Sunday, May 10, 2015

Super Nerd Sundays Presents: In Service of Fans!



Fan service sometimes takes on a grotesque countenance, especially when it's imposed on to existing structures.  "Fan favorites" from a single player campaign might become playable characters in multiplayer, upsetting balance or disrupting existing patterns of gameplay for the worse.  Games, good ones at least, are polished, tested design objects, and creating them around the whims of a fan base, instead of the dictums of craftsmanship, can have disastrous implications.  Consider Heroes of the Swarm, Blizzard's simultaneous attempt at a MOBA and Smash Brothers conceptual clone.  HotS is ramping up to be a commercial success, and it claimed my money, at least in part because the friend of mine who  has to approve every MOBA I play socially decided that this was the new MOBA for our friend-group, but as a MOBA framework it's an absolute mess: none of the things that make MOBAs a rich framework for digital competition are present, at least in part because balance takes a back-seat to fan-service.  A character in HotS plays the way a Blizzard fan might expect that character to play, instead of in a fashion that necessarily compliments other heroes.  Compared to, say, Dawngate, which generated its fiction after the fact, and crafted the play of each hero first, often in a way that consciously complimented existing heroes, the design of each hero in HotS is secondary to its presence in Blizzard lore.  As a result, you end up with a framework that often presents only a single viable build for heroes, and sometimes even presents heroes that don't have even a single viable build to their name, especially in more competitive frames.  A handful of heroes consistently manifest in HotS' multiplayer frame, and while patches do disrupt that trend from time to time limited player input and shallow gameplay prevents any real disruption of Blizzard's creative framework: if you're not a Blizzard fan, there isn't a whole lot to keep you tapped in to HotS, aside from its highly-addictive daily quest framework.

I was talking to a friend about this phenomenon, and she had a theory that I tend to agree with: decisions that are made solely because fans will love them are often universally bad decisions.  Design by committee is rarely a good way to design, and designing by fan-committee is really only viable if you're conceptualizing porn parodies: fans are masturbatory creatures who, on the surface, want their expectations of a product or brand to be fulfilled.  But therein lies the rub: good game design is often highly disruptive.  The feedback loop present in most games turns on the presence of "ah-ha!" moments, whether that feedback loop is as long-term as A Wolf Among Us', taking hours to play out, or as shallow as Halo's, taking only a few seconds to reset.  Part of those "ah-ha!" moments derives from expectations being upset, or fulfilled in interesting ways: while it's satisfying to see Master Chief kill Covenant, it can actually get boring.  The moments where that pattern is upset, for better or worse, are actually the moments that define gameplay, but those moments often have less of an effect of making players see their character as an unstoppable badass, and more the effect of making it clear that the game framework is a space where their creative inputs can have some amazing impact.  These moments can be as sublime as nailing a headshot on a distant enemy running for a scout-fighter, or as infuriating as getting snagged by a plasma mortar that twists in just the wrong way.  Either way, those moments are definitional for your game experience, coloring everything that surrounds them.

MOBAs are especially noteworthy in this regard.  DotA's gameplay has historically shifted back and forth depending on how players "broke" a variety of heroes after certain changes emerged for those heroes.  That was possible, at least in part, because DotA didn't attempt to maintain any sense of intellectual purity, and didn't really ask its fans to engage with its heroes as anything more than mechanical elements.  That means that they were willing to try some crazy shit, like building a giant strength-based demon as a caster, things that Blizzard prevents by both limiting player choices (by presenting some pretty strict build-trees for their heroes) and designing their heroes to fulfill fan expectations, instead of gameplay roles.  Even certain mechanics, like stealth for example, feel less like they're intended to give the gameplay a particular feel, and more like they're just there to facilitate your expectations of how a hero will behave.

The sad thing is that it's not necessary for fan service to go this way.  In fact, fan input can be incredibly helpful for developers.  Mechwarrior Online is currently showcasing this in their renewed effort to actually engage with their fan base by finally generating an effective redesign of their UI that incorporates qualities that their fans have been asking about for a long time.  These qualities are admittedly pretty basic, with things like "the same loadout modification functionality as web-applications" on the docket, but the changes, and the meticulous manner in which they've been tested and are presently about to potentially be rolled out, are pretty impressive.  They've also done something truly remarkable by taking their most maligned map (the infamous River City) and dramatically redesigning it, incorporating feedback from their very-vocal fan community, but also exactingly playtesting the shit out of their work pre-release.  By making fan-service more about communication and collaborating than fulfilling an expectation, MWO has essentially stumbled on a winning formula: they simultaneously engage their fans, making them feel listened to and like they had some level of creative input in shaping the game they play without sacrificing the integrity of their own design process (which, to be fair, has been historically hit or miss for PGI).  It doesn't necessarily defy fan expectations, so the initial "ah-ha!" moment is a bit mollified, but the overarching philosophy of providing many frequent future "ah-ha!" moments is implicit in the design philosophy, and it could pay dividends in a game that asks its players to play in the same environs time and time again as much as MWO does.

There are relatively few examples of fan service that both comes out of nowhere and satisfies existent fan taste while contributing positively to game flow.  PAYDAY 2 has built a business model out of releasing that sort of content, and then occasionally charging for other similar content packs, but PAYDAY 2's efforts on that front are very hit-or-miss.  For every dope Hoxton mission, there's an infuriating reskin of another map, or a Pro-Only map with a punishing difficulty curve and little patience for your bullshit wants and needs.  The example of spontaneous and remarkable fan-service content that springs most readily to mind for me is actually Dragon Age: Inqusition's most recent "Dragon Slayer" package, which made multiplayer a little more epic while adding some neat new heroes to the mix, including Isabella, who, between her cleavage, her dialogue, and her dynamic play style, has long been a fan favorite.  DAI's most recent multiplayer expansion has that are soussant of fan-fulfillment and design twists and tweaks, introducing linear internal combo oriented gameplay for some of their new classes, and bringing dragons into DAI's multiplayer, something that wasn't necessarily missing, but definitely won't go amiss in the future.

It's worth noting that all of the examples I mentioned, while successful in their own right, likely won't be nearly as successful as HotS.  I'm not sure if that serves as commentary on the nature of fan service, or the raw unbridled brand recognition that Blizzard has enjoyed and will always enjoy, but it seems silly to speculate at this point, before HotS has even launched.  I will say that the sort of fan service that I see from studios whose design habits and choices seem painstakingly oriented towards satisfying their fans in the way they think their fans need to be satisfied, instead of the way their fans might ask to be satisfied, and the sort of fan service that emerges through transparent and communicative design processes excites me more than the kind of naked fan-service that HotS presents.  Of course, I'm still playing it.  But I think that has less to do with my love of any particular character set, and more to do with my OCD-oriented relationship with grind.  The real test of HotS staying power, and the success of their fan-oriented design strategy, will come after the grind is done, when all that's left is the game in its purest competitive frame.

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