Why Boss Drops Are a Good Mechanic

Over the past couple of months, I have watched the Turbine crew prepare Lord of the Rings Online for its shift to becoming a free-to-play game. Although there are many new and changed features one could talk about, I’d like to focus attention on the scaled instances and their rewards.

The developers have taken the original instances, both fellowship and raid content, and transformed them into scaleable dungeons. This means that a level 65 can go back and play through the Great Barrows, but at a level suitable to his or her ability. It may sound somewhat similar to the Heroic dungeons system in World of Warcraft, and it is to an extent. As WoW has a currency that drops from heroic dungeons, so does LOTRO. But, as WoW has specific gear available from each heroic boss on top of the currency rewards, LOTRO does not.

LOTRO Skirmish Mark

This play-for-currency system has been in place since the last expansion Siege of Mirkwood when the skirmish system was released. A player can instantly enter into a scripted instance, typically only about 20 minutes long, with friends or alone, and acquire Skirmish Marks of varying levels depending on difficulty and size. The Marks can then be bartered with a vendor for a myriad of items, both cosmetic and combat.

The play-for-currency design is simple and easy to manage for both developers and players. Bag space is already limited, so instead of making characters loot along the way, one just gives them a currency type and lets them buy what they want. It’s like getting Gift Cards at Christmas instead of big, shiny boxes (full of unwanted crap).

However, with the new Free-to-Play system, Classic instances are going into this play-for-currency scheme as well. I can run a 24-man raid and not see any drops from the boss. As long as I do it enough times, I’ll get to pick what gear I want and be happy.

At first glance, the system seems flawless. No one has to grind for their gear. No one has to design multiple loot tables for different levels (since the instance can be scaled). No one has to do anything hard.

As old school as I may be, I’m not going to champion “hard” meaning endless grind as the best, or as the “good old days”. However, I do want to make case for boss loot tables and random drops. More

Don’t worry baby, it’s just a metaphor.

For my much-beloved (*cough*) metaphor class last term, I wrote a piece on Lord of the Rings Online and its use of the metaphor of morale in place of health.

The paper itself is quite long, but I wrote up a brief summary of some of the ideas that came out of the research discussion. The summary is over at LOTRO Reporter where I am starting a column on the Lore-Master class. If you’d like to read the original discussion (and even comment – it’s still open), head over to GoogleWave. If you need a Wave invite, email me (adaplays AT gmail DOT com).

Post-Primary Narrative: The Re-Encounter

My papers are finished for the term and I know I’ve promised summaries, but I just cannot get this topic off my mind.

When working on the Dragon Age narrative paper, I became captivated by the concept of post-primary narrative or a re-encounter with an already experienced game/text. With traditional text, some nuances may appear which were missed the first time, but no new words are actually read and there are no new speeches or revelations from the characters. In games, it is quite different. A second playthrough of many games offers entirely new experiences. Although the basic plot itself does not change, the perspective from which it is told may be completely opposite from the first and choices made by the player may actually alter how the plot is progressed. Even if one plays a second time from the original perspective, in many games, there is some element of chance which will alter the way in which the player experiences the narrative. Further, there are often areas or events which were missed the first time although present and which may be noticed a second or third time.

I have also been working on The Lord of the Rings Online, as many of you know, but hadn’t yet applied the thoughts of post-primary narrative to it and its genre. Players often complain about the fact that they must do the same thing over when leveling a new character or when completing dungeons or battles. They are actually experiencing post-primary narrative, but one in which there are very few possibilities of emergent narrative (that portion of narrative which is uncovered by other actions in the game and often requires multiple playthroughs).

The new skirmish system in LotrO highlights the presence of post-primary narrative in MMOs. In a skirmish, one experiences a particular event (such as the death of Mazog) a second time. Unlike a game such as Dragon Age, MMOs typically offer a single perspective (that of the player, regardless of player-character) and often have a lower element of chance. Under these conditions, it is quite difficult to have a new experience colored by the first:  a post-primary experience. Instead, they simply have a reminder of a former experience. We see Mazog say the exact same things at the exact same time as before. The only thing that may change at the end is how many marks (rewards) we get.

If MMO developers tried to further the possibilities available in their post-primary narratives, the player experience could be made much more engaging. There would actually be incentive to play through the game again, to re-encounter it. The current pervasive desire to skip to the endgame as soon as possible could be lessened, if not eliminated. Bioware’s upcoming Star Wars: The Old Republic will certainly have more obvious features of emergent narrative than other MMOs, since each class will have its own story to play through. These will surely give incentive to experience post-primary narrative, though I am not sure how much possibility for change there will be after the main plot is experienced. I’m looking forward to it though!

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