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Another Perspective on Live Content

Last week, we presented former Matrix Online live team member Rachel Thompson's response to an article discussing the practical impossibility of live content. This week, former live team member and current Senior Systems Designer at Carbine Studios Steve Williams weighs in.

Editorial By Guest Writer on August 04, 2009

My name is Steve Williams, and I am a Senior Systems Designer at Carbine Studios, working on their unannounced MMO. Before I was a systems designer, however, I got my start in the computer gaming industry as one of the Live Events Gamemasters for The Matrix Online (MxO), an MMO that launched back in 2005.

In those days live events were Matrix's risky plan to help provide a game world that had a developing story and an ongoing relationship between players and important figures from Matrix lore. We knew the issues up front with live events, best summed up as: "they are not fun... unless you are at one."

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In this article, I wish to break my experience with MxO down into three parts - what we did at Matrix, what the goals are in doing live events, and what I think we can choose to do as an industry to make viable live events in any MMO. Rachel covered some of the more fun parts - writing short stories, IM conversations with players, and more. In this article I cover the more standard responses we gave.

Today I'll talk a little about what we did and what went wrong. Tomorrow I'll delve into goals and means to make Live Events a reality in modern MMOs.

With multiple servers to hit and an aggressive story-telling schedule, we set to work providing three main groups of content to players, which I personally call the "Meet and Greet", the "Hear Me, Zion!", and the "Oh No, Bad Guys!" These silly names underscore the main forms of contact the Live Events Team (LET) would have with players.

"Meet and Greet" - From one-on-one contact to whole factional meetings (think all the Alliance players on a WoW server being invited to a party in Stormwind), famous and infamous characters of the Matrix universe would interact with the players. As The Merovingian, for instance, I might encourage players in my faction with advice, information, rewards, and most of all - recognition. The goal with Meet and Greets were to give smaller groups of players the chance to truly interact with an NPC in the world. My favorite of these were as Seraph, finding lone players and challenging them to a duel - Seraph in the movies fought Neo to learn his strengths and weaknesses, and presumably Seraph is present to accomplish the same goal with the player. While not economical, the interactions at this level were easily the most impressive.

"Hear Me Zion!" was my name for events in which an NPC character would impart information and story progression to whichever players were present - sort of the digital equivalent of standing on a soapbox and shouting at a crowd. These event types caused us the most trouble. Players of all stripes were present, and, at first, our ability to regulate the player crowd was nonexistent. Over the weeks we ran Live Events we got more and more powerful tools to help manage crowds and allow the largest number of players to enjoy the interaction as possible. Morpheus showing off Neo's Code to any players that happened to be at his location was a good example of this sort of interaction.

Last are the "Oh No, Bad Guys!" events, in which we spawned hordes of NPC enemies - and sometimes fought alongside the players to eliminate them. This event is what many people think of when they think "live events" and will play much further into my discussion of the means in which live events could work in the modern MMO environment. An example of this would be spawning a horde of vampires then an LET member fighting with the players as the movie character Niobe.

With these three storytelling tropes we were able to tell some impressive stories and build up an appreciative fanbase.

But, there were problems. We didn't scale well to even the relatively small playerbase of The Matrix Online. We were frequently harassed by players or finding ourselves not able to help players who desired to play along with the story.

We also fell victim to tools that, in hindsight, we should have used ourselves.

First and foremost was the scaling issue. To me the issue was the fact that live actors have a finite ability to work in multiple spaces for large groups of people. The scaling issue was the fact that a live events system cannot entertain enough players as a portion of the entire playerbase to be either cost-effective, fun enough for the players, or of a professional quality that players paying for a service would expect.

A player with time on his hands could easily spam text, stand on an actor's avatar, harass players who were playing along, attack inappropriate targets and bring them to the performance area... the tools seemed to be in the hands of players, not ourselves.

By not controlling the scene of the event, we lost a lot of players who would have otherwise truly enjoyed our work.

Recruitment was our best solution, trying to convince players to play along rather than cause trouble for the performances. We had good success with acknowledging some of our tormentors - in the same manner a teacher may acknowledge a student who is acting out in a classroom. Others were intractable and we developed client tools to stop them.

Among our tools were silencing players, a bubble around our characters which no player could enter, invulnerability, killing mobs instantly, and much much more. Each tool, however, diminished in part the organic feel of our events. As digital actors we were relieved but also concerned that we were removing ourselves too much from the other players by using these fancy tools.

In hindsight, this may be true, but there is also something to be said for markers to indicate when someone or something is important to the player.

The final issue is the hardest to admit, which is that some players became experts at playing the "Live Events Game" as some people called it - they knew how to draw out LET members who were present, they knew how to act and talk to get our attention easiest. They always seemed to know where we appeared (through communication networks with others) and what our business was. Since these people made our lives interesting and easier, many of them received a disproportionate amount of "face time" with our characters compared to others.

We grew to recognize these players and empowered them to spread information and lead others, but I always considered this the most unfair part of the job.

The opposite was also true. Many times we would walk around a corner into a group of players, and find them completely uninterested in the experience we had on offer. This is completely fair and appropriate for the players, but it also incurred a time cost that really accumulated over time. We had to extricate ourselves in character from this group, move away from that group, go invisible, find another group, set ourselves up in an out of sight location, walk around the corner...

Add to all of these woes the planning and prep-work that goes into an event, the attention to detail in typing text (we eventually got cut-n-paste enabled for chat so we could spell and grammar check first!), the long hours at the keyboard, and it really looks like Live Events is a foolish way to spend your staffing dollars.

With impact on all of our players being questionable, and players having the upper hand in disrupting events (even with our fancy tools), it was no wonder that the LET was discontinued after SOE acquired the game.

Our learning experience with MxO has been largely ignored by the industry as we continue to concentrate on building static worlds with static content. There are ways in which we can make these things work, and I'll talk about this the next time.

More Editorial:

Jon Wood - Dissecting the Acronym: RPG Editorial added on Thursday July 22
Star Wars: The Old Republic - Comic-Con Expectations Editorial added on Wednesday July 21
Star Wars: The Old Republic - Thoughts on Game Testing Editorial added on Wednesday July 14

More Features:

DC Universe Online - Chris Cao Interview Interview added on Friday September 03
Player Perspectives - Holding out for One Million Heroes Column added on Friday September 03
 
 
ericbelser writes:

I've never really understood the unwillingness to work with players/player groups that want to get more involved in the storyline aspects of a game. To me, there is no issue or conflict of interest in working with a group of players like that; unless you take it to the next level of disproportionately rewarding them. They are in effect donating time and effort to supporting the game, why spurn them?

New Post Quote
8/04/09 12:49:14 PM
 
Dalgor writes:

I see what they always try to say, but it isnt about the whole playerbase being able to do it. If live events are happening regularly, people will start trying to find out when its happening and find ways to be there, and if not, honoestly I think people are looking for changing worlds in MMOs, Players are looking for a living and evolving world. Live Events let you know that when you log on the next time ( because you had to go to work, or take care of the kid, its a game big deal ) the world will have changed and new things are to be learned and experienced. Thats what a MMO should be, a living ever changing world that the players experience and if they wish help shape through story quests, thats definitely where you should be spending a crap ton of your production money because it will have the biggest return.

New Post Quote
8/04/09 12:57:21 PM
 
SnarlingWolf writes:

Players will always cry "Unfair!". So if one player gets to be a part of a bunch of liveops, but they miss all of the liveops, then they cry unfair. If one person gets special attention and another doesn't, they cry unfair. If they happen more during peak hours then off peak hours, non peak hour players will cry unfair. The biggest problem with live events is it tends to make as many people, or more, unhappy as it does happy. That makes it even more of a cost ineffective means of helping the game.

 

And yes players will learn how to get an advantage during live events anytime they can, and if there's multiple servers they will jump from server to server doing the event on each one and so they will know what to do and do it the fastest. Live events always suffer that kind of abuse.

 

So between players getting mad, players abusing it, and the group of players that could care less when they do get run; it becomes very expensive for something with so little gain. That is why live events don't get run much with modern MMOs, and you can blame most of that on the players themselves.

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8/04/09 1:28:58 PM
 
spyderbite writes:

In UO live event arcs would last 3 months with many events taking place over that period of time. In my experience, there are many different groups of people who attend these.

1. The GIMME bunch: Those who know that unique rewards will be handed out at the end of the event. So, instead of participating, they wait for word of where the event will conclude and scream for the EM's to give them stuff.

2. The Griefers: Their sole purpose is to cause as much trouble as possible. Their goal is to cause the event to be interrupted. Just for giggles.

3. The Participants: Those earnestly interested in following the story line and playing along. Interacting with the EM's and each other.

4. The "Casual" Players: Never seem to be present during the events. But, complain afterwards that it wasn't held at a time that was convenient for them personally. When told in advance that an event was taking place, they will claim that they have 4 full time jobs, 16 children with 2 different spouses and attend 3 different colleges with full class loads. No matter when the event takes place, it will never be the right time for them.

You can't please everybody. But, I truly miss live events. We don't have them in EQ2 and that's a shame. Rarely they'll throw a party or something.. but constant crashes and other obstacles often postpone the hoopla.. sometimes indefinitely.

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8/04/09 1:54:09 PM
 
veritas_X writes:

I think the key to live events is putting them completely into the hands of players.  Active players have more time and creative energy at their disposal than paid staff, and given the right tools (like the Storyteller system in SWG for example) can create immersive, fun events with much greater frequency than a dev team can manage.

Why more companies don't make tool sets like these available to players is beyond me, and very frustrating.  If it can be done in a six year old dog of a game like SWG, it can be done in every game, but devs (as a general rule) are only interested in carrot-chasing level treadmills and static 'content.'

In any event, I'm glad to see at least some interest, and as someone who participated in a few of MxO's random interactions, I greatly appreciate the OP taking the time to share his experiences.

Hope to see more in the future.

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8/04/09 10:12:21 PM
 
atk502 writes:

 Riis bal-Tannis 4TW

<-- Partizan (AI)

Great read!

New Post Quote
8/06/09 11:48:27 AM
 
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