One of the discussions I had with Sheri
Ray, was about death penalties. We came up with something we
called "The Hierarchy of Pain", to give us some rules of
thumb to evaluate design decisions centering around death
penalties and even customer service penalties for unruly
players.
I've done some more thinking about it
after talking to Lizabeth Kalstrup at the ACE 2006
conference. Once I track down where her paper is located on
the web I will publish a link here. A word version of the
paper can be found here.
1
Hierarchy of Pain
Like most games, MMORPGs have some
penalty for failure. Typically this is called death, but in
actually it is just some form of fine levied against the
character. Failure penalties are a necessary aspect of any
game, because without the possibility of failure there can be no
sense of success. For many people, great success can only be
achieved if the penalty for failure is severe. On the other hand
failure penalties that result in a massive loss of progress, or
loss of other things that the player value, will frustrate the
player. So many designers believe that the player should be
forgiven for errors and the player should just be allowed to try
again (which is how “save locations” in single player games came
about).
So what is the right balance? Well it
depends on your market. Punishment for error is typically a
masculine approach to failure. Forgiveness for error is
typically a feminine approach. (You can learn more about the
gender differences in Sheri Ray’s book,
Gender Inclusive Game Design.)
But designers should have a model to
used to evaluate various death penalties. For that I use the
Hierarchy of Pain that Sheri Ray and I worked out a few
years ago (with Gordon Walton adding a few ideas of his own).
Nice thing about the hierarchy is that is can be used to
evaluate in game customer service penalties accessed to players
for inappropriate behavior.
1.1
Motivating Factors
In an MMORPG, time is the player’s
currency. His progression through the game is tied directly to
the amount of time he is willing to devote to playing. Hence
penalties that increase the amount of time the player has to
spend in the game to advance should be more onerous as they
increase.
However it isn’t that simple. EQ’s
basic death penalty is a loss in experience points. City of
Heroes uses a penalty that reduces the experience earned for
future play. Mathematically both system result in a slow down of
progression, but most players prefer to take the reduction for
future experience gained. In sort players don’t want to lose
their current level of advancement.
Why? Because the EQ model is a loss in
progress already earned. It takes something away from the
player. The City of Heroes model just makes the future
going a bit harder. The orginal EQ’s model is even more onerous
because absolute failure in the corpse recover game could result
in the character losing not only more experience points but all
of their gear. This would destroy months, if not years, of time
invested in the game.
The other motivating factor is status or
in-game identity. For example the possible loss of highly valued
gear in Asheron’s Call caused players to load up on death
gear, ie things that would be eliminated when the character
died, avoiding the possibility that a cherished item would be
taken away. Player’s attachment to items or housing that define
them in the game, regardless of their game effectiveness, is
legendary amongst customer service staff who have to deal with
angry customers who lost them due to bugs.
Therefore it is s safe to assume that
the pain from any death penalty could be described by the
following function.
|
PAIN = f(Advancement Loss, Identity Loss, Recovery Time)
Where
Advancement Loss – Amount of loss the character has
in their current advancement
Identity Loss – The loss of elements that define the
character in the community or convey status.
Recovery Time – How long in the game it will take
the character to recover the loss status and/or
advancement. |
Equation 1 - Pain Function
1.2
The Hierarchy
Keeping that function in mind we can
evaluate various death penalties. Sheri Ray and I did this a few
years ago and came up with the following chart, with the most
onerous penalty on top to the less painful (more forgiving)
penalty at the bottom.

Figure 1 - The Hierarchy of Pain
The ordering maps on to this chart, for
each of the three variables in the pain formula. The exact
weightings of how much a player values each of the three
variables is open to conjecture. But if you assume that all
three variables are of equal value, then you can see how we came
up with the above chart.
|
Penalty |
Example |
Advancement Loss |
Identity Loss |
Recovery Time |
|
Time out |
Incapacitation for a
period of time or a need to run back to a death point. |
None |
None |
Typically low |
|
Performance Degrading |
Future experience is
earned at a reduced rate for a set period.
Alternatively, Items are
reduced in effectiveness or character stats reduced and
then recovered after a time period or payment.
|
Low |
None |
Typically Low |
|
Experience Loss |
Character experience or
skill points reduced. |
Medium |
None |
Low to High |
|
Level Loss |
Character level reduced.
Mostly happens as a result of experience point loss
which reduces the pool below a critical value.
|
Medium |
Medium |
Low to High |
|
Items/Housing |
Loss of a rare or highly
difficult item to attain. Housing loss in games that
have housing |
Low |
High |
High |
|
Character |
Perma-death |
High |
High |
High |
|
Name |
Loss of character name |
None |
High |
Infinite |
The lost of Name something that Gordon
Walton came up with, and we pulled it out of the Perma-death
penalty since we could see an MMO where the character’s suffered
perma-death but the name stayed the same. From a customer
service stand point it is also the harshest penalty a CS rep can
impose on a player (though its normally done with a Character
wipe as well).
None of these penalties are exclusive.
In many cases the player can chose one or the other or the
penalties are tiered. For example in WoW you can run back
to your corpse, or accept a Performance degrading penalty with
reduces your attributes to very low levels for a period of time
and degrades your equipment. EQ had a significant penalty where
they stripped the character naked, gave a significant experience
(and possibly a level penalty) and forced you to go back to your
corpse. If you got to the corpse (and had a cleric with you),
you recovered a potion of the experience. If not you could lose
both the experience and your gear.
Note that most MMOs, have gone away from
Level Loss and Experience Loss and have centered around some
form of Time Out coupled with possibly a minor performance
degrading penalty. For decades, single player games have been
using the Time Out penalty for failure. The “Save Game” feature
is standard and allow players to save early and often.
Another thing to note is that as a
character advances the higher the Recovery Time penalty, for
everything but the Time Out. This means designers have to be
very careful of losing their more advanced players as the pain
of failure increases as the characters level.
Finally the order of some of these
penalties can be switched based on the game system. For example
if items don’t contribute that much to effectiveness while level
does then those two penalties should be reversed.
1.3
So Why Worry?
Game designers must travel a very narrow
path between challenging their players, and frustrating them
into quitting the game. In most MMORPGs the players face two
types of frustration, each of which can cause them to quit the
game if they reach a certain intensity.
The first is just simply the player’s
inability to beat whatever monster or challenge confronts them.
As been stated in many books on design, we want the player to
have some failure, so that the thrill of success is so much
sweeter.
The second furstation is whatever pain
the death penalty the game imposes. If the immediate challenge
is too great and the death penalty is onerous, then the players
are hit with a double whammy and they will leave. Worst are the
death penalties that degrade the character, making it more
likely that they will suffer another failure when confronting
the monster.
What is the right balance? It depends on
the game, and the players. But as designers we have to
understand the impact of our decisions when it comes to failure
and the pain we inflict on the players.
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