[Plain text in the middle of a white field: Power Creep]
[Extra credit now stands alone at his podium and begins to speak]
Extra Credit: All right, so Alison’s taking a few weeks off to get a much-needed break and to settle into her awesome new job, so we got a few guests and special surprises lined up for you guys over the next month. First up, I’m very pleased to present today’s guest artist Scott DeWitt. He’s the artist behind the webcomib Fanboys and all-around cool person…
[A cartoon figure of Scott appears and waves/gestures to the audience]
EC: …and he’s here to help us talk about the issue of power creep as videogames move more towards perpetual experiences through online play, persistent worlds, or just constant patching.
[Cartoon Scott is accosted by a blue blow monster with big teeth and anger in it’s eyes. Several images of persistent video game experiences flash on the screen]
EC: Power creep is an issue that comes up more and more as this persistent online play becomes a bigger and bigger part of how games monetize.
[Cartoon scott becomes surrounded by more and more blue blobs, the little persistent play images begin multiplying and taking over the screen.]
EC: The issue of power creep becomes more and more of a consumer issue, so what is power creep?
[Cartoon Scott stands in front of the blob monster doing ¯\_(ツ)_/¯]
EC: Power creep is the concept that elements introduced to a game over time grow in power as compared to the original elements of the game.
[Mario appears, followed by a taller Mario. The frame pans out and a whole graph of ever-taller Marios is shown. Cut to a buff Mario flexing on a sad and wimpy Mario]
EC: We saw it happen with World of Warcraft. Many of the items that were great at level 60 at launch aren’t even worth looking at today.
[An orc stares lovingly at an axe, but then throws it aside as EC mentions it’s unworthiness]
EC: Many of the pre level-cap dungeons are no longer really on the to-do list as they’ve been outmoded by dungeons that are faster that give more experience and give better loot.
[A montage of a dungeon being outmoded is shown. Cut to EC, back on his podium]
EC: And you may view this is a natural part of design, but as a designer you have to separate this into two different factors.
[Cartoon first place award appears]
EC: First, a natural evolution. As the creators of a game get more tools available to them and get more experience making levels for that game, they’re naturally going to start making better levels than before, thereby rendering some of the initial designs obsolete.
[A montage of a cartoon game designer building a game, leveling up, and building better levels for that game, depicted as a staircase the designer is building upwards]
EC: and that’s a great thing to happen to a game, but the second thing is power creep.
[A cartoon 2 appears. Cut to the blue blob monster chasing a video game box. Back to EC and his podium.]
EC: Now designers are human beings with real jobs to do and when you’re dealing with perpetual online experiences there’s never enough time to do that job.
[Cut to an image of a stressed game designer thinking about their game design.]
EC: Sometimes it’s very easy as a designer to say “you know, If I just give the fans better loot or more XP for the same general experience, they’ll be happy.” And it’s true. People like bigger guns and faster level. We like to feel powerful.
[A quick montage showing a happy game-player holding a comically large gun, being sonic the hedgehog, and posing on a pile of rocks being very buff]
EC: Many of these games are predicated on this fact, but this is a dangerous slope to tread. This leads to the rapid abandonment of old content, and an unsustainable growth in power.
[Cartoon game player slides down a steep slope looking displeased. Next shown hiking and looking at a trail sign reading “abandonment”. Cut to cartoon Scott trying to feed blue blob monster, but it grows to tremendous proportions. Scott looks displeased. Cut. A cartoon figure cuts a wire on a bomb leading to a building going poof]
EC: this is a design time bomb for any company looking to make a perpetual game. There are plenty of games that have long ago fallen apart due to this issue, but it’s becoming an even greater problem now that we’ve changed how we plan to monetize games.
[A video game cartridge falls to pieces on the ground. A cartoon Scott carrying a blue blob monster is suddenly flattened when the blob becomes enormous and then transforms into a big money sack]
EC: …Because for many games it might now be more than just the path of least resistance. It might be something they choose to do.
[A video game cartridge paints over a trail sign that read “least resistance” so it says “choice”]
EC: Probably the best example of this is the game Warstorm after it was acquired by Zynga. This was an interesting little online CCG that was purchased by Zynga in 2010. At the time of purchase it had a host of issues and some trouble with power creep, but it’s fundamentally a sound take on how to do an asynchronous collectible card game.
[A montage of company logos and card players being varying degrees of happy and sad illustrate the above sentences. EC returns to his podium to continue the discussion below]
EC: After Zynga got it, well the next expansion was radically different. Now I don’t know if it was the fault of Zynga, but for any of you guys that play Magic, pretty much every card in that expansion essentially read “protection from every card made before this set”. I know that sounds silly but someone somewhere must have said “All right I got a brilliant idea. People like cards that are way more powerful, right? We’ll just make the next set a lot more powerful and it’ll get everyone to buy tons of cards”
[A cartoon figure pantomimes the person with the bright idea above]
EC: But of course this plan backfired completely, because collectible card games are designed around the idea that part of what makes them sticky (a part of what makes them so hard to give up) is that as a player you’re invested in your collection and the bigger your collection gets the harder it is to walk away.
[The above bright person is torched by a “backfired” flame. Cut to a card collector enjoying having a card collection, and agonizing about throwing them away, eventually kicking the trash can and not getting rid of the cards]
EC: so in this case since all the cards people had previously bought were suddenly rendered worthless, a lot of them simply said “well maybe now’s a good time to quit instead of starting over from scratch”.
[A card collector at a cashier has their cards turn to mush. They get sad and toss the cards to the ground and walk away from the cashier without buying anything. Cashier is now sad]
EC: if any of you quit World of Warcraft for a year or so and then went back only to realize that all the time you’d invested in getting the best gear for your character was now worthless and so you quit again, you’ve experienced one of the negative effects of power creep, and you understand why it’s fundamentally bad for business.
[An orc opens their eyes, excited to begin conquering again, only to realize that the dark elf’s gear is way better than theirs. They toss the gear in frustration and walk away]
EC: but this doesn’t stop people from thinking it might be a way to increase monetization to get you to pay to keep up with everybody.
[A cartoon businessman is sad his money sack is empty. His greedy little eyes see blue blob monster and he realizes he can use it. Cartoon player is now stuck competing in Track and Field while holding cash]
EC: now the designers behind WoW are good enough that they are well aware of this process, and they’ve created all sorts of release valves, such as heroic difficulty for the dungeons; to stop the loss of old content. It was a brilliant decision; it improved play while helping to address an ever-growing issue with their game.
[A Blizzard designer shows the orc a series of valves, one labeled “heroic difficulty”. The orc is now running around happy, holding his old gear again. His gear even grows in size to combat a blue blob monster]
EC: but often even the best designers have a hard time really creating content that doesn’t slowly creep up in power, so what can be done to keep power creep at bay?
[Cartoon Scott looks confused, facing off against a blue blob]
EC: well, there’s only one real answer: the use of incomparables. Incomparables in design are gameplay elements that the player sees as having a non-numeric relation to each other. So for example, the ability to do a short distance teleport as compared to the ability to stun a single target are incomparable. It’s apples to oranges. So as a player, assuming neither ability is too out of balance, you can debate all day about which ability is better and you’ll never come close to an answer because the better choice depends on the situation and the player’s preferred play style.
[Various shapes, fruits, and cartoon players illustrate the above point in a montage]
EC: League of Legends is sort of the current reigning master on this front. They’ve managed to create over 90 champions and several years of play based on this principle, and they’ve managed to do it without power creep. In fact, those of you who play League of Legends probably know that some of the most powerful champions in the game were actually some of the first they ever built because they got better over time at judging the actual effect of new incomparables.
[Rammus, a turtle character from LoL is being shown off like he’s in a car dealership. Cut to him doing a body builder pose.]
EC: If you contrast this with something like World of Warcraft, where much of the gear simply has a set of numerical stats, by side-by-sding any new piece of gear that they create for the game with what you currently have, you can tell if the new gear is definitively better. If it’s not more powerful you end up disappointed because you’re never going to use it so might as well not be in there in the first place. But if it is more powerful, it forces the power level of the game to start creeping subtly upward.
[Our orc friend is comparing gear, tossing aside gear with weak stats, but then being captivated by a huge axe labeled “+15”. The blue blob monster slowly starts creeping up behind him]
EC: the other advantage to incomparables is that if you can build enough of them, over time you end up having a lot more wiggle room in what might be considered balanced for your game, as the number of possible combinations of your incomparables reaches a point where anything in the ballpark of a reasonable [item] that you put into your game can be countered by some crazy combination out there.
[various collections of random shapes demonstrate EC’s above point. A baseball field (ballpark) is shown. Image of random shapes getting blown up.]
EC: games like Ultima Online, Magic the Gathering, and to some extent even League of Legends count on this fact to allow them greater freedom when creating new gameplay elements. Unfortunately, the two major problems with incomparables is that they generally cost more to create and simple numerical systems (I mean, changing data ie. Numerical values is easy, but creating new feeling skills of abilities either require scripting of the manipulation of a very complex web of interacting numbers and flags, and incomparables and tend to force a game to be more skill-based, which isn’t always what you want when designing.
[A game designer is shown feeding shapes money. He then blasts lightning into the white background, but is quickly cowed by a complicated-looking screenshot of code, followed by a large spider web attempting to trap him. Mario appears looking out over a blank floor. A pitfall trap suddenly pops into existence and Mario is startled]
EC: of course, for paper games, such as MtG, this added cost for development isn’t there {editor’s note: I strongly contest this}, but incomparables also generally have a higher playtest cost as well. After all, it’s harder to make sure you’ve worded Ice Cauldron in anway that everybody understands, then to make sure the new grizzly bears are clear and not breaking your game.
[A WotC exec looks at a bag of money. Suddenyl the bag poofs into a much smaller bag. The exec is sad. A player is shown poring over a big tome, presumably Ice Cauldron, and a magic dev gives a thumbs up in the background. Cut to a grizzly bear. It turns transparent (clear) but then starts shooting flames from it’s mouth]
EC: There’s also a final option to keep power creep at bay it it’s really going to threaten your game, and that’s to artificially keep it in check. This is the option that MtG took by creating type 2 (or standard) tournament format.
[Cartoon Scott is weakly fending off a blue blob with a chair. Suddenly the blob turns into a robot. Cut to a black chess king being put into checkmate by a white queen and king.]
This allowed them to modulate power between blocks, and many hardcore magic players have probably noticed how every few lbocks the power of one of the newly introduced blocks is brought back down to around the magic mean of one mana per point of power for decent creatures without abilities. They then reintroduce old cards back into new sets thereby making them legal to play again, and not losing that content to power creep.
[A montage of magic cards, players putting cards into decks, and players pointing at a bar graph illustrate EC’s above point]
EC: Everquest also did this after a fashion with their legacy servers; they allow players to play the game as if it had just launched with none of the expansion pack content unlocked, and each time the players beat the most challenging monster in a given expansion pack of met some other specified goals, they would unlock the next expansion, thereby giving players the option to use and enjoy content that had otherwise been outmoded by those expansions.
[A small Everquest wizard and rogue are illustrated running around doing the things that EC describes as he describes them. Cut to EC on his podium finishing his point.]
EC: you’ll find almost any game that last long enough, especially if it expects new players to join, has to do something to this effect.
[A grizzled old game cartridge is shown, surrounded by a happy player and a server, presumably a legacy one. Cut to EC and his podium for the closing statement]
EC: so there it is. Power creep. Why it’s terrible for business and can destroy the longevity of your game, along with a few thoughts on how to combat it. Hope that helps you create more fantastic online experiences and better understand them. Big thank you to Scott for helping us out today. We’ll see you next week.
[Funky electronic music cuts in. End title card pops up. End transcript]