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[Editor's note: CaffeinePowered loves himself the MMOFPS genre. I have to admit that I never knew about this genre until I heard about Huxley. If you've ever been curious about it like me, then reading up on CaffeinePowered's posts will give you a better understanding of it all. And yes, long post is long ... but very informative! -- CTZ] 

Welcome to the third and final part of my retrospective looking into MMOFPS games. In this part, I will build from scratch an MMOFPS and examine choices developers need to make when designing the game. If you missed the first two parts, you can read part one here, and part two here.

Technical Choices
To design an MMOFPS we’ll start with the base of any game, the choice of engine that the game uses. Planetside used its own homegrown engine, and some newer games coming out such as Huxley and Twilight War use modified version of the UT3 and Source engines respectively.

The choice of licensing an engine vs. designing one from scratch is a critical one. Some engines may not be designed to handle MMO environments or connectivity. Depending on the engine, it may require heavy modification in order to facilitate play. Designing an engine from the ground up may prove to work with MMO elements more fluidly. However, in the end, it will cost more and take more time to develop.

For our ‘MMOFPS’, a homegrown engine would be a better choice. It better allows us to handle network traffic and graphics, which are both key to a successful MMO. A successful MMO is will be as lag free as possible and have graphics that while not amazing, are set to such a point that most out of the box computers will at least be able to run them.

RPG Elements
Any MMOFPS is going to have some RPG-like elements. While you could make a ‘pure’ FPS game; MMOs require that players feel that there is some sort of end-goal or accomplishment to chase after to keep people on the subscriber list.

However, to what extent should these RPG elements go? Should players have a full set of RPG-like stats that improve? Should weapon damage and shot accuracy be based on dice rolls between players or should it be entirely skill based?

A leveling system would best be used to grant players access to a wider array of gear and to have a greater amount of options and versatility. Our MMO would feature Battlefield 2142 or Planetside like leveling. Players that are attracted to FPS games do not like the amount of damage they do or their accuracy to be based on what level their character is. A low level fresh character should be able to kill someone who has maxed out their character if they have better aim.



PvE, PvP, or Mixed
Should players be fighting only computer AI based enemies, other players, or some mix of the two? Planetside featured entirely PvP play and never will AI control anything in game. In Tabula Rasa and Huxley, there are enemy AIs that players can fight in a mission based system and instanced combat.

While PvE can help players advance or give them options if there aren’t a lot of people signed onto the server, fighting AI and simply using them to grind XP can get old for players extremely quick. No FPS player wants to sit forever in a CS, DoD, or Unreal server all the time playing just bots, they want to play actual human beings.

An ideal MMO I believe would include only other players as enemies. This can be quite difficult to pull off however. Some minimum number of players needs to be maintained in order for fights to remain interesting for all and should populations crash things can quickly spiral out of control. However, in the best interests of all players; they should only ever be fighting actual humans.



Balancing
I included this here because I feel that it is the issue that killed Planetside. Getting proper balance is key to success. No matter what system of balance the developers are aiming for, whether that is a rock-paper-scissors type or a CSS/TF2 type of balance.

No matter what the forums for the game will be a shit-storm of players trying to get buffs for themselves or their play-style. There are three things that developers can do to greatly improve balancing issues in their initial releases and in future content that is added on.

First off, it would greatly help if the developers and community relations people played the game more often. Some of the decisions I saw made in Planetside made it look like the people making them did not even play the game at all. While some developers may not wish to spend all their time playing the game they work on all day, it may be in the companies’ best interest to actually pay a group of people to do nothing but sit around and play the game, and I’m not talking CSRs. If a small group of players could basically get paid to play in live game situations, they would be an unbiased source of information regarding actual in-game situations and balance.

Secondly, keep extensive statistics on all of the weapons, what kills what, etc. This could serve a dual purpose, players could view their own stats, and developers could look at kill patters between weapons and better balance the game as a whole.

Lastly, much more extensive testing needs to be done before any live changes are made. Typically beta testing cannot properly simulate actual in game situations and the actual impact of changes. Longer beta server periods are needed to properly assess impacts. When a change is made, players can log onto a test server, not just for a day or for a short period of time, but for weeks. Players could be encouraged to play on the test server for these weeks. Battles that simulate the live server properly can be assessed and the statistics taken can tell the developers if the changes made are going to help or hurt the game overall.

Marketing
In order to pull in players, especially when facing juggernauts on both sides, WoW on the MMO side and CSS/TF2/CoD4 on the FPS side, the game needs to be extensively and aggressively marketed. However, they need to be careful to avoid unnecessary hype.

Over hyping and delivering something that does not live up to players’ expectations can kill the game. However, if players are not aware of the game, you are not going to get many subscribers. Some form of happy medium needs to be met and I feel that the best course would be to have an open beta for the game as soon as possible. Allow as many people to experience the game for free and spread the game by word of mouth before it gets officially released.

Learning Curve
One of the larger problems with all MMOs can be the large learning curve newbies have to go through before they can effectively play the game. There can also be a problem if there is little to no learning curve at all.

If the game uses a very shallow learning curve, players that sign up may quickly become bored as they reach the endgame, feeling like they know all the ‘tricks’ to the game and don’t have a different experience every time they log on. New players will find the game very easy to pick up and subscribe, but it all becomes a wash with the outflow of older players and the subscriber base does not grow.

On the inverse side, a steep learning curve presents much greater rewards and subscription lengths to players who manage to ‘stick with it’ and learn the game. Whether or not newbies stay is basically a craps shoot if they can find good people who are willing to tutor them. Older players stay longer, but fewer new ones come in, again ending in a stagnating subscriber base.

One idea that was tossed around for Planetside that I feel would work well with any MMO would be a ‘mentor’ system. Players online can voluntarily place themselves on a list that any player can access. Those players can then get into private chats with these mentor players and get assistance in learning how to play the game, effectively creating voluntary in game CSRs. This system, while dependent on a willing player base, I feel would be best for a future MMOFPS, but in general the learning curve needs to find some form of happy medium. Steep enough that veterans continue to feel challenged, but not so steep as to overwhelm new players.



Keeping Players Around
A problem that all MMOs face is a way to keep players returning and renewing their subscriptions. This is a much larger problem for an MMOFPS, in a pure FPS (PvP only); there is no ultimate gear or final uber boss to quest to defeat. This presents a difficulty once players have maxed out their character. What can developers do to keep those players interested in the game?

To keep the fight interesting and players coming back, developers need to roll out new content on a regular basis. While some should be in the form of new gear, provided they are able to properly balance it, simple changes like fresh map layouts ever few months can do wonders for keeping players interested in the long run. Change the terrain as the war progresses, add new obstacles, change base layouts, something, anything, to keep the maps fresh so it’s not the same monotonous fight day in and day out.

Another option is to have achievements or awards, as well as statistics for players. While these medals don’t change a player’s skill or allow them to do more damage, they serve as a badge of honor among community members. MMOs are partially about socializing and if it’s one thing all players crave, it's recognition among others in the community. This leads into keeping stats of all players in the game, and posting them on some form of leaderboard that is updated daily. Not just how many kills each player had, but with what weapon they did the killing, where, etc. The more statistics the better, and they serve a double purpose in being used to analyze balance by the developers.

Our Design and the Future
Based on the description of what I feel would be an ideal MMOFPS, it would be somewhat similar to Planetside, minus the poor design decisions that plagued the game. Recent release such as Tabula Rasa or Hellgate London look and feel more like an Everquest or WoW type of game, only with guns instead of swords. As long as dice are being rolled, it is not a true FPS.

The future does not look too bright either. Twilight War has fallen off the map and also has a similar design to that of Tabula Rasa. And despite the hype surrounding Huxley, even it does not look like a true MMOFPS. Huxley features both PvE and instanced combat for PvP. Instanced combat takes away the feel of a persistent war among factions by isolating battles between players. If battles in one area do not affect the outcome of a larger global conflict like in WWII Online or Planetside, players might as well skip the monthly fee and play Battlefield or Tribes.

Despite my slightly pessimistic outlook, SOE is developing a new MMOFPS, but details have yet to emerge and it is also possible that other designers are in design stages. Due to the problems with Planetside however, it may be some time before we see another pure MMOFPS on the market.


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22 comments | showing # 1 to 22
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Professor Pew's Avatar - Comment posted on 01/05/2008 18:41
Professor Pew
This looks good, but unfortunately it's not really my genre. Good though!
Eschatos's Avatar - Comment posted on 01/05/2008 20:29
Eschatos
I've actually come up with an idea for an MMOFPS that I think is really great. I'll blog about it one of these days. Basically it starts out with the fragmentation of one giant world empire in the modern day. Everyone is free to form empires for themselves with whatever rules they want and while they're doing that they research technology, going from a little before today level (except nuclear technology doesn't exist yet) and working their way up to nukes, railguns, active camo, and lots of other goodies. Most fights will be over resources. As new technologies are discovered so are new resources, which tend to appear in areas that had the least fighting beforehand.
Cheeburga's Avatar - Comment posted on 01/06/2008 03:32
Cheeburga
I'm excited for huxley. Good post.
Boolean's Avatar - Comment posted on 01/06/2008 04:26
Boolean
I think Huxely will be one of those games that turns out to be either Bioschock or Lair. I can't picture it half working, it's either going to blow the air locks off the MMOFPS genre or bomb so bad nobody touches it for another 50 years.
Wedge's Avatar - Comment posted on 01/06/2008 05:02
Wedge
Wait wut, when did this get to frontpage?

Also I'm going to make an MMOFPS next week. For cereals.
RoffleWaffle's Avatar - Comment posted on 01/06/2008 05:39
RoffleWaffle
Nice couple of blogs concerning the MMOFPS genre which has so much potential but often lacks in execution.
AfroJoel's Avatar - Comment posted on 01/06/2008 05:52
AfroJoel
gr8 article
WDot's Avatar - Comment posted on 01/06/2008 09:33
WDot
Besides all the points you said, I think there should be some sort of urgency in the battles. For example, let's say Red is defending an oil field against Blue. They aren't just defending it just because Blue is attacking, but because the last couple of months Red has been gaining significant ground and if they lose this point, they'll have to cut down on the amount of tanks they can use on the field, which they CANNOT afford.
BlackDove's Avatar - Comment posted on 01/06/2008 10:13
BlackDove
I did a Ctrl+F on all of your three articles, you don't mention Neocron once.

You do not have the authority to write anything related to MMOFPS' until you've played that.

Here endeth the lesson.
zombiepriest's Avatar - Comment posted on 01/06/2008 10:51
zombiepriest
Ahhh, Planetside I remember ye well I used to play it back in the days of the launch
CaffeinePowered's Avatar - Comment posted on 01/06/2008 11:53
CaffeinePowered
@Dove

I definitely took a look at it while I was doing other back research, however I omitted it for the same reason I barely touched base with Tabula Rasa and Hellgate London.

Too much dice rolling and dependency on leveling up to actually be able to compete in the game. To me this makes it more of an RPG with guns than an FPS.
madmatt's Avatar - Comment posted on 01/06/2008 12:00
madmatt
BlackDove, the most hillarious thing is that I found your post by Ctrl+F'ing the 3 articles.

Neocron was my fist MMO ever. I got addicted, hard. It is the most complex and rewarding game I have ever played. I was a tangent rifle spy.
ZMTToxics's Avatar - Comment posted on 01/06/2008 12:20
ZMTToxics
What game is that with the Mechs? It looks awesome. Want.
LarkOhiya's Avatar - Comment posted on 01/06/2008 13:23
LarkOhiya
Planetside was a game i really anticipated. this was back before I even had a computer. If i had one at the launch of Planetside i might have picked it up...but i did eventually play it. it was what i expected, but a little bland.
Eschatos's Avatar - Comment posted on 01/06/2008 15:55
Eschatos
@ZMTToxics -

That's Planetside. But you really don't want the mechs, they ruined the game; making it sucky to play as anyone not in a mech.
Big Z's Avatar - Comment posted on 01/06/2008 16:22
Big Z
Something I feel is very important for an MMO is a free trial of some length. While it's true you can't judge a game in its entirety by spending a few days or someodd number of hours with it alone, many people (myself included) are instantly turned off at the prospect of having to blindly spend money on a product that they know nothing about. I want to try Hellgate London but I'm not willing to throw money at it without a little hands-on first.
cainball's Avatar - Comment posted on 01/06/2008 16:45
cainball
Great article, well written, lot of thought went into this.

There was a fake game written up a few months ago about a zombie style MMOFPS in which if a player was taken down by an AI then the player became a zombie. The server would reset after a certain amount of time, and the player would be un-zombified after that. I think that style would balance out any issues relating to fighting AI vs fighting humans.

Blackdove, stop being an elitist ass. Every time you post a comment, its just to show how much you know about games compared to everyone else.
Churchhills Dog's Avatar - Comment posted on 01/06/2008 20:30
Churchhills Dog
Good writing but it was a bit more of a "look-what-they-did-to-my-game" evolving to "this-how-it-should-be-done" post that one would find on a hardcore player forum. Thats fine though as I truly enjoyed Planetside during my time playing and feel that in many ways it is still ahead of its time in many respects.

IMHO the best candidate and one that is long overdue would be a Battletech MMOFPS. The BT universe is already well thought out with a ready-made supply of game assets that include infantry, vehicles and , of course, mechs. Jordan Weisman, the creator of BT (and crimson Skies, and Shadowrun and about a dozen other incredibly cool IP's) has recently re-licensed his old properties back from MS so something may be forthcoming. As far as PvP vs PvE i think it's possible to do both in the same game and keep it fun. Neocron, while having its own share of serious issues was a hybrid that was a lot of fun for awhile.

Lastly, i doubt real-time hit detection in any kind of MMO game that has stat increases from experience points could ever be considered "fair" if one is to court a wide cross-section of gamers. Using only twitch-skills will frustrate a large group of players once hardcore skilled players become quickly acclimated. Again I point to Neocron which used a combination of both types to good effect.
jayzn's Avatar - Comment posted on 01/06/2008 22:55
jayzn
"I omitted it for the same reason I barely touched base with Tabula Rasa and Hellgate London.

Too much dice rolling and dependency on leveling up to actually be able to compete in the game"

There is NO dice rolling in hellgate london, unless you include rolling for treasure. It's a real FPS mmo. Nobody understands Hellgate london.
sleepycat's Avatar - Comment posted on 01/06/2008 23:46
sleepycat
The omission of Neocron seems well-founded, as it's more of an RPG with a touch of FPS elements. Very light touch. If you can't wtfpwn an aged character as a newb, then it's too RPG.

Besides, it was also way too grind-tastic for most FPS-types. The number of rats that I killed in the beta was far too high.
Black Aspen's Avatar - Comment posted on 01/09/2008 03:06
Black Aspen
I've had this article minimized for a few days now, and have just now gotten around to reading it.

Good stuff Caf.

Personally, I'd really like to see a complete overhaul on something like WWIIO. As you mentioned in an earlier article, the technology just wasn't there to accompany the concept of the game. I think it's such an amazing basis for a game, and a gigantic upgrade or sequel may just be what is needed. I don't see it being that unrealistic of a chance either.

It'll be interesting to see if any of the major FPS licenses decided to go MMO sometime. A CoD or Battlefield (I mention these specifically because to be MMO, the concept needs to make room for large-scale combat, i.e. all-out war). It wouldn't even need to be a direct sequel, but more of a spinoff situation like Bad Company. I just think there's way too much money-making potential for a large FPS franchise to NOT be interested on the profits generated from a subscription-based plan.
Fading Star's Avatar - Comment posted on 01/17/2008 02:06
Fading Star
Wow...sweet.
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