Thoughts on Virtual Currency in Facebook Games

I recently did a bit of math on the conversion between the cash in a “Free to Play” game on facebook and the US Dollar. At the “best” conversion rate, 1 unit of their in-game currency is approximately $0.1111.

The game is currently selling a “limited” item for 120 of the in game currency. At the above conversion rate, this makes the item about $13.33. To keep in perspective, this is a buck and some change short of one month of unlimited playtime in most subscription MMOs. (Continue Reading)

Why the Instance Must Die

Popularized along with World of Warcraft, instanced content is now a staple of MMORPGs. In just about every second generation game it can be expected that the most important content, along with the best rewards, are locked behind the private gates of an instance. Even PvP is no exception, with WoW battlegrounds being the prime locals for  taking on the opposing faction. So pervasive is such content that the word “instance” has become synonymous with “dungeon.”  Nowadays, most World of Warcraft players are sitting in town while they wait for their group queue to pop, leaving the non-instanced world the domain of lowbies and gatherers (save a few daily quest hubs). The massive world that was so painstakingly created sits largely unused once maximum level is attained, largely irrelevant.

This is exactly why the instance needs to go away.

This may seem like a fairly shocking thought from a person who has played WoW for over six years, as well as other games that have instanced content. Especially since instanced dungeons were one of the reasons I preferred the game over EverQuest. Indeed, instances served a purpose back in 2004. In older games that didn’t have instanced content, having multiple groups camping the same spawns and trying to kill the same raid bosses was problematic, to say the least. I need not go into details, but griefing was fairly rampant. The concept of an instanced dungeon came about as a band aid to the problem. It was easier to put the most rewarding content in a private instance so each group had their own “copy” of the content to deal with. I feel the in this respect, the instance was successful, and at the time it was probably the most technically feasible solution.

Unfortunately, times have changed. Instances have lead way to problems of their own. Not only does heavy reliance on instanced content make the non-instanced world trivial, making the game feel more and more like a “small group” game than a massive game, but it has also damaged the game community in ways that should be obvious to anyone who has spent more than five minutes in an MMO’s forums. An MMO world shouldn’t feel like a ghost town, but even the popular ones tend to feel empty when the majority of the players are holed up in their own instances. Such content has, over time, stripped MMOs of their sense of vastness and wonder. Instead, loading up a second generation game feels very similar to loading up Final Fantasy. Many times if I am outside a big city, it feels like I’m playing a single player game. Newer concepts such as “phasing” add to the issue, because they further partition the population of the non-instanced world.

I believe the time has come for developers to really address the problems that non-instanced content by making their worlds and encounters more reactive to the actions of players, instead of totally sidestepping the issue. While RIFT is taking baby steps by using rift and invasion events to give the non-instanced areas some purpose, the best rewards and most challenging content is still walled away in instances. This is a bit of a disappointment because I can imagine what it would be like if they were to completely shift focus away from private dungeons and onto making the world events truly awesome. I also am not impressed with The Old Republic on the grounds that it seems like it will be a worse offender than WoW in the area of making an MMO feel like a single player game.

This does not mean that everyone needs to go the route of Darkfall. Most players still require direction to enjoy their play time. Instead developers should be working on ways of making the game truly Player versus Environment, and not Player vs. Scripted Boss Encounter. The world should react, ensuring that the the encounters and challenges are self-tuning based on both the numbers and actions of players in the vicinity. Ultimately, the world of an MMO should feel dynamic and alive to where people would prefer exploring it versus being isolated in an instance.

Are absurd game stories better?

Now that Mobile Food Maddness! is out of the way, I am returning focus to a project that has been in the works for some time. The story, which unlike the aforementioned game, I wrote is of a more serious tone and does not contain cats with chainsaws. While the concept of felines utilizing the ACME catalog is a ridiculous one, it is at the same time amusing. I am beginning to wonder if some game stories are better off being silly. By far, the best “NaNoRenO 2011″ project released was Sake Visual’s game, My Magical Cosplay Cafe, which was absurd its premise but at the same time was the only title which made me nearly die of laughter. This game made fun of multiple tropes often found in visual novels and anime, and was summarily awesome.

When I think about it, some of my most memorable game experiences are also the most absurd. Many games these days try to take themselves very seriously, and while some provide riveting stories, there is nothing quite like saving President Ronnie from Ninjas, fighting against a guy named Dandy J, or punching Deathwing in the face. After all, these are video games we’re talking about.

I have been revisiting a game idea I’ve had for quite some time that I describe as a “reverse dating simulator.” It is intended to be a parody of ren’ai style games which are popular in Japan, but not so much in the US. In this game, your goal is to turn people down, often in the most humiliating way possible. Or at least, that was supposed to be the goal. As I’ve begun actually writing it, I find the tone of the story becoming quite dark. I am wondering now if I’m moving down the wrong path and that ridiculous slapstick humor I originally envisioned is really the way to go.

Mobile Food Madness! 1.0 Released!

Mobile Food Madness!

Mobile Food Madness! 1.0 has been released. This is a short visual novel made for “NaNoRenO 2011.” Rather than the typical dating sim game, this VN is a short piece featuring the misadventures of a cat who is trying to catch a fish. It is partially inspired by old school cartoons like Tom & Jerry. I did most of the programming for the game.

It can be downloaded here:

http://lemmasoft.renai.us/forums/viewtopic.php?f=11&t=9801