and story. The game has a environment that is so visceral that it leaves me feeling physically grungy after I play it. It effects my mood too. The desolate landscapes leave me feeling lonely. I have never played anything like it.
But as much as I love Fallout 3, it is missing the extra dimension that I love about MMOs; my friends.
But I wonder if the new crop of MMOs couldn’t learn something from Fallout 3 and maybe even Conan. In Fallout, you have much fewer quests than in an MMO. And each quest comes with much more build up in terms of story and is much better reinforced by the characters and setting. Instead of doing hundreds of quests between levels 1 to 10, you do maybe a dozen or so. But each quest is better rewarded and more time consuming. As a result, you end up caring about each one quite a bit more.
I have been told that the early MMOs like Ultima and Everquest originally had no quests at all. Instead you just went out into the world and killed things. It wasn’t until much later that Everquest began to add quests which were presented almost like Easter eggs – requiring the player to type in a specific password to even find them. Since they were added into the game after it was designed, ironically “quests” were always just an add on feature for “Everquest.” The strange part is that MMOs have continued to treat quests the same way even when they were included in the game from the beginning. In a sense they feel like merely an adjunct to the xp grinding. In contrast, games like Fallout 3 feel like the grinding is just somehow in furtherance of the story.
The lesson from Fallout is: when you care about the story, you are never grinding no matter how much killing takes place.
One of the surprises about Fallout 3 was how slowly I leveled and yet how little I cared about that. I would estimate that it took me about five times as long to level from 1 to 10 as it did in WoW or WAR. But it wasn’t a concern. In fact, the leveling sometimes seems like a distraction from what I really cared about – being in the world and advancing the story. Likewise, all the killing that I accomplished never felt old because I was always interested in what lay ahead.
Having fewer quests meant that I could focus on the storyline of each one and what they meant to my character. In this way I came to actually care about the NPCs and their little problems. It didn’t hurt that the quests were cleverly written with plenty of surprises and twists along the way.
So how can you do this sort of thing in an MMO? I think the Conan accidentally points the way. As games are improved, developers should consider adding a “night time” mode – in effect a solo mode – that will help advance the story. If the stories are good enough it will add interest to what is happening in the non-instanced world as well.
MMO developers need to keep players hooked for a long as possible. This motivation is often made very plain in the crude way that these games just pile tasks upon your back. I think the hope is that the more things you have to do the less bored you will be.
But quite often the opposite happens. With so many tasks, you inevitable forget the purpose or significance of the tasks and all you are left with is the sense Sisyphean labor. That’s when grinding sets in. And grinding kills these kind of games.
I would challenge game designers to try to retain players the old fashioned-way: with a good story. Focus on making less quests but make each quest supported by interesting NPCs and ideally complimented with character building features like voice acting.
Here’s my proposal: build me a world that I care about and I promise that you can trap me in it for as long as you can spin a good story.
What do you think?