The defenitive solution to the endgame: "gated content"

There are a few concepts in here that I consider particularly important and that have been recurring in what I write. The beginning of the reasoning was an article about the future of the "endgame" over at Nerfbat and it became a good occasion to explain better two terms that I created and that I keep reusing. They are two general design principles that come as a result of my observations and I consider them important because they are more like philosophies that effect radically the way a game can be designed, even if on the surface they are easy to grasp.

These are the two terms and a general definiton for both, then I'll go more in detail about the second:

- "permeable barriers". While the concept is rather broad and extended to the theme of the "accessibility", my definition follows the idea of "lines drawn on the ground". These lines define and regulate a space, but at the same time the player has the possibility to cross them. So they don't transform into "cages". Concretely the idea of permeable barriers offers a single character the possibility to change class, use different skill-sets, switch faction, travel between servers, develop special affinities and proficences and so on. All these "states" define what a character is and can do (think to a class), but they are never completely permanent and definitive and they can be reverted. The "betrayal" quest in EQ2, is a concrete example of the application of the concept of "permeable barrier".

- "gated content". This is specifically about the "content" of the game. In particular it refers to the *types* of content, so, implicitly, the variety that the game offers. It's an idea particularly suitable for a sandbox game, but not only. Each "gate" corresponds to a different pattern available. It is woth noticing that a "gate" here is a conceptual idea, not an actual gate in the game that leads to different sub-games. The main idea of "gated content" here refers to the coexistence of these patterns and the possibility of the player to choose what he *prefers*. One type of content doesn't exclude or preclude another. Not only each type of content available isn't forced on the player (you are at "x" level and have to do "x"), but it also always exists and remains accessible, valid and pertinent throughout the life cycle of that character. Without getting replaced. Instead of passing from casual content to hardcore raids as two distinct and exclusive moments, all these content types coexist as parallel lines. (btw, even here there's a drift of the term, since I also use it for the accessibility when I use a type of content as a "door" on a different type. Not only to switch content types then, but also to integrate them.)

The first point is that the whole idea of "endgame" is silly. A division between two different games, the "main" one and the "endgame" has no reason to exist.

The very first question should be about which one is better and more appealing. In some cases (DAoC) the endgame is where the fun is, you have to endure the treadmill so that you can finally reach it. In other games (WoW) the "main" game is much more appealing, while the endgame is a complete change of pace that not many players enjoy (but tend to endure).

Why this division?

We basically have two ways to play the game. The only motivation to this distiction is that it adds "variety". Okay. Then, if this distinction is about adding variety, a much better design choice would be about INCORPORATING that variety in the same model. So that you aren't bound to a "before" and "after", but instead the two patterns cohexist and you can switch them based on your preference.

The original model here is the sandbox. Or the idea that says that adding variety to a virtual world is a winning choice. The one that accomplishes more the "mission" of these kind of games and enhances the fun. The variety always adds to the fun when the players are NOT ENFORCED into a one-way, obligatory path.

So the idea to have different patterns available in the same game is not a good one. It is an *essential* one. But an essential one that needs to be presented to the players on the same level. And not separated in two moment. The "before" and "after". Univocal and selective.

The "main game" in WoW, the one that is responsible to its success thanks to its accessibility and polish, is all focused on "progress". Not just in character power, don't let the appearance fool you. But also and in particular in "escalation". This is something that WoW does MUCH better than EQ2, for example. Meaning the way it leads you around the zones and then progressively adding more and more elements, with the world really starting small and then branching up. Sense of wonder. It's a sense of progression that follows the whole game and that really involves much more than the character. It involves the world outside and the way the game, step by step, adds elements to the puzzle. Brush strokes that progressively realize an impressive painting. This hooks the players better than everything else because the game not only gives you the correct amount of short-term goals, but also long term expectations and revelations.

There's a problem in this model, though. It gets spoiled. The first time you go through it is really the best experience you've ever had, but once it is spoiled, the sense of wonder and perfect progression don't work anymore. You can create alts, explore the starting zones you haven't seen yet, but it's never like the first time through. After three-four alts it even starts to get annoying. Blizzard is planning for new races and starting zones in the expansion but just adding those won't work. It's the model of the game that gets spoiled and you know already what type of progression and what kind of content you are going to see. "Reskinning" this experience won't do the trick because the experienced player has already generalized all that type of content (kill ten rats, get ten pelts, these are generalizations). He knows already how things work, he knows already that type of "escalation".

The game doesn't impress anymore, it loses its original, strong emotional impact.

The strength of WoW, and the reason why it will continue to be successful, is that for the brand new players this type of perfect progression is retained at no loss. You could have started to play when the game was released or start to play now and you aren't going to miss anything. The game is so carefully balanced that it will be preserved perfectly, while other mmorpgs age horribly and become nearly impossible for a brand new player to get into. Impassable barriers that isolate the "before" and "after" of the community. Which leads to a stagnation and the consequent slow drift into oblivion. It's not just about the "retention" of the subscriptions. It is rumored that WoW has a rather bad retention but one year and half later and it still sells more than 50k boxes each month just in NA. Without new players a mmorpg doesn't go anywhere and old mmorpgs don't lose those new players because they look old. But because the accessibility of the game fell to pieces as a consequence of bad design choices and models.

Often the "good" endgame is about the PvP. The majority of the ideas on Nerfbat, in particular those that I consider valid, are about PvP. It's not a case. "Stalling" is a good mechanic for PvP. Similarly to how the convergence is much more appropriate than divergence in PvP. If every couple of weeks there's an alien invasion on the world that completely destabilizes the PvP scenario, the players would be pissed off. Because the best mechanic for a PvP environment is a "stall". A fixed situation where then the players can manipulate some elements and play their game. But something under their control, not something impromptu or surprising. The "endgame" works in PvP because it is a stalling situation. Finally no other elements come to disrupt the conditions and the players "converge" in a similar situation. PvP needs this sort of "space" to exist. A set situation that reunites the players instead of dispersing them.

What's the endgame in WoW? Well, you cannot gain anymore levels so what is left to do is improve your gear. As a design model it doesn't seem really motivated, it is a silly idea. So why we arrived to it? The biggest game out there cannot be founded on something completely unmotivated, it would be crazy.Well, we arrived to that model not as a design choice, but as a productive one. A "progression" game is like football. You move horizontally, as a front. You cannot move backwards, it would be an heresy (see how hated are exp losses on a death). You are doomed to go on. At some point the game ends because the developers could add only so much content, it's always a finite space (and randomly generated content is also still finited) so, eventually, you arrive at the end. And what then? What am I chasing? The "endgame" here isn't a "necessity" of game design. It's just a necessity of the production. An excuse so that, despite the game is over, the players could feel motivated to continue to play and pay. "Raiding" is in this case the perfect choice to bind that request with a type of content that is structurally redundant and vain.

Think to the "main game" as a bait. Once they "fished" you they can throw you in a bucket of water and keep you there for a long while. Raiding is that "bucket of water".

The absurdity that I often underlined is that this model that is supposed to "preserve" content, since it's the most precious and scarce resource in the game, does exactly the opposite. It *erodes* content and removes it from the game since it's heavily based on the mudflation. Instead of valorizing ALL that the game has to offer, this kind of model just keeps devaluing and replacing constantly. As a continue, counterproductive reaction that finishes just to put a strain these worlds till they collapse.

So is this really the best model to use? Or maybe it is just a spontaneous drift and negative "maturation" (sophistication) of a genre that has lost track of its true principles and drive?

Let's imagine a different scenario and let's say that the content team has finished a small zone with all its quests, dungeons and overall story arc that unifies the various parts. A month later the zone is patched in the game but this time ALL the players can enter and experience it. The player who just bought the game and has been playing for a week as the veteran player who has kept an account for two years. And hopefully they'll even play side by side.

This doesn't mean that the sense of progression should be completely lost since all the content is always accessible. See for example these ideas. My idea is more like a collection of story lines. These can be totally independent or connected. But, while separated, they would retain their own linearity. In a game like WoW this already happens. There are story lines and themed quests, think for example to an instance and all the quests that are linked to it to form a story. Where that model doesn't really work is in the fact that those stories (even a bit too limited in potential) are limited by level. If you skip a part, going back wolud be rather silly. So my idea is about freeing these storylines so that the content never gets obsolete and remains always interesting for the same character. With no distictions between the "endgame" and the rest.

And yes, at the end there could be those ideas vaguely outlined on Nerfbat. But not as a "BAM! endgame". Not as a sudden event that completely changes the game you are playing. But as an evolution from the current model to one that contemplates all these possibilities right from the start. My idea of "gated content".

The idea of the player (and character) as a "traveler of worlds". Who passes smoothly (the idea of "permeable barriers") thorugh different types of content (PvP, group, single player, raid etc..) depending on his personal preference more than external imposition.

I imagine the design concept of the "gated content" visually like a number of portals that can be opened and that lead the character exactly to that type of gameplay he is looking for. A number of "opened doors". Possibilities available. The character is an "enabler" but the lack of a level system keeps the choice always "flat" and valid instead of higly selective. The "traveler of worlds" is the idea of a character that isn't strictly defined, but a roleplay point of view. Ideally that character could enter a portal and become a level 1 guy. Or enter another portal and become a level 50. Or enter another again and become a merchant. The same from the point of view of the content. Dungeons runs, epic raids, PvP territorial conquest, tournaments, storylines. These elements should work like portals that should never be dependent on a obligatory, imposed choice. The game shouldn't cage you into one pattern or one role. It's the player who decides what he wants to experience.

In a sandbox all the options should be available and valorized. And not as in SWG where the game was trying to lock you in one role to preclude all the rest the game had to offer.

These realities should coexist as possibilities.

There are four main points that should be at the center and that I continue to repeat:

- Accessibility
- Immersion
- Gated content
- Permeable barriers

What's the concrete consequence of all this? How concretely changes the game? For example the raid content wouldn't be anymore the obligatory "endgame", nor the only option you have past a certain point. The raid content would be just one *type* of content always available and always valid (and if you want to know concretely my idea of raid content, motivations, execution and reward, look here). Along with all the other types of content/patterns that the game has to offer.

Re: The defenitive solution to the endgame: "gated content"

I always thought the problem of MMORPGs was that they *don't* end. A book ends. A film ends. Even a single player RPG has a "game over" screen. Only a MMORPG doesn't reward you with a slap on the back, a "well done", and a screen saying "game over, do you want to play again?". Instead it creates an illusionary path forward, puts you into a treadmill in front of a painting of a path leading up a mountain, and hopes you'll tread that mill until the development team has found the time to add some real new content.

The Burning Crusade expansion, which simply adds another 10 level of main game to WoW is exactly what is needed. But Blizzard would need to add such an expansion at least once a year, and not just the first after two years.

Re: The defenitive solution to the endgame: "gated content"

You are completely wrong. Mmorpgs end, in fact players unsubscribe. You just don't need to turn the last page to understand that the book hasn't anymore anything worthwhile to tell you.

The point is that a mmorpg, a real one, isn't a book or a movie or a novel. It's something completely different and current games are suffering because they are betraying that principle.

Games that did particularly well, like UO or Eve, didn't have any fucking "endgame". Because the whole game was built on different premises and not as just an interpolation of previous models slightly adapted to the "massive" idea.

The current mmorpgs aren't "worlds". They are just mock-ups.

Those are just extremely timid steps in a genre that is totally different and that has a much bigger, substantial potential.

Re: The defenitive solution to the endgame: "gated content"

I'd argue that Eve and UO were nothing BUT endgame, really, rather than not having any.

I don't agree with your definition of MMORPGs ending. I don't consider an account cancellation to be a fitting end to a game. That's not an ending, it's a fizzling out or a resignation. What Tobold is saying, and I agree, is that MMORPGs need some sort of closure so that the player actually feels satisfied. They need to feel they've accomplished something, rather than simply "got sick of the game". It might be inevitable for a player to quit after 10 months or so, but that doesn't mean we have to go about it by pissing them off more and more until we reach their breaking point. We could just plan a 10 month storyline and neatly wrap it up before starting another one. Hell, you might even convince them to stick around if that happened.

Re: The defenitive solution to the endgame: "gated content"

A Tale in the Desert, anyone?

Just started it's third Tale on Saturday. This is a MMOG with an "end".

Re: The defenitive solution to the endgame: "gated content"

A mmorpg is a completely different product, this is what you aren't seeing.

Current mmorpgs are sufferning because they don't belong to the old model, nor to what a mmorpg should be. It's some sort of "identity crisis" that is hurting them. Hence the demand for a "real" ending.

That demand is just an attempt to frame a mmorpg on a consolidated, familiar model. To bring them back to a similar single-player style.

What I'm saying is that a mmorpg is something conceptually completely new and that should take distance from past models that just aren't suitable for this genre.

Better to leave that heritage behind instead of keeping it like an useless weight.

Re: The defenitive solution to the endgame: "gated content"

No, current MMORPGs are suffering because they do think they're something different. They think it's a good idea to stagnate your entire game and gradually lose a customer because they've lost all impetus.

MMORPGs should conform to the old model of narratives and progression and closure, they're just in the enviable position of being able to start new chapters or entire story arcs whenever they want.

I fail to see why MMORPGs should distance themselves from the entire concept of narrative structure, something which has stood the test of centuries, simply because they can. I don't think an endless sandbox that inevitably loses its appeal for players is a good idea. I think completeable narratives are incredibly suited to the MMORPG genre, and that the real 'useless weight' is the awkward dance developers currently attempt to string their customers along for as long as possible on as little content as possible.

Re: The defenitive solution to the endgame: "gated content"

Excuse me but you are completely off.

It's not that I'm against linear content and story lines (as I wrote in the article), but a story line doesn't need a massive number of characters to be interesting.

Clearly this specific type of content isn't an innate quality of the mmorpg genre. And the mmorpg genre isn't the best vehicle for it.

Re: The defenitive solution to the endgame: "gated content"

First of all, how can you state so nonchalantly that I'm "completely off", as if it's some sort of scientific fact that I'm just missing out on? This is why I frankly hate your blog, because you don't so much discuss things with visitors as yell things into the void and then froth uncontrollably until they give up and leave.

Secondly, your assertion that storylines don't "need" a massive number of characters is a non sequitur. It's like saying we don't "need" anything more than bread and water to survive so anyone who eats more than that is an idiot who is betraying the essential elements of nutrition. Are you trying to argue that games should be the minimum they can possibly be, or that they should actually strive to be the best they can? My point is that storylines can benefit from a massive number of characters. You can even have subplots that concern smaller groups of players if you think that too many players negatively impacts the essence of a story. The point is that current MMORPGs often have absolutely no storyline nor reason to stay in the game. Deliberately embracing that hollowness and rejecting narrative is cutting off your nose to spite your face.

Thirdly, whether or not the MMORPG genre is the "best vehicle" for a story is totally irrelevant. The issue is whether or not MMORPGs would be improved by having an involving and continuing storyline that engages players. In my opinion yes, they would. I think that MMORPGs already follow your vision of ignoring storyline, and I think they suffer because of it.

Re: The defenitive solution to the endgame: "gated content"

My point is that storylines can benefit from a massive number of characters.

How?

You say:

I fail to see why MMORPGs should distance themselves from the entire concept of narrative structure, something which has stood the test of centuries, simply because they can.

Well, what has stood the test of the centuries surely ISN'T a form of narrative that involves hundreds of players at the same time.

Books, movies, comics, TV serials. It's always YOU and the story.

ALL the games that have relied heavily on story lines are single player or actively limiting other players (see the trend of the instancing).

No, current MMORPGs are suffering because they do think they're something different.

Your example of story lines involving massive numbers of players is FAR more peculiar and unverified than what I wrote. So your ideas would mean that your mmorpgs would definitely be "something different". Something COMPLETELY different since they should be based on a different model already at the very base.

Thirdly, whether or not the MMORPG genre is the "best vehicle" for a story is totally irrelevant. The issue is whether or not MMORPGs would be improved by having an involving and continuing storyline that engages players. In my opinion yes, they would. I think that MMORPGs already follow your vision of ignoring storyline.

No, I NEVER wrote that the stories should be removed. This cannot be more false since it's NOT what I think, and I have repeated this concept even in what I wrote up here.

The point is that a mmorpg shouldn't be just ONE story with a start and an end, because simply that's not what a mmorpg should do.

Story elements CAN and SHOULD be integrated in that "traveller of worlds" model, aka the "gated content".

EACH WORLD, or sub-world can have its story. The character IS YOU. You don't need other characters to experience more stories, and those stories in those worlds CAN and SHOULD "end". But not the game and not your character.

I'm aggressive here because this is THE WHOLE POINT of what I wrote in the article. And it's rather obvious that I wasn't able to explain it properly since it's being misinterpreted to a huge degree.

Re: The defenitive solution to the endgame: "gated content"

Maybe the issue here is one of definition... MMORPG's in general are actually built up themselves of smaller genre models that are emerging to have very strong distinctions. Roughly: Sandbox, Story and World. Or for the non-brevity inclined Massively Multiplayer Sandboxes , Massively Multiplayer Narratives and Virtual Worlds.

You can say there's the RPG's that aim to be Sandboxes of sorts (but none that are really successful in doing so). I think this is where your endgame solution fits in. These games aim to be replayed forever and are designed to be played in many different ways. I really like the idea of Content Patterns and maybe using some form of Procedural Generation to keep the gameplay alive. Customised raiding for example. I even like the idea of player generated content but supported by a 'community process' Meaning that if players want to produce and consume content it has to be a peer-process. A group can make an attempt to produce new content. It ends up in a sort of 'half-world' where people can jump in and try out content. Over several iterations of trials and comments and voting, that content might be 'ratified' and end up as game content.

And you can say there's the RPG's that aim to be Stories/Narratives but then fail to provide a proper 'ending' (Wow is a good example) . They give you a definite curve of events and growth and then... because there is no ending... boil you alive until your life on that server ends. There's still the unanswered question there of whether you can end a game like that. Blizzard decided that they would just expand the narrative and implement time-sinks or ridiculous difficulties. No idea how that's going to end. I see it is a kind of 'hourglass model'. It starts full... but over time people leave and go onto another game. Over time all the players are converging on the same point the point where they leave and head off to fill up another game. Then someone just turns the hourglass over.

Then you can say that there are just worlds with people in them, who do stuff and seem to like it but it's not really a game. (Second Life.) People role play in them but they don't really have objectives and goals to aim for through fighting or adventure. Your solution sort of fits in a general sense

They all have a place. Game-wise, your solution definitely suits the 'sandbox' model though, not a narrative one. And mainly because Sandbox narratives and Story narratives are different beasts. Sandboxes tend to be based on the individual making their own stories up as they go along or someone making stories up that contain the individuals (a la 'Eve') that way they go on forever. Story narratives are about individuals listening to detailed stories of another world, they need endings.

Re: The defenitive solution to the endgame: "gated content"

How does the "traveler of worlds" model differ from anyone playing WoW and keeping that model in the back of their head?

Tonight when I log on WoW, I plan to manage my auctions and perhaps PVP a little bit. Then afterwards I will run a 5 man instance and if the manpower arrives venture out into a 20 man instance.

How does that differ than your model, except for the bit where I can magically transform into a level 5 character or something?

Sure, I'd only love WoW a little bit more if they added the capped / scaled gear for certain dungeons the way Final Fantasy XI did, or had encounters like EQ's DoD where you could basically disembody yourself and roleplay while "personally gaining." Do we really want to reward people for doing things not as-themselves?

I do not see your idea working unless there is a sense of linear progression maintained, because unfortunately humans are linear, and as soon as I "enter all the portals" as a "traveler of worlds" I have hit the endgame where repetition of past content or working on the harder content is necessary.

You can dandy it up all you like, but every MMORPG has a tangible beginning, middle and endgame.

Taking a narrative and hypertexting it, while making it potentially infinite, definitely does not make it infinitely RELEVANT.

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