AGDC08: Exploring the Endgame
Filed under: Game mechanics, MMO industry, Endgame, Massively Event Coverage

Endgame gameplay, elder gameplay, is a mandatory and compelling part of the genre's equation. In fact, in Damion's opinion complex elder gameplay exemplifies what makes the massive genre what it is. Read on for notes from his engaging talk, with ... possibly ... some hints about what might be coming from the minds at BioWare.
"Comparing the learning curve of an MMO to a single-player game is ludicrous; MMOs are like 'popping bubble-wrap' in comparison." |
In reality, says Schubert, MMOs are generally really easy to play. Comparing the learning curve of an MMO to a single-player game is ludicrous; MMOs are like 'popping bubble-wrap' in comparison. This is because of the challenge of tuning leveling to every class and every build. The result is an experience that's fairly mundane. The real challenge, the 'worthy experience' is the endgame encounter.
While endgame may seem like a strange or meaningless thing, it's actually really important for every player. Even low level players are aware of powerful guilds and raid progression. Damion references the cutscene that happens when Kael is killed and a quest is turned in; this feels, truly, as though the world is advancing and changing. That's vital for a vibrant community.
The most thing about elder gameplay is that is one of the few things that is actually massive. Massive gameplay is the one thing that this genre of games has to offer. When running 5-mans, they're basically competing with Diablo. "What if you could play a game where you fight in a battle with hundreds of ships against hundreds of ships, with capital ships that take months to build?"
"Why do the WoW and EQ2 teams keep making expansions for high-level servers? Because those are the players that are out of content." |
Endgame gameplay can come in several different 'flavours'. Damion runs through analysis of two of these types:
Territorial Control:
- Cheaper, because the content comes 'from the players'.
- Affiliations are important; clearly defined teams are required, whether they are pre-baked or chosen in-game.
- Objectives. Players have to have something to fight over, preferably multiple objectives to spread them out.
- Respawn and Attrition. How fast can players get into the fight? How often can they respawn? One of the most crucial parts of balancing the game; make sure they're having fun and not just running around.
- Negotiation of Combat. This is really important if players build their own structures, less so if players are defending stuff the developers created. As strange as it seems to 'schedule a battle', it is important.
- Political Map. It's not required to show who is in control, "but if you don't it's stupid." Gives players a sense that events are occurring.
- Challenges. PvP endgames are dangerous; you have to take PvP very seriously to do this. If players decide at low levels that PvP is not for them, they won't participate in the endgame. Fairness is a big issue; the appearance of fairness is critical.
- Don't let the Zerg always win.
- People won't pay $15 a month to be the losers.
- Make sure that at some point a winner is declared, because otherwise players get bored The 'Risk Deadlock'.
- Raids are PvE endgames with 10+ players, a pacing mechanism (trash), punctuated by Boss fights. Boss fights are the reasons Raiders show up.
- Many many many people raid. More than a million US characters have a piece of Karazahan loot.
- Raiding brings every spoke on the Bartle hub together, bringing the whole guild together.
- Mostly people raid because winning as a team is awesome. The 'gatorade moment'.
- Raiding bosses are 'Mario bosses only with 25 people'. Raid encounters are challenging to make because characters all have very different abilities.
- Most raids require tactics. IE: they are not 'tank and spank'.
- As a result most raids make use of elements all players have. Players have to manage: movement, health, aggro, item use, etc.
- Positioning is very common in modern games. Every WoW boss guide has a pretty graph to show players where to go.
- Endurance raids are just boring. "The Sleeper" is the most famous.
- Random events. "The Prince" is Damion's example, with the possibility of the no-win situation.
- Raids should require roles beyond the tank and healer. If it doesn't it's just a 'tank and spank'. WoW is getting incredibly complicated at this. The 'Vashj Stider Tank' element is Damion's example here.
- The ultimate question is "how tolerant is the raid to failure?" Is it approachable and easy to get into? If the raid fight is frail, then you're disincentives from teaching new players how to take on the challenge. Archimonde is his example here, with the 'cascading wave of death' possibility.
- Challenges. Raids are more content heavy than a PvP endgame. It's essentially a race between the developers and the players. You need a bigger pool (both within the guild and in the game) than is strictly required to ensure that these events can go off. Overpowered classes can result in 'required' raid makeups.
"The ultimate question: does the elder game have to be at the end? Do players have to grind to get there? And do they have to do it multiple times? |
The ultimate question: does the elder game have to be at the end? Do players have to grind to get there? And do they have to do it multiple times?
MMOs do need elder games, in his estimation, they're important, and they really highlight the Massive part of the MMO genre. Getting a bunch of players together in one space is the point of these titles.



















Reader Comments (Page 1 of 1)
Greeen said on 1:22PM 9-15-2008
a shame he didn't go into the sandbox style.
there you have an easy answer imho where elder-game or whatever he calls it, can occur at any point.
i don't care too much for the SWG NGE, but SWG still is a sandbox. Build your house and decorate it. Make another house. Go questing. Come back. Go to space, then ground quest.
It is a time-sink, yes. But not much than simply grinding.
and another thing I miss in the raid discussion, is the fact that no matter how cool the team play might be, that it also is pretty demanding on team play and can not be handled by many who don't bring some leadership skills into the game to begin with. only peripherally he seems to question if it has do be done multiple times (as in same raid over and over for a piece of equipement). this could be at least compromised by making random maps instead of always the same.
but yes, i realize, answering a summary of a longer speech is not nearly doing justice to the whole discussion.
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torak said on 2:05PM 9-15-2008
Personally I feel the level grind is nothing more then a meaningless barrier to the actual gameplay of an MMO. This pretty much shows my point.
The entire "level" system needs a serious rethink by the industry.
There is a lot more to that, maybe I'll blog it someday...like anyone in the industry cares, keep cranking out the WoW clones boyz!
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jabrown said on 3:18PM 9-15-2008
This talk makes me nervous. I've pretty much retired from the raiding treadmill. WoW finally has other things one can do, and I even occassionally revisit the early areas on my alts. But I had been hoping BioWare was going to do something fresh, something beside depending so much on repetitive raiding. Does this talk mean I hope in vain?
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machineman said on 8:29PM 9-15-2008
I was in the room as he gave his talk, and that too is precisely what was going thru my mind. So this guy thinks that the only way to have an end game is to raid or have PvP? He took a lot of questions, but didn't get to me (He must have sensed I had a tough one!) I will try and track him down tomorrow.
His web site btw is www.zenofdesign.com if you want to press him directly, hes a pretty nice accessible guy it seems.
Syme said on 3:21PM 9-15-2008
Well, I will validate my comment when the e-mail finally arrives. In the meantime, may I ask if the "Remember me" checkbox actually does anything?
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