January 10, 2012, 10:22:10 |
#1
Why I think Wakfu will fail (actual argument inside)
I've seen quite a bit of turmoil lately regarding difficulty changes, new attributes, etc. As I said before I don't think those changes are bad, on the contrary, but the reaction from the community has given me some clues about how and why Wakfu is going to fail in the MMO market unless something really drastic is done soon.
So what's wrong with wakfu in my opinion?
This design direction is reflected in the following mechanics:
Wakfu is trying to be a serious, sandbox game with emphasis on such complex things as environmental impact, politics and territorial conquest. Wakfu has been offering those qualities as a way to cater to more adult audiences that want a game in which they have actual impact. That's why Wakfu drew my interest as an EvE online vet. These kind of people are scarcely present in betas and are usually drawn by finished products which good critics and aren't deterred by monthly fees.
This other direction can be seen in:
Then again, those mechanics aren't bad by themselves, but together with those I listed previously it becomes a time bomb.
Why is this so terrible?
It's simple: Games can't be all things at once. If I make a shooter, I can't expect it to be a revolution in the strategy field, at least not with a reasonable budget. Wakfu is an ambitious project that is trying to put together elements from two radically opposed worlds and is failing to do so in a coherent manner.
Players who are looking for a Theme Park experience (typically younger audiences and casual adults) will find the game boring because the lack of traditional quests, and the repetitive gameplay. They will find comfort in the fact that the game is easy-going and forgiving, but since they will not get involved in environment and politics will quickly become tired and leave. An example for this would be a World of Warcraft completely devoid of quests, in which some people who you don't know or care about are changing the weather of your grind area, cutting some trees and dictating what laws you follow.
Players who are drawn by the Sandbox design will find it extremely lacking. While Wakfu appears to allow a lot of player influence, it soon becomes evident that the impact a player can have is severy limited in order not to "hurt" the casual players. What's the point of being a criminal if you can't steal and loot from your enemies? What's the point of hurting the environment if you can't do actual, meaningful damage that someone can't fix by just replanting? Imagine an EvE online in which losing your ship means nothing and you reappear with all the loot in your hangar.
The reality of these two audiences is that once the game goes live and people have to decide whether to pay for Wakfu or not, they'll jump on each other's throats. Once Ankama is done with basic design such as tuning the classes and finishing the areas, they'll have to decide what route they want Wakfu to follow, and whatever they do will piss half the audience off.
Wakfu needs to decide once and for good what audience it's catering to, and secure a loyal player base. Only then the design path will become clear and they can start to be creative. If they don't do it now, it's going to get worse and worse. You just need to see the reaction to the last patch. I Interpret this last patch as a step towards the "Sandbox" side, with more complex attributes and a higher difficulty. See how upset everyone is? Even I, supporting the Sandbox side, did get angry at the patch because of server restrictions, which are a terrible decision more appropriate for a theme park game in which player interaction is not really taken seriously (which yet again shows Ankama's bipolar design choices).
Ankama need to pick a side, do it now, and stick to it. My suggestions are as follows:
Those are my two (well, maybe more than two) cents. Now let me know what you think.
This post has been edited by Aranfalc - January 10, 2012, 10:48:35.
So what's wrong with wakfu in my opinion?
- It lacks identity as a product, and it doesn't know what audience it's catering to.
Direction 1
Wakfu tries to be a family-friendly game, accessible, eye-catching and cute. This is a major depart from Dofus which, even though shared the colourful art, was a more irreverent game full of adult humour. Wakfu is marketing itself as a theme park game, building a player base thanks to a very long open beta which as we all people know tend to draw people attracted to free games (which usually translates to the younger audiences).
This design direction is reflected in the following mechanics:
- Easily accessible gameplay, with simplistic tutorials and an easy combat system.
- Lack of any real consequences on death. The penalty is negligible, death is a minor annoyance.
- For the most part of the game, lack of any risk whatsoever unless the player intends to face it (most monsters won't attack if you don't decide you want a fight).
- Lack of any real negative impact on other players aside from certain annoyance when ganking.
Direction 2
Wakfu is trying to be a serious, sandbox game with emphasis on such complex things as environmental impact, politics and territorial conquest. Wakfu has been offering those qualities as a way to cater to more adult audiences that want a game in which they have actual impact. That's why Wakfu drew my interest as an EvE online vet. These kind of people are scarcely present in betas and are usually drawn by finished products which good critics and aren't deterred by monthly fees.
This other direction can be seen in:
- Interesting (altough quite limited currently) environmental impact mechanics.
- Player driven economy (with everything up to coins being player-made).
- Free PvP with a criminal system in place.
- Lack of any traditional quests in exchange from an open ended, player driven experience.
Then again, those mechanics aren't bad by themselves, but together with those I listed previously it becomes a time bomb.
Why is this so terrible?
It's simple: Games can't be all things at once. If I make a shooter, I can't expect it to be a revolution in the strategy field, at least not with a reasonable budget. Wakfu is an ambitious project that is trying to put together elements from two radically opposed worlds and is failing to do so in a coherent manner.
Players who are looking for a Theme Park experience (typically younger audiences and casual adults) will find the game boring because the lack of traditional quests, and the repetitive gameplay. They will find comfort in the fact that the game is easy-going and forgiving, but since they will not get involved in environment and politics will quickly become tired and leave. An example for this would be a World of Warcraft completely devoid of quests, in which some people who you don't know or care about are changing the weather of your grind area, cutting some trees and dictating what laws you follow.
Players who are drawn by the Sandbox design will find it extremely lacking. While Wakfu appears to allow a lot of player influence, it soon becomes evident that the impact a player can have is severy limited in order not to "hurt" the casual players. What's the point of being a criminal if you can't steal and loot from your enemies? What's the point of hurting the environment if you can't do actual, meaningful damage that someone can't fix by just replanting? Imagine an EvE online in which losing your ship means nothing and you reappear with all the loot in your hangar.
The reality of these two audiences is that once the game goes live and people have to decide whether to pay for Wakfu or not, they'll jump on each other's throats. Once Ankama is done with basic design such as tuning the classes and finishing the areas, they'll have to decide what route they want Wakfu to follow, and whatever they do will piss half the audience off.
Wakfu needs to decide once and for good what audience it's catering to, and secure a loyal player base. Only then the design path will become clear and they can start to be creative. If they don't do it now, it's going to get worse and worse. You just need to see the reaction to the last patch. I Interpret this last patch as a step towards the "Sandbox" side, with more complex attributes and a higher difficulty. See how upset everyone is? Even I, supporting the Sandbox side, did get angry at the patch because of server restrictions, which are a terrible decision more appropriate for a theme park game in which player interaction is not really taken seriously (which yet again shows Ankama's bipolar design choices).
Ankama need to pick a side, do it now, and stick to it. My suggestions are as follows:
- Theme Park choice:
- Introduce quests. Do it now, before release. I don't care of what kind, minor stories, minigames, activities to keep people entertained. Move people away from the current grinding model. Have them depend on the environment and politics a little bit to make use of what is already coded.
- Stop improving the politics/economy/environment for a while until the game is stable.
- Reduce difficulty, enforce replayability and soloing.
- Implement mechanics to prevent excessive griefing in PvP enabled zones.
- Simplify the attribute/skill system and implement a respec mechanic so people won't be able to have a "flawed" character.
- Improve the achievement system. Many more achievements with actual meaningful rewards.
- Improve the housing / decoration aspect of the game, specially with collectibles.
- Sandbox choice:
- Make death meaningful. Loss of items is a good idea, make people value their life and exert caution.
- Create monster aggro. Make monsters approach and attack you based on the level difference. Implement a "runaway" system based on Dodge or whatever attribute to escape dangerous fights. This should give the world a feeling of depth instead of a colourful painting.
- Make PvP meaningful for both the offender and the attacked. Looting is a possibility. Of course make penalties for being a criminal much worse too.
- Iterate in the economy aspect of the game, so there is actual economy. Make resources heavy so you have to carry them. Make trade routes that can be assaulted and goods stolen. Radically divide how resources are found in nations so trade between them is mandatory.
- Give the government true power, aside from the ability to meekly reward and punish people. A bad government should be a hell, and a good government a noticeable boost to a nation. Make it so people hate and love governors from day one, and give them the tool to overthrow them.
- Greatly enhance the importance of Environment. Right now it's just a gimmick. Make it so the extinction of a creature has drastic effects that need actual effort to be fixed. As in real life, this will mean there will be more care put into protecting the species, and more initiatives to deter players who hurt them will appear.
Those are my two (well, maybe more than two) cents. Now let me know what you think.
This post has been edited by Aranfalc - January 10, 2012, 10:48:35.


