4:00 PM on 05.19.2010 | Sean Carey
Modern competitive online multiplayer gaming is in many significant ways unrecognizable, when compared to its ancestors. In the 30+ years since the pre-internet days of its infancy, it has changed so dramatically that it almost seems quaint to put games from the two eras in the same category.
At first glance, it's no different from going to a science museum and seeing a giant vacuum tube side by side with a transistor and an integrated circuit. The phenomenon began as an offshoot of the first text adventure games, but today, online multi encompasses genres as diverse as MMOs, FPSs, RTSs, and many more.
In terms of presentation, online multi has jumped from a text-only environment to a graphical interface, and has kept pace with all but the very best single-player offerings. On the connectivity front, today's broadband and improved netcode now make the days of logging in with a 2400 bps modem seem like riding a donkey with irritable bowel syndrome up to the starting line next to a Lamborghini.
Despite this lauded cavalcade of progress and advancement, when you strip away all the presentational and hardware elements that have changed over the years, the problems that faced online multi game design in the very beginning are exactly the same quandaries that modern developers still struggle with on a daily basis.
As it turns out, they do still "make 'em like they used to". In this context, that's not necessarily a good thing.
In the late 80's to early 90's, online multiplayer games were essentially the exclusive purview of the BBSs. A player would connect directly via modem (later through a telnet protocol) to a bulletin board system where "door games" would be hosted. These BBSs and the games they hosted were entirely text based, but allowed for competition in both real time and turn based gameplay.
Many BBSs were free, but others charged a fee to login and play door games. I was lucky enough to have befriended the sysop of a BBS that charged, and so I got access to many of the premier experiences of those times. It's still amazing to me how much bartering power that soda and Little Debbies have for gamers, even as late as high school; I got unlimited access to online gaming in exchange for a 2-liter of Jolt and a half-dozen Oatmeal Cream Pies.
Reading is fundamental! Indulging in TL;DR here usually results in death.
The most popular and prevalent form of door game, that persists to this very day, is the MUD (Multi-User Dungeon). The MUD is a text based environment that allows players to game simultaneously. The MUD has its roots in the earliest text-based games, such as Zork or its predecessor, Colossal Cave Adventure (amazing).
While many MUDs had a co-op hack 'n slash or role-playing focus, a whole other style of MUDs became popular that catered to those who wanted to play against one another. One of the popular PK MUDs that I spent a great deal of time with was Genocide. It was a D&D style fantasy PK MUD (the first "pure" PvP MUD) made way back in 1992, but it had a structure that is familiar even today.
Players would congregate in a lobby until all available slots had been filled or a sysop decided enough players were present. Once the match began, players would enter text commands (in real time) to move from area to area, use and equip items/weapons, and engage in PvP combat.
The skill portion of the game consisted of being able to enter commands in more swiftly and accurately than your opponents, managing the strengths and weaknesses of your class, and reacting appropriately to the strategies of other players. It was an extremely fun game, one in which you can see many of the design strengths of modern online multi games like TF2, the Halo series, CoD, and others.
That's not to say that Genocide didn't have design flaws that held it back from it's true potential; it did. The landscape of the game contained a limited number of premier weapons and items that respawned very infrequently, so once players learned the layouts of all the domains and areas, victory was almost entirely predicated on getting to that bad-ass loot before your opponents did. Once that happened, stalking the spawn points of the best gear became the easiest way to pick off your under-equipped prey.
Over time, every match became basically the same: first, you race for the best loot, and then there's a slow agonizing demise for anyone who got left without a chair when the music stopped. Is this beginning to sound familiar yet? The very first time I played Halo 2 online, I recognized the exact same pattern for weapons and camping spots.
With DLC, new map packs can temporarily mask this flaw in the genre, but it's merely a band-aid; within short order, most players have the new maps memorized and it's back to business as usual. Both then and now, victory becomes less a matter of skill or dynamic strategy, and more a matter of memorization and rote execution.
Thinking. It's not just for breakfast anymore.
Despite the frustration, people sprinting for loot in Genocide was eventually semi-tolerable, because there was still the skill aspect of entering in the commands correctly and faster than your opponents. However, just as I was making peace with the reality of gear racing -- enter the wonderful world of macros. Players began using macro overlay programs to auto-enter huge strings of commands.
If you knew the route (by this point everyone did), the macro inputted the commands in such rapid succession that a regular player would be 4 rooms from the start point while a macro user was already pulling the damn Sword from the Stone. It killed what fun was left in that game for me. Today, I can't help but feel a huge wave of deja vu every time I read about a new exploit, hack, or cheat surfacing in MW2 or similar titles. Modern online multiplayer games face the same demons.
A quick side-note of interest -- as the first true PK MUD, Genocide was known for being a game where evil-minded trash talk flowed fast and thick, like blood from a head-wound. Many players, myself included, are dismayed at the ignorant, hateful, and idiotic things one hears in the average lobby or match of any game on XBL. But today's gamers didn't start that fire, it was always burning; I learned words and phrases in 1992 that I wouldn't say out loud to my worst enemy now.
As much as I'd like to blame the state of XBL immaturity on the young'uns of the new millenium, 13-year-olds were just as stupid and malicious back then as they are today. The struggle to ensure mostly positive social interaction is yet another concern that the games of today inherited from their progenitors.
Looks like the sticky grenade just respawned.
I wasn't only playing Genocide back in high-school. I also scratched my competitive multiplayer itch with several turn based space trader/raider BBS games. TradeWars 2002 became popular around 1986, and Solar Realms Elite (SRE) followed later in 1990. They were both extremely popular games because of the addictive nature of their gameplay.
While they were also text games like Genocide, they consisted mostly of elements like buying and trading commodities to earn profit, creating and maintaining planets or starbases, and upgrading your ship's offensive, defensive, and cargo-carrying capacities. A player could log on once per day (or whatever interval the sysop set), and each time they received a finite number of movements, attacks, etc. Building up your ship and your empire were immensely satisfying, and I spent many a late evening waiting for the family to fall asleep so I could tie up the phone line and take my turn.
Unfortunately, I ran into a wall with these door games as well. There were a number of players that had been growing their empires long before I ever started logging in, and they were unstoppable juggernauts. They had nearly unlimited resources and capabilities, and they gave no quarter to the new and defenseless.
Anytime I would set up a planet or starbase, they would continually raid it and steal all my resources; I just never had enough fighters to mount any kind of defense. With all my resource generating options choked, I couldn't grow, expand, or upgrade in any way. I eventually had to let the game go.
With Genocide, the main factor for victory was memorization of areas and loot locations. With TradeWars 2002 and SRE, the determinants for winning were being among the first to begin playing on that particular BBS, and grinding out enough resources that you could smother any new players attempting to gain a foothold in the game space.
Ferengi would call this game edutainment.
Again, I see several modern parallels. EVE Online is almost a direct descendant of the BBS space trader games, and despite its complexity and supposed freedom, if you enter the game now, you have few real choices. You can join one of the factions which is already established in the game, or you can wallow in independent obscurity. New players are forced between choosing to climb the corporate ladder, or ekeing out a meager living while avoiding all institutional powers, Firefly style. The full potential for fun in the game is made available only to a select few players who exert their considerable influence over the rest of the population.
Even in recent games that aren't directly connected by genre, you'll see this same "first in, always win" effect at play. Battlefield: Bad Company 2, while an amazingly good multiplayer experience on many levels, shows undue favoritism to players who picked up the game immediately. When existing players have access to weapons and gear that newbies don't, the learning curve increases dramatically for said newbies, and advancement occurs at a much slower pace. You can't get the points you need to unlock stuff in a reasonable time frame, because your opponents are doing so much more damage than you.
It's a beast of a Catch-22 for developers, I'd imagine. The point is to reward early adopters, launch-day purchasers, and loyal players for their patronage, but by doing so, they unintentionally place a ceiling on the size of their multiplayer community. Eventually, the price of entry in terms of time and frustration for potential new players becomes too high, and people other than the established players who are fully levelled give up on the experience. I myself gave up on BFBC2 for this very reason.
I don't mind a game being hard, but if it's harder for me than for someone else just because they have weapons or perks that I don't, that's a major point of contention for me. I shouldn't be penalized as a player because others have been playing for longer. My $60 spends just as well as theirs, regardless of when I shell it out, so I should have a level playing field where the only advantage that playing for longer gives you is a better understanding of the strategy in the game.
People complained ad infinitum about having to wait forever for FFXIII to finally get good, yet many of the aforementioned gripers gloss over the fact that picking up games like BFBC2 today means playing for many hours before the game really becomes fun to participate in. The design flaw of the gameplay rewards for early adoption is as alive and well today as it was when VGA graphics made gamers' jaws drop.
Don't worry, little bullet sponge. You'll get a real gun someday.
Competitive online multiplayer doesn't have to be like this, with each generation doomed to perpetually inherit the sins of their fathers. Developers can choose to reward consistent play and early adoption in other ways that don't radically change gameplay for newer players. Free DLC for those who buy new/pre-order is easily the lesser of two evils when compared to making the making the game artificially unfun for latecomers, and there are plenty of win/win ways to incentivize continued play while still enticing growth in your player base.
As the complexity of procedural generation grows, and developers become more adroit at applying it to game design, I imagine a shooter in the not too distant future where spawn points for weapons and items change dynamically and meaningfully from match to match, or even during a round. This would ensure that players couldn't approach each session as a race for whatever that game's BFG3000 happens to be. It would bring so much more thought into a game. (i.e. Do we divide our forces and look for the game-changing weapon and risk getting picked off, or do we stick together and trust in strength in numbers to pull us through?)
Take that a step further and imagine a shooter where the map itself could be effectively generated anew every round via procedural generation. Players would receive a truly fresh experience each game, and skill and strategy would really be the primary defining factors for victory. I don't believe it's very far off, but in the meantime, it's important to keep these concerns at the forefront -- those who forget their history are doomed to repeat it.
As for the profanity-spewing, ignorant, racist, pre-pubescent ignoramuses one must sometimes deal with while enjoying competitive multi? I'm afraid that until technology advances to the point where we can begin installing the behavioral inhibitor chips, we'll either have to grin and bear it, or just exercise our right to mute.
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Great write up!
Also, that header image is the second worst thing I've seen all day.
The rest of the article was fine, some very fair points made.
I have similar feelings for BFBC2. I remember playing it at launch and it being a really fun game. Then I took a break for like a month and when I came back it was just spawn die spawn die as I got owned by guys with much more powerful perks and weapons. I havent been back to play it again sadly.
The fact that you have to ask that makes me sad. My inner 11 year old will never forgive you.
That was one of the most enjoyable things about Roguelike games, that the map was different each and every time. No two playthroughs were ever the same, and the game was so enjoyable that as a kid I never even realized that there was some destination to all the exploration and an actual "win" condition that I was enormously failing at with each and every character I started over the course of a few years.
PS - You are sooooo fucking old.
Those cookies are pretty fantastic little items.
I love the idea of random generated multiplayer maps, that would keep each round fresh for sure.
The key to taking down the established players in games like Barren Realms Elite(never played SRE myself, but presumably it was similar), was infiltration. You joined the most powerful group on the BBS, siphoned off some of their resources in order to build yourself up, and when the time was right you pulled the dirtiest trick you could figure out and destroyed them using their own money. From what I've heard, that's how you succeed as a noob in EvE as well.
Maybe for you youngsters! Back in my day, we had to fight cacodemons with BFGs that had only 1/3rd of the firepower! And we wore the husks for shoes while we walked up the hill to school in the snow while dragging the ENIAC behind us.
Now I know your going to disagree with me in this aspect, but I still love playing Halo 3, and I totally understand your points about "who gets weapons faster" and "camping better areas" and all that.
But, for Halo 3, there are barely any other FPS's on consoles where players can match according to skill and be even according to weapons from the start. The weapons race doesn't really hold up in team games (MLG) because each team starts off equally. Yes, there still is a race, but its countered due to opening strategies and killing them before they get them.
I also like that there is no stupid perks or exp crap that gets u special in game stuff. The stuff you unlock is all armor from achievements and they are just custom designs with no affect on gameplay other than the look.
Games like Cod will just match people up randomly, whereas in H3 players can play others at their own skill level (the ranking system). Now I know the problems of restarting accounts, boosting, deranking, and all that but that is more apparent now, because not as many people play halo 3 anymore which is sad. There is also the added benefit of being "host", but I still like playing it so much, just because I'm, for the most part, playing with people that I know are just as good as me and thats where the fun is for me as well as getting better.
Sure there is a learning curve, but since it matches up by skill a reasonable dedicated gamer can rise and learn pretty quickly if they have a team to play with. This curve takes longer now, just because most of the people that play have been playing for a long time, and barely anyone new picks the game up.
Anyways I know a lot of people hate halo 3, but whatever I still like it. Again, this was a very good article so keep up the analysis.
If you ever got into the high level GvG in Guild Wars you would find it as much about strategy and planning as actual game skill. Design the Build of your team and plan how they will exploit both their home map and the ones other guilds may be using. Ensure you have a strategy for if the opponent splits their forces or goes for an 8 man push. How are you going to manage flag running? Will you Gank the Lord at VoD? or protect your NPC's while picking the opponents ones off with a split?
Once you are in the game positioning becomes paramount, maintaining your staggered defense and not over extending past your healers reach. Not giving away the s[pike but ensuring your melee characters are in position for the spike. Selecting the correct target and defending the flag runner while stopping theirs(if you hold the flag for 2 minutes you get a health and energy boost)
I don't think that game is the only one that realises the two major things that are required to make PvP enjoyable and strategically challenging
1. An Objective: Systems where kills are the only thing that matter make strategy much less important and twitch reflexes king. These eventually cause stagnation in game play. this is the main failing of most PvP games (especially MMO's) in that they only focus on kills and don't force the players to truly think about what they are doing.
2. An Even Footing: While both sides do not have to be exactly the same (and nor should they be forced to be) they MUST have access to the same equipment and abilities for proper balance and they absolutely must be restricted to the same number of players. Yes this means spawning weapons is always going to be a poor idea (Sean has already described why so I won't go into it.) The best competitive games give you options in your loadout before combat is started (CSS, TF2, Guild Wars and even starcraft and DotA). Maps must be designed so that if the terrain gives one side an advantage access to vehicles or an easier objectives gives the other an equal one.
While I think procedurally generated mapping has it's advantages for certain types of competitive play I also think it will cause it's own set of issues by reducing the ability for teams to plan beforehand (while forming strategies on the fly is not necessarily a bad thing it will reduce the number of competent teams as most people find that very difficult.)
i've tried many mmos and your right the pvp never really has a point. i played the warhammer online and the pvp didnt really have a point, all you do is get some meaningless "honor".
. The first thing a good mmo needs is. Player created content, like towns or starbases. if your guild has been working for months to create your town you're going to have a vested interest in defending the town. PVP to defend your town and maybe even fight for real honor(or at least something closer to it).
the 2nd thing is character creation. people are always complaining about keeping classes balanced, i dont thing this is all that necessary. If the classes are constantly being tweaked, they dont need to be balanced. If 1 class is better than another for this month so be it, chances are a month or 2 down the road the situation will be reversed. your warrior might be god now but in 3 months down the road you might need to make a different character.i think this is good to keep the game from getting stale, things are constantly evolving.
3rd thing are the uber weapons games like wow use. i think weapons should be much more generic, what you do with the weapons should be much more important than how good they are. this seems to emphasis how much time you've played the game over how well do you play the game.
the 1 game i thought did it right was the now deceased shadowbane, but please if anybody knows any other games like this please let me know
And as others have said already. Great times back then.
Almost every statement you made about this game is a joke.Try actually playing.
How did you get your job here?
Try doing a write up complaining about how asteriods won't system link well.It would be as credible as this garbage.
I think even the original HL engine supported that (as well as geometry).
Pretty neat to see it featured here, though, I spent a lot of hours when I should've been doing homework sneaking in an extra war or two.
The nod to the old door games is great as well. Legend of the Red Dragon, TW2002...memories.
Have you seen LOVE? it's a procedurally generated online game that involves AN INSANE level of strategy and detail. plus it's both PvP and Human vs. AI at the same time. it's awesome. it also has a gameplay system built around user generated content. I can't believe that game flew under the fucking radar. it answers all your questions and then some.