Post by Azherae on 2024-12-20 01:02:52
More random data brought to mind by:
https://forums.ashesofcreation.com/discussion/64441/dev-discussion-70-music-in-mmorpgs#latest
If you haven't given Intrepid your thoughts on music in MMORPGs, please do so in that post. This one will touch on music but not necessarily a lot. As usual this is just giving thoughts that might as well be visible to someone rather than just within my guild.
At some point I gave the feedback that the music in AoC, especially in Joeva node, was 'comfortable', but I don't think I ever got around to elaborating why. It's comfortable because when I haven't heard it in a while, it 'makes me want to log in'. Joeva node itself does this, but the music helps quite a lot.
At least for me and the people I know, this effect is a large part of retention of interest in games, but we've played enough games to know that it isn't just 'I liked this game so I get nostalgic for it'. It's made up of some specific things:
That "Home" Feeling
This isn't just 'a location' either, it has to be 'your' location. The most interesting thing so far from studying TL is that it doesn't absolutely have to be 'a location you got to decorate' personally (TL is currently working on Housing but their test case is very comfortable and triggers the feeling a little, especially if you attempt to associate the location of the Amitoi House with some specific house in the world that is 'yours'.
BDO allows multiple (I don't think this is strictly necessary), FF11 gives you 'a room in each nation' but you can only decorate your actual home, and Elite somehow has some slight effects too. Ashes has planned for this, I bring it up only to 'remind' that until it's further along, the game is missing one such trigger.
Connection of Combat
Combat can feel 'comfortable' without even being 'good', and for some, it can obviously be 'good' without being 'comfortable'. Comfortable combat seems to make us want to log in just 'when you have the urge to act on something in the world' and is usually about 20m burst. TL events are good for it.
From Paragon/Predecessor, we've learned that this absolutely can be PvP, but most good PvP takes longer to play out in that game. Ashes will probably never get comfort login effect from us for its combat, but I mention it because even if the game does a big spin on combat design, without some system for moving to PoI more easily, or the implementation of something akin to the Catacombs, that 20m is usually going to be 15-20m away. We don't need Fast Travel in Ashes, but this is probably the main use of the Family Summon for us. One person with more time goes out to the PoI and hopefully lives long enough to get others there even if just for this.
Immersive Itemization Memory
Always suspected that this was fairly important, since Onigiri definitely felt like it should have 'held' us more than it did, but eventually that game drifted toward 'level up gear! Only gear matters!' and this effect wore off. Food, Fishing, and Housing systems help, but from the difference between BDO and TL we think we know more precisely why FF11 always 'wins'.
It's related to the feeling that things in the world are used by other residents of it. Doesn't have to be NPCs, but usually players aren't active enough to support the feeling in weaker economy games. FF11 'wins' because you literally always feel like someone is going to use whatever you bring back. TL will get there probably (that 'Gear drops->Furniture' conversion I talk about sometimes, I'd bet, I'm looking forward to turning Helmets into Kettles and whatnot). BDO doesn't because they have too many obfuscating layers. Adding these in Ashes might be fine, if the playerbase is 'right', so hopefully we'll have positive things to say about that in Phase 2.
'Micro-POI' Dynamism
First note is that 80% of players are not dynamic, and PvP doesn't make them more dynamic. So, games that rely on other players to provide this often don't do well. This is known already, that's why this is a Sandpark and not a Sandbox, presumably.
This ties into the weather and the way weather interacts with things, but it can be other things too.
TL is currently relying on weather and events, I've mentioned somewhere in the past that the DNA of that game unfortunately locked them into a bit of an issue with this (the legacy of Astral Hunting means that their area designs and mob distributions cause homogeneity and they have to rely on events and Gigantrite). For now, we're using certain Dungeons (co-op type actually) to trigger this feeling, though at least Sauro can manage.
BDO has never really been good at it, and their playerbase has never been particularly vocal about caring about it either, maybe it's better now, but that game didn't hold our attention after Ashes started to ramp up, precisely because the comfort login urge was way too weak.
Onigiri interestingly has a little of this, but it comes from 'the oddness of that world and the associated open world questlines' that are more memorable than most standard MMOs can get anywhere near. I mean real MMOs where you need multiple people to do something. But TL and Onigiri face the same problem here. Having a cool memory of a story I experienced once in an area does not make me want to return to that area unless something/someone in that area is fun to interact with 'post-story'. Ashes is almost certainly gonna 'win' here because it will have proper [Whatever y'all want to call Elites/Notorious Monsters'] but if they have TL tier respawn rates then they are just 'Elites'. Hopefully Hunting will manage to contribute to this and not end up like BDO.
So FF11 wins because it has 'better' Elites/NMs, but Ashes is poised to 'win' for the exact reason that TL struggles. Slow leveling, larger ecology space, potential for long respawns (assuming y'all don't tie these mobs to Commissions and invert the whole feeling, they're supposed to just 'be there').
Anyways, another long rant so we can shorthand it later to mention when something is lacking in a place that it seems it should exist/is intended to exist.
https://forums.ashesofcreation.com/discussion/64441/dev-discussion-70-music-in-mmorpgs#latest
If you haven't given Intrepid your thoughts on music in MMORPGs, please do so in that post. This one will touch on music but not necessarily a lot. As usual this is just giving thoughts that might as well be visible to someone rather than just within my guild.
At some point I gave the feedback that the music in AoC, especially in Joeva node, was 'comfortable', but I don't think I ever got around to elaborating why. It's comfortable because when I haven't heard it in a while, it 'makes me want to log in'. Joeva node itself does this, but the music helps quite a lot.
At least for me and the people I know, this effect is a large part of retention of interest in games, but we've played enough games to know that it isn't just 'I liked this game so I get nostalgic for it'. It's made up of some specific things:
That "Home" Feeling
This isn't just 'a location' either, it has to be 'your' location. The most interesting thing so far from studying TL is that it doesn't absolutely have to be 'a location you got to decorate' personally (TL is currently working on Housing but their test case is very comfortable and triggers the feeling a little, especially if you attempt to associate the location of the Amitoi House with some specific house in the world that is 'yours'.
BDO allows multiple (I don't think this is strictly necessary), FF11 gives you 'a room in each nation' but you can only decorate your actual home, and Elite somehow has some slight effects too. Ashes has planned for this, I bring it up only to 'remind' that until it's further along, the game is missing one such trigger.
Connection of Combat
Combat can feel 'comfortable' without even being 'good', and for some, it can obviously be 'good' without being 'comfortable'. Comfortable combat seems to make us want to log in just 'when you have the urge to act on something in the world' and is usually about 20m burst. TL events are good for it.
From Paragon/Predecessor, we've learned that this absolutely can be PvP, but most good PvP takes longer to play out in that game. Ashes will probably never get comfort login effect from us for its combat, but I mention it because even if the game does a big spin on combat design, without some system for moving to PoI more easily, or the implementation of something akin to the Catacombs, that 20m is usually going to be 15-20m away. We don't need Fast Travel in Ashes, but this is probably the main use of the Family Summon for us. One person with more time goes out to the PoI and hopefully lives long enough to get others there even if just for this.
Immersive Itemization Memory
Always suspected that this was fairly important, since Onigiri definitely felt like it should have 'held' us more than it did, but eventually that game drifted toward 'level up gear! Only gear matters!' and this effect wore off. Food, Fishing, and Housing systems help, but from the difference between BDO and TL we think we know more precisely why FF11 always 'wins'.
It's related to the feeling that things in the world are used by other residents of it. Doesn't have to be NPCs, but usually players aren't active enough to support the feeling in weaker economy games. FF11 'wins' because you literally always feel like someone is going to use whatever you bring back. TL will get there probably (that 'Gear drops->Furniture' conversion I talk about sometimes, I'd bet, I'm looking forward to turning Helmets into Kettles and whatnot). BDO doesn't because they have too many obfuscating layers. Adding these in Ashes might be fine, if the playerbase is 'right', so hopefully we'll have positive things to say about that in Phase 2.
'Micro-POI' Dynamism
First note is that 80% of players are not dynamic, and PvP doesn't make them more dynamic. So, games that rely on other players to provide this often don't do well. This is known already, that's why this is a Sandpark and not a Sandbox, presumably.
This ties into the weather and the way weather interacts with things, but it can be other things too.
TL is currently relying on weather and events, I've mentioned somewhere in the past that the DNA of that game unfortunately locked them into a bit of an issue with this (the legacy of Astral Hunting means that their area designs and mob distributions cause homogeneity and they have to rely on events and Gigantrite). For now, we're using certain Dungeons (co-op type actually) to trigger this feeling, though at least Sauro can manage.
BDO has never really been good at it, and their playerbase has never been particularly vocal about caring about it either, maybe it's better now, but that game didn't hold our attention after Ashes started to ramp up, precisely because the comfort login urge was way too weak.
Onigiri interestingly has a little of this, but it comes from 'the oddness of that world and the associated open world questlines' that are more memorable than most standard MMOs can get anywhere near. I mean real MMOs where you need multiple people to do something. But TL and Onigiri face the same problem here. Having a cool memory of a story I experienced once in an area does not make me want to return to that area unless something/someone in that area is fun to interact with 'post-story'. Ashes is almost certainly gonna 'win' here because it will have proper [Whatever y'all want to call Elites/Notorious Monsters'] but if they have TL tier respawn rates then they are just 'Elites'. Hopefully Hunting will manage to contribute to this and not end up like BDO.
So FF11 wins because it has 'better' Elites/NMs, but Ashes is poised to 'win' for the exact reason that TL struggles. Slow leveling, larger ecology space, potential for long respawns (assuming y'all don't tie these mobs to Commissions and invert the whole feeling, they're supposed to just 'be there').
Anyways, another long rant so we can shorthand it later to mention when something is lacking in a place that it seems it should exist/is intended to exist.