Every game we play has some form of challenge. From the most basic of completion, such as jumping until you hit the top of a flag.. To the most challenging and skill intensive battles of bullets between competitors.
Overcoming or mastering these challenges is what forms CORE memories. Feeling a true love for a game, feeling like it provides real, actual, psychological satisfaction.. is from making perfectly balanced challenges to overcome.
As we know in the world of MMORPGS we tend to pull Ideas, Information and Mechanics from every kind of game.
Written By: ChaosFactor |- - - - - - -| Recent Update: 09/25/2023
Glorious explorers of Verra, I have brought you all here today to talk to you about overcoming adversities in video games. With the release of Alpha 2 at least relatively within view, I find it paramount that we begin to put deep and intensive thought into the core philosophies of the game. Evidently these concepts have had a lot more professional attention from the amazing developers at Intrepid than I could ever provide... But I'll be damned if I don't have a great time writing and researching for a game I know I will love, and for a community that loves to do the same.
Let me be clear from the gate, this is not a post about being elitist relative to challenge within games or MMORPGs in general. This is intended on observing the benefits and drawbacks of certain challenge systems associated with those games. Every MMO player has experienced this sort of elitism in their own respective game. Here, I'll include some quotes for you all to read simply to boil the pot a little bit before we even get started:
1. "You're such a casual, clear the raid on Giga-Mega Mythic+ Challenge mode before you even type in my chat"
2. "Margott is not hard at all, you're just trash. I killed them on my first try with bamboo armor and a paper straw"
3. "You're not playing Purple Blade Ranger with max crit build, so you're not worth an invite."
Ultimately, outside of being badly worded, these elitists aren't wrong for saying these things. At their core, people get passionate and aggressive about their achievements because it took them a lot of effort to achieve them. However, the problem that I'm sure we are all familiar with, is that is not always the truth. Often there are systems, information, and word of mouth that leads to there being CORRECT answers to whether or not you're good at the game. Many games will ALSO create complex, near infinite reward systems that tunnel your gameplay down a singular path to become the best.
Small warning here, I am by far most knowledgeable about World of Warcraft, it may seem obvious that I reference it often, but I will do my best to speak through my experience; and media consumption of other games in our genre.
My thoughts on this topic have been a long time coming. I'm deeply passionate about ensuring that there are ways for every player to enjoy amazing games like Ashes. That being said my desire to create a discussion on this topic was driven to creation via watching a reaction video by Asmongold on a JohnStrifeHayes video on overcoming diversity. Yes I am referencing reaction content instead of the original content by JSH because instead of just getting to reference one MMORPG expert discussing a topic, you get to see the compounding thoughts of both in a single video. Flame me if you'd like.https://youtu.be/t41ZIREc988?si=FgfpLuwtG2ferfuP
Many of us return home after a long day of work and immediately sit down at our PC because we want to relax. You want to turn off all brain effort, and simply exist in a beautiful world that a group of incredible people made for you. What we also can't forget, is that there are people that are itching their arms to get back home. They chug 20 oz of coffee in the middle of the day, because as soon as they get home they're going to grind until the minute they're asleep way too late in the night. Everything that gaming has taught us recently is that these two people have to experience the game in different ways:
{-} PvPers are given tokens to purchase more powerful gear to be better in PvP.
{-} Raiders and Dungeon delvers are given infinitely scaling items to make big number bigger.
{-} Harvesters and crafters are seen exclusively as cogs in the machine of economy, where they simply pawn off single BiS items to players in the occupations above.
{-} Those who spend their time exploring the open world simply participating in questing and world events are given nothing but the satisfaction of completionism.
In the modern era of gaming, we're taught that all of these things need to be separated, and the challenges should be relatively easy to achieve because players should not be restricted to gaining power in a single occupation. Remember that ultimately, although you can achieve greatness in just one aspect of a game, it will feel meaningless unless it somehow impacts the world as a whole. When the endgame of an MMO is split into separated forms of success
(Getting gear capped in PvP means nothing to raids, and vice versa) then the player base will inevitably be segmented, players will be ostracized, and the game
WILL die.
Gaining power meaning: Having gear/stats that allow you to compete at the highest level of gameplay (Node sieges, Castle Raids, Guild v Guild wars, etc.
Steven Sharif and Intrepid studios as a whole are some of the first people in a long time to say that you will
NOT be allowed to do it all. Although all of the major forms of endgame content involve participation in PvP, it should
ABSOLUTELY NOT imply that the only useful or included players are those who participate primarily or exclusively in PvP.
"The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around"
Steven Sharif - Livestream December 23 2021
This quote is included on the "Progression" page on the AoC Wiki (Thanks Lex) which obviously I will be constantly be referencing to as it is the most closely related wealth of information related to this discussion.
https://ashesofcreation.wiki/Progression
Ashes of Creation finally gives us the opportunity to free ourselves from the shackles of "Make everyone happy and maximize hours played.". I'm sure that quote resonates with nearly everyone reading this post, because virtually every single game in the modern era made by large or AAA studios LIVES by these conditions. It's obvious why they have to design their game that way, their bosses, bosses, boss has to make sure that his investor doesn't pull. Well what does that mean? Make big pretty graph for wall street man so he can fund our studio.
(And their new Yacht) BUT NO LONGER! We're here to create greatness.
There is one clear rule to providing satisfaction in a multiplayer game.
Equality of Opportunity NOT Equality of Outcome.
Remember people, we're talking about videogames here.
A player should feel satisfaction from whatever gameplay path they choose, because off in the distance, in the fields of golden grass over the horizon, there is something worth fighting for. You may feel some extent of this when playing recent MMOs, you could complete Uber Lilith in D4, Finishing an Ultimate raid in FF14, completing the nudist challenge in WoW Hardcore. Each one of these challenges has certain aspects of it that make it satisfying. You may have just completed them because you're just really damn good at the game. You may have completed them because you spent hours grinding on an alt so you could fill your main with so many buffs and elixirs that it took you virtually no effort. Or you just had the wherewithal too just punch the same boar over and over and over and over again to avoid unnecessary risk.
These are the concepts that I want to quantify and define, to get to the core of a fairly balanced, but challenging game.
Knowledge:
Represents the player's ability to gather an intensive amount of information in order to complete a set of guidelines in order to achieve the ultimate goal.
Example: Discovering every single location of Smithing Stones in Elden ring, enabling you to easily cap your gear stats to make the completion of the game easier. Then finding the best possible location to grind the highest output of runes to cap your players stats.Persistence:
Represents the player's ability to repeat the same process over and over again in order to complete a set of guidelines in order to achieve the ultimate goal.
Example: A player wants to build a castle in Minecraft. They require 200k blocks to complete this. Rather than learning the games systems, building an exp farm, building a villager farm for capped enchants, moving through the games progression to capped gear, etc. the player instead crafts 30 iron pickaxes, sips his beer, listens to classic rock and starts mining. Skill:
Represents the player's ability to simply dig deep and focus, master every immediate mechanic in order to complete a set of guidelines to achieve the ultimate goal.
Example: After a reset occurs on Rust, a player collects the MINIMUM required gear for them to clear oil rig. While other players are spending their time gathering resources, he clears rig using nothing but cloth armor, a bow, and simple explosives.
Do you think there should be more definitions added to my acronym? Pleas let me know in the comments below so we can expand our understanding of the subject!
So why is KPS so important to the satisfaction we gain from becoming the best of the best?
Because every single player should have the OPPERTUNITY to achieve greatness. If every single aspect of the game possess these three components of challenge as an OPTION to achieve the highest point, then every player will have a path to extreme satisfaction. I will provide direct examples of KPS being applied to every single aspect of the game in threads included below here if you wish to dive into further detail:
PvE (Dungeons/Raids):https://forums.ashesofcreation.com/discussion/56357/from-the-ashes-pve-challenges-kps#latestPvW (Crafting/Questing):https://forums.ashesofcreation.com/discussion/56359/from-the-ashes-pvw-challenges-kps#latestPvP (Open World/Arena/Sieges):https://forums.ashesofcreation.com/discussion/56358/from-the-ashes-pvp-challenges-kps#latest
Now I am obligated to distinguish the difference between this concept and my grief with modern day games. I clearly established before that I DO NOT want there to be access to achieve the highest standard in every aspect of the game. KPS should be applied in order to regulate the degree of challenge associated with different gameplay types. That way, there is no question that players participating in different aspects of the game, deserve the same LEVEL of reward as any other player. This way we can ensure that the reward structure is THE SAME throughout every version of gameplay. This however should not bottleneck everyone into the same eventual game. The rewards should be virtually identical in power level/balance, however should be deeply flavored according to the method of acquisition.

There should be immediate rewards for overcoming any form challenge. Common Achievement can be provided through simple gameplay mechanics, such as player housing, gold, and cosmetics. These are points of satisfaction will be immediate but minimal. This aspect of challenge completion is rarely mistaken as an endgame, but does occur on occasion. These achievements should act as a gateway drug in the game. They will give a taste of satisfaction from the game, which will convince you to look towards much higher achievements.
{-} Any KPS
{-} No specific system

In more practical terms, this could be represented by Epic Gear. To be the most powerful player in the game you have to be complete with a set of Epic gear. The mistake made by modern games is that these Epic item rewards are COMPLETELY dependent on which aspect of the game you're participating in. When a player reaches Epic Achievement they should be at an equal level with the VAST MAJORITY of players participating in the game. Epic Achievement should be acquirable through any method of KPS through any aspect of the game.
{-} Any KPS
{-} No specific system

Here begins the Achievements that a more limited audience of people with extreme commitment will become incredibly satisfied. The players that can Achieve this should in fact be limited in numbers intentionally. It should be uncommon for a player to run into these players, and therefore should result in core memories. These challenges should have exceptionally lofty applications of KPS to ensure that those that are able to achieve them is limited. A mistake commonly made by modern games is that these players are not rare, they're a significant chunk of the player base. Rather than being astounded that an individual is as powerful they are in PvP, you resent even committing to that version of the game because you're crushed under the boot of the part of the population that have already achieved this. The rewards for this system should be specific to the system of the game, but still achievable through any KPS.
{-} Any KPS
{-} Specific system

These levels of achievement are what gaming articles will be written about. They don't need to have an in game reward that is practical to the player whatsoever. They should be exceptionally hard and completing them is the reward in itself. Often these challenges aren't even a part of the game, but something exceptional that a player invents themselves. These systems should take advantage of the EXTREMES of KPS. Perhaps reward a title or a cosmetic to represent that this player has done something absolutely absurd just because they love the game.
{-} Specific KPS
{-} Specific system
If there is any confusion to how I distinguish between these different forms of achievement, please visit the individual forum posts associated with the different aspects of the game. They have very specific examples of the reward structure in each tier of achievement.
Core systems like these are what make or break the games that create history. The games that aren't forgotten no matter how old they are, no matter how many modern iterations of them that are created... they still continue to live and breathe. Classic WoW, CS:GO, Minecraft, Fortnite, they all have unforgettable and indestructible foundations beneath them. We may not be able to be the next game that causes news outlets to complain about the youth skipping school to play games.. but we can always try.
There's nothing quite like letting out the deep breath of relief after completing something that has driven you to your limits. But we HAVE to insure that we reach that goal in a way that promotes accessibility and creativity. "Get good" should never be the response to achievement in an RPG. Even the most casual of players can be enticed to participate in things considered great achievements. Even people participating in completely different realms of gameplay, can stare in awe at achievements of others, because they understand how much it would take to get there on their own.
"Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world."
Steven Sharif - Livestream April 8 2018
It's fairly obvious but I feel like it's needed to say that this entire discussion qualifies as a conversation on
VERTICAL PROGRESSION. I feel as if Ashes of Creation needs no assistance in Horizontal Progression. From the very beginning Steven's vision of the game and it's node systems and world evolution, provides for a literally infinite degree of horizontal progression.
BUT in order to exist within the amazing systems provided by Steven's great mind, we need to ensure the gameplay surrounding those systems is satisfying. Nodes, freeholds and castles can be as revolutionary as possible, but people will not play the game if it's crunchy, unrewarding, and/or unfair. Developing an amazing reward/challenge system handles at least most of those things. Perhaps not crunchy, but I can't talk about that until we get to play through Alpha 2.

Those are my thoughts, they've been digging their ways through the annals of my mind for many months now, I'm glad I finally decided to sit down and make a proper discussion of them. I'm absolutely excited to hear
YOUR thoughts on the system. At some point I plan on doing some practical research and mathematics on the subject. Although I believe core systems and concepts are more important than player behavior, it will always play it's role.
Thank you so much if you spent your time to consume the entirety of my content. Not only do I believe deeply in Ashes of Creation, but as someone who loves the process of creating and the freedom of theory crafting... I could not imagine a better place to call home. Thank you especially to any Intrepid Members that I've had opportunity to spend time with or have taken notice of my content here on the forums.
Please keep in mind I will not be responding to unproductive or toxic comments! I love having conflicting opinions in the comments that I can argue with, but from my experience there are a lot of bad actors on the forums! Please keep it positive below and have a great conversation!
Stay creative, Stay patient, and put your best foot forward,