Three more ways to improve Planetside 2

The developers at SOE have invited fans to chime in on the next iteration of the Planetside game. They'll be sorry.

Back at PAX 2009, Global Agenda was my game of the show. It appeared to have much of what made Planetside so appealing: character advancement, customization, and fierce 1st & 3rd person combat that relied more on player skill than stats. The element of agency vs. agency competition over contestable land gave me hope.

Global setback

It got released, became free to play, and changed some more. The equipment and advancement trees got overhauled. We even got a spacious, interesting, and fun open world. It has nothing to do with the whole contestable geography thing, but whatever. The game remains quite fun, but just isn’t scratching my Planetside itch because the scope is too small.

Global Agenda has a lot of match options , but it’s still not enough. Where are my sprawling, non-instanced 100+ Player-vs-Player battles over giant facilities framed by diverse geography? Nowhere.

That’s the promise of Planetside 2, but SOE has a variation on the Duke Nukem Problem. The original game is just old enough that existing fans will carry their baggage straight into the new experience. Beta hasn’t yet begun, and already the bitching has begun. Hell, a small portion of the existing players will hate the game no matter what it turns out to be.

For some Planetside fans, eight years of evolving gameplay will be flattened in the first moment they shoot a gun in Planetside 2. Time’s dulling edge will have pushed much of what drove them insane into the distance. The new thing, when compared to the old thing, will disappoint. Nostalgia’s a bitch.

From the very beginning, Planetside fell off a ledge, then a cliff, then it stumbled, stinking drunk, into a party, and then [Frame Missing]where did this blood come from? I’m sorry, Playerbase. I didn’t mean to do that.

By the time it became a fully realized, rehabilitated, balanced MMOFPS, nobody cared. Well, some of us did, and we continue to carry the standard, but not enough of us are left. The engine looks dated, and if not for an influx of Chinese players, maybe it would have completely died.

Enough redundant backstory

Now there’s a new game, a new engine, and a new stone to roll up Lombard Street.

Every other forum and blog is focused on game mechanics, weapon types, character models, and art direction – stuff like that. For whatever reason, I’m not interested in that conversation. Let the gaming nerds hash it out. Art style is neat, but it’s irrelevant.  That’s not what made Planetside great.

SOE has likely been iterating the thing in-house for a while. They’ve seen the moving parts put together, but we see only scraps. That’s likely to continue in Beta. We fans have the blind man’s hand on the elephant problem, so I find SOE’s request for input to be both adorable and perplexing.

What every Planetside veteran can agree on is that we want extremely memorable experiences. Here’s what SOE can do toward that end.

Note: A recent FanFaire panel dissection includes some bullet points (by Togikagi) that are worthy of mention (and included in green text within my points).

#1 : Employ little-to-no cutscenes

Figure 1. Just wait.

I can’t think of a single Planetside fan who’s raved about the game’s cutscenes. Ever. It’s a noteworthy fact, because:

SOE President John Smedley said they’d be taking the story to the extreme by creating movies and other surprises for fans.

I’m all for surprises, but to the extreme? Please don’t. Even if it’s To The Maxx.

No matter how cool you think your cutscene is, just remember: It’s going to end up on Unskippable (see Figure 1). That just science. Planetside is not a roleplaying game, and it shouldn’t pretend to be one. Nobody in it is named Cloud. And, anyway, if he was in the game, you could shoot him. 

Let’s pretend there’s some law that requires creating X minutes of cut-scene video or you get shackled to the GC-department’s mini-fridge. Fine. Just make it short and put as little dialogue as possible in it.

Maybe show someone blowing the generator. Don’t employ C-grade voices actor to recite a complex sounding conversation about it. It’s cliché inside a nanosecond. And, for god’s sake, no technobabble.

Convey tone, don’t focus on story. Keep whatever rendering power is reserved for this task to create quick, arty representations of the action. Use the opportunity to illustrate gameplay, not pump out fluffy videos.

Though I love them, all three factions are a variations on Space Marine Model-set 5B. Cut-scene hokum will be hard to avoid, no matter how well intentioned it may be.

#2 : Ditch all the timelines

This worries me some:

Higby didn’t want to reveal too much regarding the storyline, but he did say the “timeline is very similar to the launch of the original PlanetSide.”

Why sci-fi timelines are junk

Figure 2. The late 1990's must have seemed an eternity to the simple folk of the mid 1960's. Not like us. No. Not at all.

I’m a timeline connoisseur to the point where I collect historical timelines. Seriously.

Back in my pasty D&D nerd days, I created elaborate fantasy-realm timelines for campaigns. In my professional life, I’m no stranger at all to the GANTT chart, which is the timeline all growed up.

So, when I say ditch all the timelines, I have a good reason (see Figure 2).

It’s not trivial. With regard to the action, or even the story, it’s patently irrelevant. Will it help me shoot that guy better? Will it provide a strategic edge?

A certain class of nerd can’t imagine a fantasy realm or a sci-fi world without a timeline, but consider this: Would Team Fortress 2 be improved with one? What year did Red Team beat Blue Team in Dustbowl? How about Left 4 Dead? When did the last outbreak occur? Timelines are missing from those games, and it’s not because Valve is absentminded. 

Those games include well-drawn characters and immersive environments. That’s a more than adequate replacement for lore. For the same reason, all official timelines should be expunged from Planetside.

Whatever whiff of a story that does exist should be the stuff of legend.

Who stranded everyone on Auraxis? Who knows. There are many versions. It was a long time ago. Dave lost the records. The lack of a bullet-point list of history is a feature.

And that feature is called constant dispute. And this can apply to all sorts of questions about the game world. Let the conflicting stories fight it out in-game and in the forums. There is an army of nerds dying to be a fictional crowd-sourcing tool, and if SOE wants us to feel connected to the game, then this is a great opportunity.

It’s Win-Win. Players gain an added sense of ownership, some of them will write fan fiction, and SOE gets to avoid creating the equivalent of Uwe Boll’s next film outline.

#3 : Capture our Experiences

 As far as customization is concerned, Smedley hinted that players will be able to earn outfits that make them look distinct within their empire.

Customization is great. A clan hall to call home would be nice too, though I don’t see why we need a building, you know, away from the action, to stand around in. Mobile apps that manage our training? That’s neat, I guess. I’ll certainly do it, but there’s another opportunity.

Planetside fans, when they think about the game, or look at screenshots, remember one thing it that few other games offered: Every vehicle on the field, every soldier on the ground, and every plane in the air was controlled by a fellow human. That’s the glue at the center of the game that allows it to get by without silly cut-scenes or nerdy backstories.

Even the solo player, with no interest in extra-game contact, can contribute toward teamwork in a way that few games can match. In other words, it’s innately social.

Time was, when I wanted to capture some of that coolness, I loaded up Fraps, struggled to remember the activation key, and then captured some video. My PC would chug. In the end, much of it was crap, but I could edit that out. At the very least, I had a screenshot key, so I could get take some snapshots. It was a lot of work, but it was worth it.

What if, while waiting to respawn, I could ditch the junk photos, or add captions to ones I’m saving? I’d be doing something with that downtime. This kind of thing could integrate with whatever website emerges to support the players. It’d be nice if it was easier to create our stories.

The gang at The Sims figured this out, by the way. Ditto the Team Fortress 2 devs. When you put tools in the hands of players, the will run with it. Planetside 2 may be a different game, but the community’s love for sharing their experiences is the same. Fans will effectively micro-advertise for SOE, they just have to make it a bit easier.

Like a lot of open-world games, but unlike most FPS games, Planetside players are part soldier, part tourist. Help us grab hold of those experiences before our aging memories betray us. I’ve been in some really marvelous fights that I can no longer remember. Maybe we can fix that.

Maybe it’s not what most of us want.

But what if all this qualifies as something we don’t know that we want.

SOE can fiddle with graphics and mechanics all day. But, how much better could Planetside 2 be if they resisted checking off back-of-the-box feature lists? It seems a much better trade-off to ditch the bad fiction and all those videos I’m going to ignore.

Let SOE focus on the game’s chewy center and then give us the tools to tell our own stories. That’s what I want.

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About Matt Warren

I'm a husband, father, gamer, and restless quasi-intellectual. My interests include reading, gaming, and juggling knives while blindfolded and barrel-running down a steep hill.