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Developer
Chat: Volume 9
Directing the Experience
By - Kai "Helios" Steinmann
The continuous popularity of our game that has continued
over the years is a colossal monument to the depth of our
game experience. Our players have been loyal to the game
over the years, beyond what the founding designers of UO
could ever have hoped for. But, why? What makes a great
game? Or, more specifically, what makes a great MMORPG?
While I cannot speak for the masses, for me, Ultima Online
has been my game of choice since its inception because no
matter how long I played, there was always something new
to do.
The original design team for Ultima Online achieved this
by putting everything but the kitchen sink into the game.
Ultima Online included everything from an intricate skills
system all the way to a giant array of items in the world
and everything in between. UO has one of the most addictive
game play systems of any game out there.
But that can be a double-edged sword. While our veteran
players have stayed loyal to the game for years, it has
been difficult at times for new players to grasp the variety
of different game play options. Veteran player retention
was strong, but the new player turnover rate left a lot
to be desired. We had to figure out at what point we were
losing the new players? Considering the upcoming new player
acquisition spike that was projected for the release of
Lord Blackthorn's Revenge, it was clearer than ever that
something needed to be done to increase new player retention.
In short, after reviewing our current in-game new player
support mechanisms we decided that there was still room
for improvement in several areas. We needed to expand the
system in some topic areas and condense it in others, and
we needed an alternative to the tutorial that would provide
more entertainment value.
It became obvious that in order to improve the learning
process we needed to simplify the choices facing one when
starting the game. To give us a starting point, we tracked
from within the game statistics on which characters were
chosen most often as starting characters. Through that process
we identified our three (3) starting character templates,
the Mage, Warrior and Blacksmith. We set out to create a
"Directed Experience" for these three character
classes, that would teach new players the game in an in-theme
style customized to the respective "class" they
chose for their character.
The Directed Experience, was to be presented in the form
of a quest (who doesn't love quests in RPGs?), that teach
the new player the game, without making it feel like "learning".
Let's face it, when most people sit down to play a game,
they don't want to spend hours trying to figure out how
to play, they just want to get into the action right away
- and have some fun!
The first step was deciding, what aspects of game play these
three classes shared, mostly to cut down on development
time. Modular programming is, after all, the corner stone
of good engineering. The main points that we identified
were basic interface mechanics, such as walking, talking,
combat, looting your slain enemies (always a popular topic),
and information on how to get more help, in case you have
more questions.
We took all of these elements and rolled them into a short
quest, which consisted of hunting down a creature and looting
it. A very simple, straightforward and effective approach.
Plus, it offered the new player the added bonus of getting
to kill something during their first five minutes in the
game.
Wonderful. Now we could focus on the specifics of each
character class, and how it relates to the game. However,
not every player has the best intentions for their fellow
role-players in mind while playing. This is true particularly
with respect to young players. We needed to create a semi-sterile
environment in which new players could explore the game,
risk-free.
At the same time, UO is a multi-player game, so this learning
area could not be completely off limits to veterans, since
we do want to promote players interacting with other live
players. In effect, what we tried to achieve was an area
that allowed sufficient interaction with veteran players,
while at the same time providing certain sanctuaries, if
you will, that are crucial to learning the game - crucial
to the Directed Experience.
This was our city of "Haven", as we called it.
Certain sections (specifically areas pertaining to the tutorial
quests) are accessible to young players only, while the
rest of the island, and the city itself, are accessible
to everyone. That being said
After the player completes their basic game mechanics quest
(or the "Horde Demon quest" as it's referred to
here in the office), they emerge into Uzeraan's Mansion.
This structure is one of the two specific areas that are
only accessible to new players. Upon entering the mansion
new players are immediately presented with a giant, imposing,
strategically placed Demon, one of the new creatures featured
in the LBR version of the game. Interaction with an exciting
new monster never hurts at the beginning of a game. After
coming upon the monster, the player is introduced to the
main quest NPC, Uzeraan, who handles most of the player
interaction during the remainder of the new player quests.
Uzeraan and his mansion function as a "touchstone"
or point of reference for new players, should they become
lost or confused about what to do next. There is nothing
worse than getting stuck while on a quest with nowhere to
turn for help. Everyone is looking for a sense of accomplishment
along with some reward as the end result of going on a quest
and we wanted to ensure this outcome for the new players.
For this reason, we incorporated several elements into the
quest mechanics (from a development standpoint) to help
the player along, should they get stuck at any point.
One primary tool the player has available to them, is a
simple context menu accessed by clicking on their character
and choosing from one of several menu options offering a
plethora of information about their quest history and their
current objective. There is, of course, also an option to
completely terminate the quest, should they decide they
no longer wish to continue.
As for the actual content of the training quests, for each
character template, we customized them specifically to the
play style of the character type (as closely as is possible).
In other words, the Mage quests involve "magical"
things, while the Swordsman quest is focused around combat-style
adventuring. The Blacksmith, of course, spends most of their
time learning the craft and trade that is Blacksmithing.
Since the Mage and Swordsman characters are adventuring
classes, their Directed Experiences can be similar, but
still differ from one another sufficiently to feel integrated
with the respective character template. For instance, both
the Fighter and the Mage are sent on a classic prisoner-rescue
mission.
For the Fighter, this entails little more than making his
way to the prisoner, bashing in the heads of the evil creatures
oppressing the poor defenseless prisoner and collecting
the spoils of the hunt. Classic "hack-and slash"
at its best.
For the Mage on the other hand, we require a little more
finesse. The use of an "Unlock" spell to aid in
opening the prison door was the perfect fit. Simple to use,
and it allows the Mage to do what they do best; affecting
the world through Spell Casting.
Applying this formula to all of the steps in the Directed
Experience, and following the same guidelines for all character
types provides a fun way to learn the game as seen through
the eyes of your character 'class'. Now, all that's left
to do is to structure the code involved in creating this
Directed Experience to be modular and hence extremely extensible,
and we have a simple and effective plug-and-play model that
provides virtually endless fun while teaching a player the
basics of the game for any respective character class.
Did all of this effort pay off? The proof is in the numbers.
Our figures indicate that new player churn has decreased
significantly since the installation of the Directed Experience.
With time, the Directed Experience technology and methodology
will grow and achieve even greater results through constant
refinement and additions that have already been planned.
I look forward to the coming months, and to continuing
to enhance this design and watching its effect on the level
of excitement that new players feel upon entering the world
of Ultima Online.
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