Saturday, January 5, 2008

Overcoming the MMORPG Casual/Hardcore Gamer Conflict



The Problem
MMORPG's have come an incredibly long way since my days of MUDing on Gemstone III, but for all the advances there remains a significant issue: how do you keep and properly incentivize BOTH hardcore and casual gamers?



Speaking as a person who has been alternately a hardcore gamer and a casual gamer throughout his life, I have dealt with the frustrations that face both. As a hardcore gamer, I've been frustrated when a game stagnants as a result of new/casual gamers avoiding the game due to the perception it is impossible to "catch up" to the older gamers. When I was weekend wayfaring, I was aggravated by my inability to achieve anything meaningful in games (beyond grinding) because my worth as a companion was precisely nil. I'd fume as my friends relayed fanciful stories of storming keeps in battlegrounds while I was stuck slaughtering rabid raccoons in the Forest of Noobdungeon

So, how do we incentivize casual gamers to join in and play a meaningful role in all elements of the game without frustrating hardcore gamers who may feel their extensive devotion is being undermined by the handouts?

Why Hardcore Gamers Should Care
Hardcore gamers often overlook the critical role casual gamers play in their gaming world. Weekend wayfarers provide a large base for the game economies and provide depth and entertainment to social interactions. While weekend wayfarers occasionally frustrate daily devotees, the empty expanses in their absence, particularly when a hardcore gamer elects to create a new character, would make games that rely on cooperation exceedingly more difficult. Even more importantly, their monthly fees are an engine of growth for games by providing an expanded revenue base, which ensures continued attention and support from the administering company. Companies are often leery of dropping hard earned cash into losing propositions.

Get to the Mechanic Already
Ok ok ok, I can't help but justify myself. This burning need stems from deeply held insecurities. I'm seeing a nightelf healer in World of Warcraft about it.

The answer? Leadership systems. Yes, I know most games incorporate rudimentary ranking and reward systems, and I know most games also include grouping capabilities, but that isn't what I'm speaking of. What I am talking about is a comprehensive world leadership system (that may be split into factions if it serves game purposes) that will create chain of command bonuses.

What's in it for the Hardcore Gamers?
Ranks will not be achieved at set point scores, rather it will be a fluid system where ranks will constantly be redetermined based upon the scores of each other player. Thus, hardcore gamers will have an incentive to continue their devotion and will be rewarded by attaining the highest ranks and staying ahead of competing gamers.

Why do they want the highest ranks? SUPREME EXECUTIVE POWER! The highest ranks will be able to control the world conflict by issuing orders that will accord chain of command bonuses. Lower ranks will be able to refine the broader orders issued above. Each order followed in the chain of command will accord a bonus to the loyal follower. Each follower increases the chain of command bonus accorded to each other follower by empowering the leader and granting him additional options to employ to the followers' benefit.

But what about our Weekend Wayfarers?!
Casual gamers will receive bonuses for following the Hardcore Gamer's leadership. Each bonus followed in the chain of command will provide an additional layer of bonuses that increases the casual gamer's power. These bonuses will be scaled according to the difference between the level of issuing commander's order and the follower's level (thus a low ranking player following a high ranking player will receive a large bonus while a medium ranking player following a medium ranking player will receive a negligible bonus).

So, our casual gamer may operate completely outside of this system and grind to his heart's content away from the world conflict, or he may meaningfuly participate, though he must do so under the restrictions placed upon him by his need for chain of command bonuses. This will allow our casual gamer to participate in a greatly expanded selection of the game's offerings.


Allow me to explain by way of example:

Rank 1:
Rank 1 issues an order to attack Region A. As Supreme Commander, he gains no bonus for following commands. He gains more options of the bonuses to accord to followers as he gains followers.

Rank 2:
Rank 2 decides to comply with Rank 1's order and commences his attack on Region A. He receives a small follower bonus for listening to Rank 1. Rank 2, a high ranking general just beneath the Supreme Commander, refines Rank 1's order by issuing a command to attack City A in Region A.

Rank 3:
Rank 3 complies with Rank 1 and Rank 2's order. He attacks City A in Region A and receives a medium follower bonus for following orders from Rank 1 and a small follower bonus for following the orders of Rank 2. Rank 3, a medium ranking commander, refines both Rank 1 and Rank 2's order by issuing a command that the South Gate of City A in Region A be attacked.

Rank 4a:
Rank 4a complies with Rank 1, 2, and 3's order and gains scaled bonuses for each. He refines the order further, by issuing a command that the South Gate be attacked with archers.

Rank 4b:
Rank 4b is the same rank as Rank 4a, he too complies with Rank 1, 2, and 3's order and gains scaled bonuses for each. He elects not to join 4a's command and instead opts to issue his own command, demanding that South Gate be attacked with mages. 4a and 4b compete for followers.

Rank FILTHY NOOBLET A:
Filthy Nooblet A just joined the game today. He just spent 9 hours killing gregarious goats in the Forest of Noobdungeon and he wants to get in on the action. His lack of power isn't an issue, because he, as a mage, elects to follow Rank 1, 2, 3, and 4b's orders and attacks South Gate of City A in Region A. He gains massive bonuses to his powers and is able to actually participate meaningfully in the battle, though he is by no means the most powerful participant. He has no control over the course of the battle and no one follows him, but he has the possibility of landing the occasional killing blow or providing support at key moments.

Rank FILTHY NOOBLET B:
Filthy Nooblet B is nobody's fool, and he ain't gonna listen to anyone. Ever. He elects to ignore all orders and gains no chain of command bonuses. He grinds in solitude but in contentment. One day he accidently wanders into contested Region A and grinds there, mistakenly following Rank 1's order. He gains a massive chain of command bonus and grinds as he has never done before, but he is an easy target for others who are following more orders on the opposing team and hunt him throughout the contested region.

Conclusion
The system is complex, but I foresee it making online games incredibly dynamic. Strategy between high ranking players will become a must, and factional positioning will make dramatic scenarios for players of all ranks to participate in. There are a number of things I have left out of this framework, but I hope the basic foundation intrigues you.

Technorati Tags: , , , .

No comments: