Vanguard
Submitted by Abalieno on January 5, 2008 - 09:58.
The year starts refreshingly.
I noticed this old-style drama, yet about Vanguard, on both Plaguelands and K10R. Fun stuff, reminds me of old times.
Just a few words:
1- While I don't believe every word written, I think there may be some truth and it is not a complete hoax.
2- The guy isn't scared about burning bridges.
3- Comments about private life are always inappropriate and should be omitted. Those were gratuitous attacks.
4- I was the first to call Vanguard vaporware when Anyuzer started to drink the Kool-Aid, years ago. I spelled it out: it was vapid. Those comments, while poorly written and making me ashamed, are still mostly valid. Vanguard wanted to be a design innovation, but it didn't innovate anything aside some very vague (almost valid) concepts that weren't properly made a whole (as game design should be).
5- I would defend Brad McQuaid. I think he proved that he believed in the game and that he had a vision. Debatable, but still personal, strong and competent. I'm sure that he saw the thing sinking from far away and still blindly continued to hope in some kind of external intervention to make the miracle. If they say he didn't do shit in the last year of development, I would believe. But I don't believe that he didn't care about the game and that he was slacking. I just don't believe in this drug-addicted image of Brad McQuaid, careless and hands-off his game.
6- Vanguard, once again, was a failure for *technical* execution first. Programming. Graphic engine. Server stability. Art and animations. Controls. Game design comes after those, and in that Post Mortem there's no mention of those flaws, as if the game's faults were all about high-level design. The game didn't fail because of Game Design, it failed because it was a POS close to Shadowbane. It was broken. Not because the newbie quests weren't written by senior designers, but because it ran poorly even on powerful hardware and yet looked awful. You need the basics to work, then you can think about the rest.
7- If Vanguard had a good technical execution but poor game design, it would have survived. Not a success, but something viable (see LOTRO, a game with zero ideas but good execution overall). So it's the technical execution the most relevant aspect of Vanguard's failure. And the one that is still ignored the most in discussions.
8- Brad McQuaid has responsibilities as he wasn't just responsible of the game design, but of the project as a whole. Including the technical execution. In particular: you have to bargain between ambition and concrete possibilities. Especially if you are forming a brand new studios. Start small and improve from there. Aiming too high is another relevant factor behind Vanguard's failure (and probably others on the horizon).
9- Let's talk about something else. Thanks. This drama is now about as relevant as Glitchless' Dawn and Dave Allen's Horizon. I hope we are past that swamp and that we can expect and bitch on a different level of quality and competence. Good and interesting discussions for the genre are somewhere else.
Submitted by Abalieno on April 30, 2007 - 08:37.
It's all ultimately good news
Maybe. Depending on perspectives. But your credibility isn't that high at present.
I'll make a tighter quote-play than Krones:
SOE is in discussions with Sigil regarding the future of Vanguard and Sigil Games
Vanguard is doing decently but not as well as we hoped
SOE is going to be getting more involved with Sigil and Vanguard - our relationship is going to become even tighter - much tighter
When people start getting burned out of the Warcraft expansion (pardon the pun), we need to make sure that the game is more polished and will play on lower end machines
they think to themselves, "ah well, were I younger and had my life not changed, I'd give it a shot, but I just don't have the time for another EQ with better graphics right now."
there are arguably a lot of people who by mid to end of this year in the MMOG gamespace for whom Vanguard could potentially be very attractive
Yeah, arguably. Pretty much the same number of players who can find SWG attractive post-Raph.
SOE is now, objectively, a dock where MMO ships go wreck. Vanguard, SWG, Matrix Online, Planetside, EQ and, to a lesser extent, EQ2. With the years instead of growing resources, SOE has worn them out.
I still see a 500k+ game, I was just off by a year for a variety of reasons
I don't know, if this was politics the best thing you could do is to admit you were wrong and failed, and resign from a management/lead position to do something that fits you better.
I wouldn't like seeing Brad fired or out this industry. But I'd like to see him stepping down from his position.
You had your chances. And a whole lot of them. Drop ego and pride, step back, and let others have their own as well now.
Submitted by Abalieno on April 24, 2007 - 05:26.
Four months later and Vanguard is now perfect.
...What? Isn't what everyone used to say a few months back? That the game just needed a few more months of development to be ready?
shiznitz: Latest hubbub: Sigil UI dev quit a few weeks ago and the UI mod community is annoyed that no one is helping them any more. While reading the rants, I discovered my issue with having to click on spell icons twice to actually fire the spell was not my issue but a long known bug. Wonderful.
Devs, your UI is the first and last thing your customers see when they log in and log out. It should work and not suck. Looking like WoW's isn't enough.
Also, Nino seems to have left Sigil.
Kageru: Meanwhile I have no idea what happened with the game coding. The code seems to already have reached an unmaintainable state where bugs just can't be fixed. I can't imagine how else the act of forming a group, or not falling through the world, can still be so flawed. Meanwhile the rate of introduction for new bugs is scarily high.
I honestly can't see the game holding enough subscriptions to fund the development it needs to be decent.
Rumors. My opinion is still the same, the game was broken this January, as it will be broken next January (if it survives till then).
And not much because of Brad's hardcore game design, but more because of execution was poor (and planning, which is Brad's fault in this case).
One player also noticed that quests don't work in multiplayer, which would be interesting to discuss.
EDIT: New rumor. I doubt it's true. And even if it's true SOE will never admit the game isn't doing well and will probably dress the press release so it sounds positive.
Submitted by Abalieno on February 2, 2007 - 08:49.
Not trying to vehemently bash Vanguard, just explaining better what I mean for decent "world design".
Since people say I'm deliberately picking horrid screenshots to ridicule Vanguard (the truth is that I picked those that illustrate better my point), here's a good looking one that still shows what I pointed out. A lack of world design. There's this bumpmap effect applied to all the terrain everywhere but it seems that the textures themselves are random noise patterns with a varied hue.
The lack of "world design" isn't the fact that there aren't many objects visible. But that those that there are, like the boulder, the fence and the tents, seem all completely estranged from the environment.
How would it look if there was an at least passable world design? It's not that hard. The lines (textures) between objects shouldn't look so definite. The areas around the tents should have probably used a different texture that shows there's activity in that place and the sand near the fence would surely look different. Since there's water, a possibility of high tide, along with the fact that the sand is soft, that big boulder would have likely sank more in the sand creating a hollow in the area, maybe even a small pond. And I also doubt that a cliff so close to the water would look like that and the same for the transition between the rock area and the beach.
EDIT: Credit to Jpoku for a much better "reading" of the scene (and this is a very good design lesson):
the connectivity is poor for whatever reason. It just doesn't feel as alive. The fence, gate's and tents look like they are about to fall down. The sea creature looks like it has just fallen out of the sky and landed on the ground rather than having led there for ages. Also someone could just swim round that fence. What's it defending against? No signs of it being a real barricade. WoW here would have supplies behind the fence, strong supports holding it up. On the other side there would be bits of broken wood, swords or corpses (like a fight has happened there so a fence is needed)
Another example. If in the real world you make objects on the terrain invisible, you would still see many evident cues that something WAS there. Now imagine to remove all those objects you see in the screenshot. Well, There would be no sign at all that something was there. The terrain would look uniform.
Vanguard world design is this: a fractal terrain generator on which were then dropped with no real logic a number of trees, rocks and buildings of various type. It's the opposite of an organic world design.
In general there's always a glaring clash between the terrain and the objects/models. As if things were photoshopped into the scene. It gives a very "false" feeling (and this is the result half of the art quality of the textures and half the graphic render they coded, which sucks. See Black & White 2 for a terrain render that looks amazing).
Now take these other examples:
1- Transitions. Can you see how in this case the transition between the beach, the grass and then the rock areas is much smoother and organic (dithering aside)? And how the result is a believable, immersive scenery?
2- Detail. Notice how the terrain is painted to have some kind of trailing effect near the wooden planks, as if some water dribbled around them. Imagine to remove these planks and the terrain would still reflect that something was there.
Now go and see if you can find in Vanguard a similar example. WoW can deliver some organic scenery even with an empty landscape. In Vanguard the terrain looks as if it was colored with the airbrush in MS Paint.
Try to walk along the coast in Westfall and you'll see plenty of wooden planks, barrels, tree trunks, shipwrecks and so on. That's world design.
Please understand that this isn't a Vanguard vs WoW. I'm just pointing out one of Vanguard's flaws and using WoW because it offers descriptive examples of good world design.
And consider that I'm pointing out only one tiny aspect of what I consider world design, just because it was the easiest to explain. I hope it illustrates better the kind of point of view from where my comments were coming.
P.S.
I know very little of "world design" and I doubt I could do a better work, I don't have any practice with it. But I see something that looks amazing and then something that feels like crap. What I do is just to ask myself why. I try to analyze and dig what I see and try to understand what makes the difference. So I'm trying to learn by myself. I compare things to learn the differences. It's not simple but I expect that those who actually ARE WORKING in the game industry know these things I'm trying to teach myself.
Submitted by Abalieno on January 30, 2007 - 05:36.
Woot! Five days without writing. I CAN resist!
Now, in honor of Vanguard's launch, here's my view.
--
I expect Vanguard to perform worse then EQ2 in the mid term, not because of game design, but because of execution. Bad production choices, bad focus, bad UI, bad engine, bad art, bad models and animations etc...
Bad pretty much down to the little things. Bad for example in something that shouldn't be all that hard to achieve in a AAA title: fonts.
What saved EQ2 was the obstinacy and dedication of its devs. Despite the horrible premises the game improved considerably. It required time and work. I doubt Sigil will do the same, especially when Brad McQuaid was already talking about their second and third mmorpg when Vanguard wasn't even in beta.
In the case I'm right and the game won't perform well, I blame Brad for bad direction first, not for bad game design. I see the popular "hardcore vs casual" debate as secondary in this case.
The awful premises of EQ2 equal pretty much the bad premises of Vanguard. I don't think Sigil will match the dedication of EQ2's team, so this is why I believe it will perform worse. I had NO faith even in EQ2's team, so this doesn't mean that also the Vanguard guys cannot prove me wrong. We'll see. At the same time I also think the two games will compete against each other and I just don't see enough space for both. Either EQ2 or Vanguard will have to withdraw. It's not a good scenario.
From a more general point of view I don't think that having many MMO titles is going to payback, especially in the longer term. The increasing competition will contract the market and push the most strong titles. I don't see as a very smart plan to disperse your resources too much. I think SOE should instead focus on fewer things and try *harder than ever*. This was already proven true when with EQ2 they decided to make less expansions and make them more polishes and well-rounded.
Scott Hartsman confirmed that the choice had a very positive impact. I believe the same principle is valid for SOE as a whole.
--
On the forums I see Darniaq and Geldon defending Vanguard rabidly (and in a few cases not even objectively), I respect and value their ideas, but I have to say they have terrible taste with games ;)
Now a few quotes. Haemish:
I'm pretty sure that no matter how many subscriptions VG gets, we'll never hear a straight, true number of subscribers out of SOE anyway unless that number beats WoW.
Which it won't.
What's relevant is how profitable is VG, and those numbers we'll never get. The rest is dick-waving for press releases, and I'm pretty sure the milimeter beater that will be VG's subscriber numbers won't be the subject of a press release. We might get the "X number of VG boxes sold!" back-patting press release, but that's about it.
And Shild:
That's exactly it. There's nothing left to rant about in any way. If these fuckers don't even want to try to create an engaging experience from the first moment you log in, then fuck'em. These people are never, ever, ever going to learn. And when I say these people, I mean MMOG devs. No one wants to think outside the goddamn box, and the people that do think outside the box almost never create any sort of cohesive experience. I realize f13 started off pretty MMOG-centric, and I realize I used to be a lot more tolerant of MMOGs. But it's just not worth the expulsion of any sort of energy anymore. The most any shitty game is going to get out of me is some obscure joke and a photoshop. I just don't have the sort of time to waste that I used to have on this sort of shit. There's too many good games. When a _good_, from the get-go, MMOG comes out, I'll gladly come back and talk about it ad nauseum. But until then? Meh. Waste of customer's money. Waste of development money. Just a big waste of money. Want something positive? I'm sure there's lots of good people at these companies, and I'm glad they have jobs. The videogame industry is a harsh place and those people are the glue that keeps it together. Too bad QA doesn't get paid enough to have the cajones to call something as they see it. When that happens, we might see some positive change.
Submitted by Abalieno on December 23, 2006 - 14:09.
From the Vanguard newsletter:
PvP SERVER
You must be within 10 levels of your opponent, to target them press ctrl (control) + left click. Show no mercy!
Ahahahah!
Submitted by Abalieno on September 7, 2006 - 19:58.
I'm not at the AGC but this is my rant.
One of the most popular discussions at the moment about Vanguard is the choice of using "unibodies". It sounds as the most irrelevant detail you could discuss about a game, instead it's the one between those that will matter more and that will be brought up more often.
What's a "unibody"? Well, it's just a fancy term to define the design choice to share the same "body" for each character's race while only changing the scaling (which is as simple as setting a variable) and the head plugged on that body.
This means that all the playable races in the game will look alike, but it also means that it is much easier to create armors and clothes as they don't need to be race-specific or tweaked to fit the different models and silhouettes.
Imho the compromise is completely unacceptable and the real, deeper reason is similar to the old debate about the balance between handcrafted and generated content. The reason is only one: not using "unibodies" and "unianimations" would actually force the developers to, you know, DO SOMETHING.
Since there's nothing new under the sun, I can draw from very old forum posts that I happned to reread recently:
SirBruce: The first panel I went to was "The Right Content Mix" with Starr Long, Rich Vogel, and Jason Durrell. The panel debated what was the right mix of static vs. dynamic content in MMOs
HRose: Oh my god. These guys are able to repeat the same theme for every conference?
They aren't intelligent enough to realize that "the right mix of static vs. dynamic content" is ALREADY a wrong premise that won't bring anywhere?
Yeah, like if there's a "right mix" of doing and not doing your work. Or the right mix between good and bad art. Or the right mix of content and lack of it.
"How can we do the less possible and make money?"
If you START from that premise, you'll never go anywhere. This is very close to what Rob Pardo wrote and that I quoted. You don't polish later. You polish from the beginning. It's a mindset. The "culture of polish" he speaks about and that is the MAIN DIFFERENCE between Blizzard and EVERY OTHER MMORPG STUDIO OUT THERE. Every single one.
Create art and style that is specific to a race. You know, *content*. You know, what the players are supposed to pay for, instead of just a hole with nothing into it if not an excuse to ask for money.
Even Valve with Team Fortress 2 has understood how important is the "typization" of the characters, how important is to have recognizeable silhouettes.
We pay to have lore, to see beautiful locations, the consistence of a fantasy world. Giving each race unique-looking models and animations is part of the same creation process. It is *what we pay for*. It is part of the "value" that the developers are going to sell.
So yes, if each race, and even sex, needs unique models and animations it means that the devs will have to work on that. But, hey. That's what they are paid for.
If now WoW raised the bar and player's expectations for every other mmorpgs out there, then I'm HAPPY. Because others developers won't get away with their horrible design choices. And all those attempts at creating "fun" random generated content will fail horribly.
It's not so far away from what Lum ranted about:
The primary task of an MMO provider is, again, to provide the MMO.
Yeah. And the secondary task is to provide the content. You CANNOT get away without doing that. You cannot find "shortcuts" because there are no goddamn shortcuts. There is no game that builds itself if not as a stupid, ingenuous dream that many in the industry share.
The better is the content, the more work goes into it, the more the game will be successful. Well deserved success.
As I wrote in a comment there isn't a single mmorpg out there that I think deserved more than what it got. Nor a mmorpg that deserved less than what it got. WoW is up there, far away, because that gap is a gap of QUALITY. Concrete quality. No PR stuff or brand or whatever. It's *quality*. Quality, hard work and dedication that paid back.
If mmorpg developers decide to take the shortcuts then the players will see. If you flip the pages of a book and there's a blank one, you will notice. YOU WON'T GET AWAY WITH THAT.
As in the "emperor's new clothes" story, the king is naked.
Continue that way. Right along with the generated and player created content. All stupid excuses to find ways to sell a VOID. Tho sell the LACK of something. The "Philosophical Stone" that turns digital rocks into real gold.
About the unibodies and unianimations, this is another very old discussion. So interesting to reread nowadays (and at least acknowledge how what I write long ago stands the test of time):
Raph: The tradeoff is that SWG permits greater animated expressiveness for every race. This is, again, mostly a matter of taste. There are technical challenges both ways as well, of course. In WoW, tying each animation set to each character type means that you have to assume a budget for animations equal to having every animation set on screen. That almost certainly means less animations total in the game. It eats into your skeleton budget, and requires greater animation time, of course, which could have been spent somewhere else. In SWG, you lose distinctiveness per species. This gets spent instead on character customization...
HRose: I like way better WoW approach. I don't need "fluff". I feel more important an unique feel of my character than setting the pattern of my beard. The only thing I'd change in WoW is the possibility to set an height. That's it. Specific animations really give you a different "feel" of the character, imho. More than the control of details that create lag, problems to the netcode and are barely noticeable by anyone aside you.
Raph: Yeah, to me the Tauren walk is the fluff, and the beard matters to me. *shrug*
I'm sure out there you can find someone who believes that WoW's success is only due to the race-specific /dance emotes. Of course it's an exaggeration, but even today part of what people are interested about the expansion is the new dance emotes for the two new races. Go again to read what Rob Pardo writes about "polished features".
SWG didn't have the unibodies, but it did have the unianimations. And it sucked. Vanguard will have both unibodies and unianimations.
Brad McQuaid: "Given the fact that we're likely the only other AAA MMOG for the year 2007 means that we can do no less."
Eheh, come back in a year and tell me I was wrong: "Warhammer will be more successful than Vanguard".
Submitted by Abalieno on August 4, 2006 - 02:24.
Then a character modeler and a texture artist.
There's finally out there a short video that shows some of the game. With some new screenshots here.
At a first glance it even looks quite good (there's also a new fancy SOE logo at the beginning), but if you observe it with some attention the flaws start to show.
To begin with (and even somewhat acknowledged) the animations are *terrible*. Pretty much everything that moves looks awful. In particular the horses and the dragon.
And this is why I say the game needs a skilled animator. In the requirements put "must have NO experience with mmorpgs" and maybe you'll be able to hire someone who knows what he's doing.
Good animations are essential to have good controls on the character, show clearly what is happening (feedback), immersion and, in particular, to make the monsters feel more different and alive.
Take for example that giant that is shown for a couple of seconds. Why his mace doesn't hit the ground? Why it doesn't rise a cloud of dust, throwing away the players nearby? Why he draws back the weapon so quickly as if he was scared to actually hurt someone? Good animations should have a good flow. Swinging a weapon shouldn't look like hammering a nail. There should be some dynamism, some weight. You don't just move the arm to hit and then play the same animation backwards to move the arm back into its original position. A giant is supposed to be slow and heavy. Only a few attacks but meaningful ones. So it would make sense to have complete animations that take their time. Designing attacks and combat should be already imagining the way the monster moves and reacts.
Things look even worse when you go with a more realistic look and then have those kind of animations that are also cloned on all the characters. It completely disrupts the game. It feels too generic, amateurish and without personality.
The most improved thing seems to be the lighting system. On the grass it still looks odd like if it was photoshopped on the screenshots in a second moment, with colors too flourescent compared to the rest, but overall it should be decent. It helps to make the scenes feel more consistent and the characters less estranged from them.
I still continue to have mixed feeling when I look at those screenshots. I always have the impression of an amateurish game like those mmorpg studios that come out from time to time. Vanguard is one of those games to claim "cutting edge" technology but it still looks quite bad. I also wonder about the performance of the engine with that level of detail because if it looks like that, at least it has to move well. And not looking bad AND also having a terrible performance.
This is also another game who uses LOD heavily. Already in the video you can see objects popping up at a relatively close distance. At least let's hope that the buildings will be persistent on screen, instead of watching just hills and trees.
Again, I'm more worried about the technical execution and production value in this game, than the design. It just looks very amateurish, generic and approximate. Brad is still aiming at about 400k subs, even hoping for more after WoW seemed to open the market for everyone. What if the "core" players are instead around 60-80k? That's my prevision for the game at this time.
It would be a problem because it would cripple Brad's plans with the future development and they'd have to decide if it's enough to continue to support it, or just give up and getting reabsorbed into SOE, as in that scenario.
The point is that if Vanguard wants to seduce some of WoW's players, it will HAVE to pass through EQ2. This is why I'm so unconvinced about the decision to publish the game with SOE. The truth is that Vanguard is EQ2's most direct and serious competitor. They share the exact same market, and there are even some ironical analogies. Like the characters models and animations that suck in both games. And both look passable only on higher-end hardware because of "cutting edge" technology that looks bad and that has horrible performance.
From Smed's blog:
One of the things I like best about SOE’s overall development direction is that we’re creating a wide variety of new games. We have four diverse MMO titles in internal development, not counting the five MMOs we currently have live, or our partnership with Sigil for Vanguard.
Each of these new games is aimed at a very different market and all of them are in different genres. From our perspective, it’s time to shake things up a bit in the online gaming space.
In the case of Vanguard what he says just doesn't make sense because it will directly overlap with EQ2, and realistically only one of the two will survive (while I guess that the developer they acquired was from that show in China).
Right now EQ2 looks much more solid and I think it has the number to succeed over Vanguard even despite all its flaws. There's also a video about EQ2's next expansion. Blackguard says it's alpha footage, still in too early development to be intended to be shown (and where we discover that a "Fae" is just an elf with wings).
Imho it looks terrible. And when I say terrible I mean much worse than what is in the game right now. So I just hope it's just the video. The animations are worse than ever, the ground textures the usual, generic stereogram. Also quite blocky and unnatural in the way the terrain is shaped. EQ2 also needs a better, more natural-looking terrain editor. Add to the list.
I was also thinking while observing again God of War animations that the cloth he has on the hips moves wonderfully. EQ2 uses a laggy, ugly cloth animation system and I wonder again why you cannot just simulate the cloth animation, record it to the actual animations, and then have it directly in the game exactly as in GoW, without any fancy (and laggy) system.
The combat between the Fae and the rock thing has the sound completely desynched from the animations. The second combat between the two guys and the mechanical helicopter instead looks like a Power Ranger episode. Ugh.
So, really, Vanguard and EQ2 rival for who has the most ugly, jerky and confused animations. I cannot believe that with all the resouces SOE has, they still cannot find a first class animator and some good character modelers.
Btw, what happened to the Station Pass overhaul that was announced in a press release during this last E3?
Submitted by Abalieno on July 25, 2006 - 20:06.
So again with The Escapist, I'm reading this description about John Romero and I couldn't stop to think about it as an omen for Brad:
McQuaid's game was Vanguard. It was intended to be larger and grander in scale than any videogame ever made, and was heavily advertised as the game that would make you, the player, Brad McQuaid's "bitch."
That Vanguard eventually sold 200,000 copies - a smashing success by some standards - is irrelevant. Costing more than $10 million and taking three years to develop, Vanguard would have had to do far more than make you its bitch to have been considered a success. Since day one at Sigil, McQuaid and Co. had set their sights on EverQuest-like sales figures, and in what was certainly the greatest example of star-driven, game industry hubris, had been completely surprised by their failure.
Sigil's Carlsbad, California office, rocked by political in-fighting (which led to a near-complete walk-out of McQuaid's Vanguard team) was closed in 2007 by SOE following a bail-out deal in which the publisher had acquired a controlling interest in the hemorrhaging game company.
Hey, maybe it could work like a lucky charm ;p
Submitted by Abalieno on July 23, 2006 - 17:47.
Premise #1: I thought that by the time I had the occasion to write about this, it wouldn't be anymore a news. Instead I still don't see anyone talking about this significant news about Vanguard, not even on FoH.
Premise #2: my brain is currently *fried* by the heat, so don't expect very bright comments from me these days.
What is the news about? The "death penalty" in Vanguard is changing and going through significant revisions.
There arer currently quite lengthy posts from Brad on the official forums trying to explain the philosophy behind these latest changes. Or better, trying to justify them against the hardcore fanatics of CR (corpse recovery) that Sigil cultivated and nourished along these years.
Since Brad wrote a whole lot as always, I'll try to simplify as much as I can:
- Levels weren't enough. So the idea to add a parallel "con system" (to consider the difficulty of an encounter) that could provide a variation that, in their opinion, wasn't possible using just the levels:
Now is the time (beta 3) to take the con system and death penalty to the next stage and make it even more dynamic.
In general you evaluate the difficulty of an encounter by checking the level of the monster/s. WoW and EQ2 already complicated this pattern by adding monsters that were flagged as "elite" to better identify a "group" encounter (I'm tired to do all the work. Someone in the blog community could write an article about elite mobs and describing exactly how they work from a game design perspective?). Vanguard will (obviously, since they are hardocore) go further and add a "threat level" on top of the standard levels.
Simplifying. A monster could be the same level of another. But it could still have a much different "threat level".
The threat level is based on "risk Vs reward" mechanics. An high threat means that the monster is stronger (has more hitpoints, skills, better AI etc..) and also carries better loot (the "reward" part). This is all still quite conventional. The news is that an higher threat doesn't just correspond to higher difficulty and reward, but also to different death penalties (risk).
So if you attack a mob with an high threat level not only you risk to lose because he is stronger. But you'll also incur into an harsher death penalty.
This also means that CR runs won't be the standard when you die (as it was before this last announce), but instead will become just ONE of the cases possible. While the death penalties corresponding to lower threat levels should be milder.
High threat: the moster is stronger (higher HPS, more skills, better AI, etc..), but it drops better loot. While if you die you'll have to suffer harsher death penalties.
Low threat: the monster is weaker, soloable, poor loot, mild death penalty.
About the death penalty "cases":
But in general, the death penalty can range from a money sink, to some exp lost but able to be regained, to exp lost period, to dropping a corpse with all of your gear but having that gear respawn after X number of hours real time at an Outpost, to a corpse that drops with all of your items that has to be recovered or dragged out by a friend, to even more severe penalties (for example, perhaps a corpse cannot be dragged, or even you have to defeat the mob that killed you in order to have access to your corpse (for example, a giant worm that eats your corpses, and until it dies, there is no corpse to loot)).
This obviously leaded to "core players" accusing Brad to give up on these core concept:
Now, before anyone panics, does this mean we are dumbing down the game? No, I really don't think so. We *are* making deaths from mobs with a lower threat level easier, but then we are also making deaths from mobs with a high threat level as hard or even harder than before. And then we have options in-between. What we are doing is making the game more inclusive and less exclusive – players with different playstyles, tolerances, varying contiguous play times, etc. will all have plenty to do, again regardless of their level. No, we’re still not trying to make a game that is all things to all people, and yes, our primary audience is still the core gamer and we won’t make decisions that hurt what makes it attractive to our core audience. But there is a middle-ground – we can and are making a game where solo/casual, core, and hard core/raid gamers can co-exist.
My comments (in short, I ran out of time):
1- "Now is the time (beta 3)..." No, "now" is not the time. You don't make these kind of significant changes so late in beta. This belongs to the very beginning of the design phase.
2- I always thought that "Risk Vs Reward" has never been a really fun mechanic to use because it encourage players to aim lower instead of higher (the game punishes experimentation, I call it fun Vs frustration).
3- Linked to the previous point. The players will tend to "game" the system. Instead of supporting different playstyles, most of the "harder" content will be simply ignored and people will just grind their way up (to boredom). Challenge not imposed isn't a challenge.
In a treadmill the point is reaching the top (sadly). If killing easier monsters is simpler and risk-free, people will do that and outpace the lack of good loot (supposedly the motivation to do the harder content) through the acquisition of higher levels (like in DAoC where it's the norm to go around with "grey" equipment while you grind the task dungeons). Instead if they try to make the harder monsters much more desirable, then it means the game will be insanely grindy for solo players who are "stuck" at killing those simple, worth-less mobs.
Moreover I'm not really "getting" the design behind these changes. Why use a "threat level" instead of the standard level to just give a monster more HPs, skills and all the rest? Why the need to "double" it? If the goal was about differentiating "group" content, why not just reusing WoW's and EQ2's elite flag (which I consider already superfluous)?
Linking "good loot" to "group content" and then to "harsher death penalties" is also a very dangerous idea. You want to promote grouping, not to punish it. It's already not a simple task to put a group together, not even always possible (actually I always thought that grouping shouldn't be "promoted", as it is supposed to happen spontaneously. The point is about removing the *barriers*. Not to force the players in a direction). As we have already seen, dying is a very good incentive to log out of the game and go do something else (see Prey's fix attempt). It's a ticket out. You don't want the players to do that. You want them to get addicted and keep going, breaking the flow as less as possible. If an higher threat level will lead to grouping incentives, while also leading to harsher death penalties, then you are really risking to punish grouping instead of encouraging it. While also making the game incredibly frustrating for those who don't have access to another type of content.
A short exchange on FoH:
Laerazi: If it takes 2x as long to level on easier mobs, than it does on more difficult mobs, as well as the harder mobs dropping better loot, I think it would be worth the risk to try more challenging content; plus fighting easy/predictable mobs isn't exactly fun.
Abalieno: Let's see.
The goal behind these changes was about promoting different playstyles. Or, as Brad says:
"What we are doing is making the game more inclusive and less exclusive – players with different playstyles, tolerances, varying contiguous play times, etc. will all have plenty to do, again regardless of their level."
So you think it's a good idea to support soloing by making the game INCREDIBLY GRINDY for solo players?
What I mean is that the original goals behind Vanguard are about promoting grouping and the community, and then supporting different playstyles:
1- With a link between "better loot", "group content" and "harsher death penalty" then the risk is about *discouraging* groups.
2- When there will be the need to promote content flagged with an higher threat level, then the risk is that the rest of the content will be incredibly grindy and dull for those players who cannot "afford" a better "risk Vs reward" ratio (because it's not a choice).
Both basically mean that there's the risk that those changes will be counterproductive instead of realizing the goals why they were made.
Bottom line is: do we really need all this sophistication? Is it really necessary?
EDIT: interesting perspective
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