In the Beginning There Were Only Newbies...
By Gabe Amatangelo, Designer
So I click to attack? Who should I click? This one is blinking red.
Does that mean I should attack it? How do I use this piece of
artillery? Am I supposed to click that too? Won’t I swing my sword
at it if I click it? I don’t want to swing my sword at a piece of
artillery. It might break, right? Are the short, stout people on
my side?
These are some of the questions that a player new to MMOs might
have the first time they play Warhammer Online.
As developers who are also avid gamers it can sometimes be
quite the challenge to take a step back from your own experiences
and put yourself in the shoes of someone logging into an MMO for
the first time. However, it is a necessary exercise when approaching
the design of the starting player experience.
Conversely we must, of course, also consider the veteran MMO
players. The sort who might ask questions like:
What does Warhammer Online have to offer that other MMOs do not?
How is it going to elevate the genre? Why would I want to
subscribe to it instead of Other Game A, B or C?
Though these questions are typically the easier ones to be mindful
of, the true challenge lies in creating an experience that caters
to both the new player and the veteran. Excellence in starter
area design is achieved when we create a gaming experience that
answers both types of questions in a timely, invisible and, most
of all, enjoyable manner.
With our motto War is Everywhere we cannot simply have starter
area populations consisting of mindless critters scurrying about.
We catapult (sometimes literally) new players into the war effort. When you roll a character in Warhammer Online, you don't start nestled away in a comfortable cottage with a backyard suffering from an infestation of problematic pups. You start on the front lines. Your enemy race is in front of you. Your friends are behind you, and you are sent in guns blazing.
As exciting as that sounds for the veteran player, the experience
might intimidate a new player adjusting to the feel of an MMO -
the sort who might appreciate a group of mindless creatures
scurrying about. How then can we cater to both? The short of
the answer is careful, methodical design that builds upon what we
have learned from our games and competitor’s games.
First thing first we identify the basic skills a player is going
to need to survive in the MMO-verse. Things like understanding
red means hostile, blue means ally, how to use their abilities,
accepting and completing quests, earning influence in
Public Quests, leveling up, etc. Then we identify some of the
key features in our game we want to ensure players experience in
the first couple hours. Such as Kill Collectors, the
Tome of Knowledge, Public Quests, dynamic encounters, tactics,
etc. Next we consider the starter area storyline goals.
Ensuring we communicate what the player’s race is about, what
their goals are, what part a player will play in those goals,
who their enemies are, etc. We organize all of those elements
into a logical progression and graduate it over a gameplay
timeline. Finally we lay in a series of encounters serving
those needs and a series of quests directing the player through
this framework.
To illustrate an aspect of this, take for example the starting
Dark Elf player. By virtue of our motto the first thing you must
face is your hated kin, the High Elves. Unfortunately they
despise you just the same and so would naturally be aggressive in
return - the kind of moving in an aggressive way that does not
cater to the starting player’s general lack of reaction time at
this point. As he would still be reading the tool tips, learning
his character’s abilities, accidentally right clicking instead of
left, etc. As a starter area designer, the last thing you want a
new player to experience when he first logs into our game is death.
So with some ingenuity and fuel from an extensive intellectual property
we are able to construct encounters that serve both needs.
Carrying on with our purely hypothetical starting Dark Elf player
example, let’s say you arrived on the shores of Ulthuan having just
exited a Corsair galleon with the strength of a Black Ark behind you
(for those who are unfamiliar it is essentially a fantasy medieval Death Star).
The awesome destructive power of this floating citadel has already disrupted
High Elf forces nearby. From this basic conceit we can develop a litany of
encounters which abides by our motto, gives new players the room to become
comfortable with combat, and gives veteran players a taste of what's to come.
Such as populations comprised of Swordmasters locked in perpetual combat
(and therefore won’t aggro until the player is ready), Archmagi disoriented
from the dark magics, Sea Guardians busy rebuilding fortifications, etc.
Of course that example addresses only one of the many design needs
in a starter area. After addressing several others, testing,
redesigning, retesting, redesigning, etc. we know we have achieved
our goals if after the first couple hours of gameplay our players,
new and veteran alike, are saying things like:
This is joyous. I can’t wait to experience what’s next. Check
this game out, Bob. We can do date night tomorrow night, dear.
Must level faster. I’ll sleep when I’m dead. Warhammer Online
is awesome!