Tag Archives: Clan Lord

What keeps people engaged?

If you study MMOs at all, you may have seen Tom Chatfield’s TED Talk in which he talks about what game designers have learned about what keeps people engaged in a game. He identifies the following:

  • problem solving –> ambition + delight
  • progress bars
  • multiple long and short-term aims
  • reward effort, don’t punish failure much
  • immediate feedback
  • uncertainty causes intense engagement
  • biggest turn on is other people

Now he was talking about how knowing this might help us to deal with other tasks and challenges, and that was very interesting.  But I am also thinking about how Clan Lord does in each of these areas, and it does most of these very well indeed.  Except for progress bars; it doesn’t have any!

As I’ve been doing research on CL, I’ve started interviewing players about what keeps them coming back, and in some cases, what has brought them back after being away for months or years.  In every single case so far (about 20 people to date) they cite the community as the strongest motivator. That seems in line with Chatfield’s last point, but it’s not just that they have friends in CL.  Many players specify that the community is mature and supportive. Though a wide range of ages is represented, the community as a whole is quite mature.  Griefing is minimal and when it occurs, other community members address it. Though the forums show the usual flamewars, the gameworld itself remains remarkably free of such conflict.

In terms of support, players are generally very helpful to each other.  Because the community is small and everyone is motivated to keep the population up and growing, most players will go out of their way to help newbies get started, supplying not only information, but donating gear, and taking them out to hunt or rescuing them if they get into trouble.  Even as players advance though, others will support them in achieving goals such as qualifying for a subclass, acquiring higher level gear, completing quests, and so on.  This has been designed into the game in the way that these goals really cannot be completed alone.  As everyone knows that they will sometimes need help themselves, they have good reason to help others. Doing so though, players often realize that helping this way is satisfying in itself.

As my character works on goals, I find myself intensely grateful that the game is designed this way, or Eirian would be sunk! 🙂

Writing in Character

For awhile I was writing here, and on my abstract, and I was not writing so much as my character.  Eventually I started to feel a kind of pressure as that blog fell further behind my in character life.  I started to feel that I wanted to write about what was happening to me in the game currently, but that if I skipped over too much, it wouldn’t really make sense. So I’ve tried to catch up over there, and thus have neglected writing here.

But now it’s time to catch up over here.  🙂

My character finally reached a benchmark I had been aiming to hit before making further choices about what to do with her.  Since I’ve not had too much time to actually play since September, it seemed like this period had just stretched on and on.  And finally I finished, and was faced with those choices. Clan Lord differs from other MMOs in the way characters tend to become more distinct as they develop, because each choice closes off other options. In many games, as players gain ranks or levels, they become more similar–very powerful in basically the same way.

In Clan Lord on the other hand, every choice makes you stronger in some ways, but weaker in others, and there’s no one best solution for every one, no perfect build.  Instead, you have to try to imagine how you will most enjoy playing in the future and aim to make that possible. This can lead to some counter-intuitive choices. Even if what you want to be the most powerful fighter, do you want to be the most resistant to creatures attacking?  The deadliest when hunting them? Able to keep swinging against numerous weaker creatures or able to take down a stronger one with one blow, but then not being able to swing again right away?

Healers face a similar dilemma.  Further, no matter what you choose, if you grind through the leveling process quickly, you can end up stuck in another way.  Unlike most MMOs, Clan Lord has no level cap.  Players can get stronger and stronger and stronger.  But as they do, they must hunt harder and harder creatures in order to keep gaining ranks and climbing the levels. Natural attrition over the years makes the number of players at the top fairly small, so there are not many people with whom they can play without getting a bit bored, if their main goal is a challenging hunt. Further, game developers themselves have trouble keeping up, creating new and harder areas and creatures to challenge these juggernauts.

Anyway, I decided to first get some more ranks in the skill that lets you skin the furry creatures you hunt, so I can actually make some money.  🙂

I got those to a useful level in about two weeks, so now I’m getting some more in pathfinding.  Some areas of the game can’t be entered unless you have enough ranks as a pathfinder and while I don’t know how far I’ll go with this in the end, for now I want just a few more. Then I’ll go back to fighter skills.  On the one hand, it’s great to see visible results from the ranks for skinning, on the other hand, it’s frustrating to know I’m earning ranks but not have my fighting improve.  I’m not gunning to hit top levels at record speed, but it would be nice to be able to go harder places, because somehow I’ve ended up closest to some players who are pretty advanced.

I feel this post is drifting into the voice of my character a bit, but maybe that’s ok.  My aim is to try and give a sense of the complexity of some decisions–and I haven’t even gotten into the different choices there are to make about fighting skills alone. These choices avoid being overwhelming because they are presented gradually, and because leveling up is rather slow, especially as you get stronger, players have time to consider and to seek advice.  Discussions of these choices and their costs and benefits make a significant part of conversation both in the game and in the discussion boards.

Interestingly, while some people focus only on what path will allow them to advance most quickly, many, even those who are not explicitly role-playing, will make choices that are consistent with some larger vision they have of a character, often related to the race of the character, the professions, and so on.  In my own case, I made no effort to play my character as different than myself, but she seems to be evolving into her own personality, distinct from my own, though still recognizable to me.  Though some players have told me they don’t feel too attached to their characters because they don’t play them as themselves, I’m starting to to wonder if I might not become even more attached because she is different.

So much to ponder…    For those who want to follow her adventures, you can visit Eirian’s blog.

Research Update… If only I could get paid to play. ;-)

So I’ve been collecting responses to questions about Clan Lord and trying to weave them together.  The process is interesting because I represent myself with two voices. So far, the players participating have been speaking as mainly players, not characters, but because most prefer to use only their character names, and because CL players pepper their communications with acronyms and words peculiar to the game, it often feels and reads like an in game conversation, rather that a discussion looking from the outside.

Attached here is the current draft–which is already out of date as more responses come in.  It’s a challenge to find time to play, to respond to players helping with the project and to keep up with two related blogs while having a full-time job, family, etc.  If only this project were my job…maybe there’s a grant out there somewhere… 😉

Attempting a New Approach to Fan and Game Studies

So… as I posted last time, I will be speaking about how one might take an approach to studying an MMO fan community that achieves not just a balance between the critical stance of a scholar and the enthusiasm of a player, but some kind of integration of the two positions.  Further, how might the voice of the community be part of that account in a more significant and participatory way than merely providing data and useful quotes?

This is even more challenging because my new job is seriously cutting into my playing time.

But I’ve taken a step in creating a blog that represents an in-character (IC) narrative of my life in the game.  It’s a bit odd because I don’t usually worry about staying IC unless I’m hunting with others for whom I know that’s important. Further, in that blog I am writing about the relationships my character has with other characters; in some cases this is parallel by out-of-character (OOC) friendships, and in some cases not.  Right now the line between fiction and reality has become ambiguous, when it comes to the relationships.

Inhabiting Characters

One of the most striking aspects of this particular game is the extent to which players are devoted to their characters. The explanations for this devotion include some that fairly straightforward and common to many games:

  • simple time investment; in some cases as long as 12 years
  • effort; time and energy may have been spent achieving certain goals, such as strengths in particular areas or abilities that are difficult to acquire

Other reasons are not as typical, such as the devotion to the community of other players.  Within the larger player base, most players develop networks of people with whom they routinely hunt, and while these friendships may grow beyond the confines of the game, for those who are geographically distant from each other, the game may represent an important way in which they can “be together.”

The most interesting reason to me though, is the way characters become more and more individual over time, and become more and more real — meaning they form ongoing relationships with other characters, not only in the game, but through posts in the game’s forum, through individual “scrolls” (blogs) that players create, and in the websites made for clans — players that form cooperative groups that are somewhat familial in character and may share a common purpose.  Some purposes are rather lofty while others are humorous, as can be seen in this description of the Laughing Academy.  My own clan is the Zouclougeist Alliance, which is devoted to silliness and being lazy.  I am very fond of ducks.

In order to further explore the emergence of these characters as individuals, I’ve started keeping a “scroll” for my character.  Interesting her voice in the scroll is not the voice she uses in game — it’s far more in character (IC) and rather serious.  I’m not sure why, it just comes out that way. More on that experiment later.

When Players become the Story

Clan Lord differs from other MMOs in many ways; one of the most basic is longevity.  The game has been running since it was released in 1999 And there are a number of players who have participated since the beginning.  This longevity suggests that there must be some unique features, and there are — but I’ll get to those later.  😉 The presence of players who have participated for so long in a game in which there are no caps to the level (ie player strength) has some interesting consequences.

One is the challenge created for game designers trying to add new content, especially in the form of an event like an invasion or monster attack.  If there are several extremely advanced and powerful fighters and healers, it is very difficult to create an event or creature that will challenge those players, yet not slaughter the lower level players. Apparently this is referred to as the “Mujin” problem, named after a particular player (or collective) that has played so assiduously for so many years, that they far exceed much of the other population. (There are of course other high level players who cause this trouble as well, but the problem is named after an extreme case).

However, I think one of the most important effects of having so many players who have played for years and become powerful is that these players start to become part of the story of the game. Sometimes this happens through explicit roleplaying.  For example, one player who goes by the name Stinkfist styles himself a pirate captain and works to organize adventures involving himself and other pirates fighting against a particular group of enemies (the Darshak) in the game.  In addition to organizing raids against these foes, Stinkfist is working on building some kind of embassy and its completion depends on the success of his raids.

Interestingly, this player has gain the help of at least one Game Master (GM) so that Darshak that attack may demand to know his whereabouts and declare there is a bounty on his head.  At different times, one player or another has been elected President of the Fen’neko race; other players gain extra experience for helping the Fen president.  These are examples of players being deliberately incorporated into the game and in a sense saves GMs work; rather than creating a non-player character to drive a quest, they instead rely on players themselves to supply the AI.

Another way players become part of the story is simply through reputation. For example, if you need armor made, see Eomer, who trained as a blacksmith.  If you are fond of spiders, keep an eye out for Gremlins, who can transform into numerous varieties, and can also befriend them, and prevent them from attacking.  If you want to learn about using the Kudzu plant in battle, speak to Geotzou, who has made a lengthy study of their strategic use. Connie Crete is known for many things, from excellent knowledge of geography to her fishing skill. D’Ead is rapidly becoming known for her love of zombie costumes, Creed for her fondness for ponies, and Natas for his fondness for chains.

Chains are used to rescue fallen players by dragging them somewhere to be healed.

In general, many players are simply known for their strength, leadership, or other characteristics (both positive and negative).  They become subjects of discussion, advice to new players, and their doings are reported outside the game by a “media network” created by players to report happenings in the game.  Some even become the subject of parody. So in essence, the adventures and interactions of the players become the real story, growing out of the story provided in the game, but far richer.  And, because even those who don’t role play express some kind of personality, they can’t help but become characters.

In this way, the game story escapes the bounds of the game itself and of the control of designers.

Next up, more on inhabiting characters.

Designing Cooperation

I said I’d have more to say…

So here are some ways Clan Lord pretty well forces people to cooperate:

  • The display is looking down from above, rather than heads up, and you can’t “run through” other players and most objects, so coordinating movement during a fight or hunt becomes a priority and requires agreement.  For example, that one of the stronger players will go out to lure creatures into the most favorable position for others to attack, or the weakest players will stay to one side or another, depending from which direction attacks usually come.
  • Most areas spawn creatures quickly and unpredictably enough that if a player is still gaining experience points and ranks from fighting those creatures, they need to hunt them in a group, or risk having their character fall and then have to await rescue. Depending on the area where they have been adventuring, this could take a very long time.
  • A related aspect is that you cannot just log off anywhere in the game safely.  If you leave the game when your character is in a dangerous region, you may log back in to find you are overwhelmed by dangerous creatures, or you character may already be dead.  Similarly, you cannot pause and leave the computer temporarily while playing for this reason.  Thus, you must somehow get back to a safe area before logging out or pausing the game play.  In the latter case, fellow players may be relied on to protect your character while you step away from the computer, but you will also have to help them achieve a managable state of play in the game first.
  • This game has a system through which players can “share experience.” While playing, each player gains experience (and thus strength and so forth) by playing against increasingly difficult creatures, or by sharing experience with another player doing this. In fact, of the three character classes, fighter, mystic, and healer, the latter two mainly advance through this method.  Further, players gain in other ways from sharing.  If you are sharing and fall to some creature, the players you’re linked with will see that you’ve fallen and to what, which will help them locate you.  If you are linked to a mystic before falling, they will be able to pinpoint your location exactly.  Further, if you are linked to other players, they will be more likely to return the favor by helping if you are in trouble. The share system also helps maintain connections between new players and much more advanced players.

I’ll have even more to add later!  Until then, here is another picture…

One of the other experienced players reminds younger ones (Eirian and Mchl) to thank a high-ranked fighter (Geotzou) for taking us hunting.