tuebit over at World IV posted a chart from Parks Associates showing a classification of “gamer types” and their numbers. Slashdot has it, too.
It shows that there is a segment called “Dormant Gamers” who “love gaming but spend little time because of family, work, or school. They like to play with friends and family and prefer complex and challenging games.” Mix in a little “Social Gamer” and that’s me. What’s interesting, though, is that there is no “Potential Gamer” category. That’s a gamer who wants to play games, just can’t find any that are worthy of their time. I think I’d also fit into that category.
Anyway, I’ve been ranting for a while that games need to include several play styles and a system of rules that is conducive to all of them. Almost all of my MMO ideas seem to stem from the fact that I could only dedicate a maximum of 2 hours per day to a game. That’s assuming I sleep about an hour less each night. That’s where my “Auxiliary Pervasive Gameplay” idea comes into it. If I could “play” for 5 minutes during a short break at work, I might get my game fix. With a baby on the way, I doubt I’ll be able to sit and play for more than 30 minutes at a time. So, a truly universal MMO would need to accomodate 10-30 minute game chunks easily as well as the hardcore 4-6 hour game sessions.
What are some ways this could be accomplished? Well, a departure from the main two quest types would be a start. The “kill ten rats” quest type and the “Fed Ex” quest type are easy to implement, but to be rewarding for a player, you often have to “kill ten rats” about 50 times or deliver an item to the other side of the world. Star Wars Galaxies was pretty bad about those missions back when I was playing. We’d hit a mission terminal, get the maximum (3?) “kill ten rats” missions (we’d look for ones close together), do the missions, return to the terminal, get our reward, and get more missions. Since I was a Combat Medic, I rarely killed anything, just shared the kills from the group, because my time was filled by constantly healing the combat guys. Anyway, the point is that those kinds of quests/missions are time consuming and offer little challenge or reward. Other quest types include the “craft 50 bracers” where you have to go collect materials, then sit and either macro or click a series of buttons to put together a leather bracer. Rinse, repeat 49 more times. How is that fun? Come up with something different. Something that can be done in 30 minutes or 4 hours.
Another way to accomodate different player types is to make the Virtual World first, then enhance it with different game types. If you’ve got the economy, ecology, and geology done, you can make games out of how they all interact. Auctions are a game type. Believe it or not, farming is a game type. Exploring is a game type, too. Have several different actions that can be done with your core systems that allows players to leave a mark in your game. All of that can be done without combat. Once you’ve got the world done, and different ways to interact with the world, then add combat. I’m not talking about just killing creatures. That would actually be included in the actions related to the ecology (see UO’s design). I’m talking about structured combat. Something like the Galactic Civil War in SWG, Realm vs. Realm (Guild Wars, DAoC, Warhammer, etc), or even raids like WoW. Give combat a purpose, but don’t make it the center of your game. Again, I’m reminded of my favorite class in D&D, the thief. The thief has skills that make him unique, yet almost all MMORPGs out there today distill the class into nothing more than an assassin. D&D Online actually incorporated alot of the skills fairly well, but my experience in the Beta showed that the thief can’t solo. There has to be a way for a player to play by himself without being bored. Encourage social interaction, but don’t punish the player with boredom if he’s not with a group.
Anyway, that’s enough of that…until my next rant.

