I am a diehard fan of player housing. I've been playing MMO's in particularly since the late 90's, and my earliest (Ultima Online and Star Wars Galaxies) where two of the immersion giants. This post is a continuation of one made on the beta forums, with tweaks for current gameplay and more focus on the argument of the importance of player housing, not just it's possibility.Note: All figures and numbers are rough estimates and intended merely to give you an idea of the author's concept, not be taken literally.Role Playing
They key word here is: immersion. In any roleplaying game, the player creates a character ... someone different, separate from themselves ... who exists in another world. And takes control of that characters life. But when that player logs off, there has to be a suspension of belief that our characters don't just disappear.
Elder Scrolls has been a hallmark of the true roleplaying legacy, oftentimes not just giving our characters a place to lay their head, but requiring them to do so to stay healthy and strong. And Skyrim took that one more step, by giving us friends and family to associate with.
Elder Scrolls Online has the capability of living true to that concept, particularly in an age of MMO's where housing and immersion are bygone concepts. Our character's were ripped from this world of Tamriel, souls' taken from us, and we must make a new home for ourselves in lands now torn apart by war and conflict and death. A great starting piece to creating an immersive legacy!
The Various Systems
Player housing is any system where the characters in a game have a shared or private place of their own. These can be simple or very complex designs, but are generally broken down into a couple varieties: instanced individual, instanced neighborhood and open world. Either and all systems have benefits, and in this post, I'd like to iterate that the best, ULTIMATE version of housing in any game would include some form of all three systems and their variations.
- Instanced Individual housing can take multiple forms, but is generally a building or doorway in the world that allows the creation of a separate, unique instance for the character to inhabit in some shape or form. Common forms of this system are EverQuest 2. This system requires the least resources, server-side, and is infinitely replicable.
- Instanced Neighborhood is an MMO staple, common in games such as Dark Age of Camelot and Lord of the Rings Online, as well as others. It's defined as several housing plots in a separate-from-the-world instance, designed to give the player a feeling that their character lives in the world next to others while also keeping lag server-to-pc communications to a minimum (less to load while still looking real). While the neighborhoods do require more resources than instanced individual, they are easily replicable and can create infinite housing opportunities.
- Open World housing, similar to what was in Star Wars Galaxies or Ultima Online, is a resource hungry system which allows players to build houses wherever there is space in the world. This is by far the most immersive system, but is not replicable, and creates huge issues for server load and is very limited with large playerbases.
Benefits of Housing
Housing as a whole gives a unique feel to an immersive roleplaying game, by giving each player an immediate, almost behind-the-scenes impression that their character belongs to the world. Many players don't realize that the suspension of belief required to assume your character neither eats, sleeps or has a place to call home is one of the most difficult to make. In line with this, a simple housing mechanic can imply ALL of those. You have a house, and so you naturally assume your character eats and sleeps there, even if there is no mechanic in the game to allow you to or force you to.
Housing in all it's forms can also make players more connected to their characters, which in turn means they are more connected to the game itself. From roleplayers having another venue to work with, to those of us who must collect it all, to the most hardned pvper and his trophy rack ... housing can keep everyone entertained.
But while housing has many benefits on it's very own, it still needs practical application to make it truly worth developer and player time and investment. Some very basic mechanics which could be used to make player housing more usable and user friendly (without it being required) are listed here:
- Custom crafting stations that can include limited and unique traits and set bonuses
- Storage Containers with small limits to allow for storage of character specific items (bound/trophy, etc)
- Vanity Mirrors that allow a player to adjust his character's style and design (from facial features to tattoos and haircuts, to even offering a preview of armor and gear the player doesn't actually own)
- Mannequins for displaying suits of armor/clothing that the player has made/collected
- Storage cases, wall racks and display shelves for showing off weapons and staves you own
- Book shelves for displaying books the player has found
- Trophy racks for displaying unique trophies from quest achievements
- Unique displays and paintings earned through achievement completion (in example, for earning 'Pact Hero' achievement, players are able to put a sculpted dragon on display)
- Minor wayshrine, for fast travel to and from the house
- Minor mundus stones, collected via specific quest or mission to exchange mundus stone effects
- Altars to the eight divines or the daedric princes to achieve small bonuses
The Stages of Housing
The following is a list of various types of housing I feel would work perfectly in Elder Scrolls Online. It is my belief that housing need not be included in it's full-featured form immediately, but some small version of it could be added soon, and the entire system could be made more complex over time.
I feel that Zenimax could begin with simple apartments with very basic features, all with a relatively small amount of investment of development time and resources. And of course, the list continues from there.
Apartments
These one-room mini-instances would be linked to a variety of areas, including NPC guild halls (Fighter's Guilds, Mages Guilds, Dark Brotherhood, etc), inns and other public housing zones. They are meant to be entry-level homes, easy for a brand new player to rent but also capable of supporting veteran players who aren't big into immersion. They don't come with a lot of bells and whistles, but they offer basic commodities. A simple quest in the main storyline even sends the player to an inn to rent his first room and start his adventure into the world.
Purchasing (or accessing a quest-given) apartments would be as simple as walking up to the innkeep and selecting the appropriate dialogue. It would be a one-time purchase. From that point forward, the player simply needs to approach the designated doorway marked 'my apartment' (in which they are given a quest which will provide an arrow back to their apartment should they ever lose their way) in order to enter. Each character can only own one apartment, but can change their apartment (and move all their items) between locations by talking to the innkeep at the location you wish to move to.
- Inexpensive, even for brand new players
- By adding one single door to each inn in the game world, ZOS could create infinite apartments
- Comes with two small 10 slot safe containers (cannot be pulled from other characters on that players' account or from crafting, or accessed by any other player)
- Has vanity mirror for changing hair and makeup
- Includes one trophy mount
- Includes one achievement mount
- Does not include a private wayshrine, manniquins, weapon racks, crafting stations, or mundus stones
Neighborhood Housing
These private zones, often located in private dales and out-of-the-way locales between regions, are the primary form of traditional player housing in the game. In these pre-made 'towns', players get to choose from any number of available houses to make their home in, similar to the apartment 'one door, infinite houses' mechanic. Guilds also may have a presence here with housing and keeps unique to larger organizations.
These zones could include roughly 25-50 plots of land (a plot being a place where players can build their own house), as well as five guild hall plots. The neighborhood itself includes a wayshrine, an NPC inn, and market stalls which could be bought by local players who have a home or guild hall in the neighborhood. Each zone also includes two 'manual' entrances, bordering the local regions. In rare cases, these could also be located on islands.
Each of these neighborhoods would give the impression of being a small town of the area, with the design of the houses required to reflect both neighboring regions (if located between Stonefalls and the Rift, for instance, houses would be of Nord or Dunmer design).
Player homes would represent standard layout options with pre-configured social areas, each giving the player a variety of customization methods to make the home their own. So while a player may need to choose from four or five styles of dunmer housing, and each of those houses has a pre-determined dining area and 'living room', the player may then determine the nature of the other rooms in the house to suit their needs, and then add specific anchored interactable furniture pieces for greater customization.
Since all furniture is linked to achievements and trophies, players can change houses and redecorate their new home with ease (though common storage options, like apartment buildings, would be transfered to new common storage containers).
Interacting with Instanced Housing
Instanced housing, which I often refer to as "one door, infinite houses", is where one building acts as a house for several players. Players access the door, and instead of being taken immediately inside, they are actually given a menu popup allowing them to select their house or someone elses house to enter.
A simple menu that has very easy to understand buttons will suffice. The primary page/tab menu allows the player to either buy a house there, or if they have bought a house, to enter their own home. If they own a home, it also allows them to manage your invited/refused list, so that you can allow whomever you wish into your home or refuse them. You can even make your home entirely open to the public. By simply inserting the name of a guild, you can invite an entire guild into your home with you. Also available is an option to always allow members of your current group access to your home while they are in your group.
Another capability of this menu is the assigning of rooms to other players and managing the mechanics of NPC visitors (hirelings and followers).
A second tab would allow you to see all the houses at that location that you have the ability to enter, sorted in drop-down menu's. These start with players on your friends list, a list of players in your guild, then go to players specifically giving you permission, and finally to all those with open houses. These sub-menu's can be expanded or decreased as you need, and a search bar in this window allows you to quickly pull up a player or character's house with just a few letters.
A third tab would allow you to search all houses to find out where someone lived, including their zone and physical address in-game. This includes a much larger drop-down menu, but includes the same easy and simple sorting functions.
Taking Friends Along
Player housing is as much a social environment as an immersive one. For many, all the display cases and trophies in the world are useless when there's nobody else to see them.
Inviting a player to your house would be as simple as a slash command /invhs, /invap, /invitehouse, /inviteapartment or by visiting the door menu (which can be accessed from within the house, allowing you to travel to other players houses from yours instead of having to exit first).
One of the primary benefits of a house is it's roleplay and social potential. This is why dining rooms and living areas would either need interactable furniture, or no furniture (since any player can use the command /sitchair to produce a chair). For larger houses, longer tables and public rooms full of displays/mannequins would suit to provide a large social environment.
Furniture and Effects
This proposed design focuses more on the 'Dark Age of Camelot' anchor-point style of furnishing homes, which gives the house or apartment a very basic amount of furniture on purchase (not empty), with players accessorizing areas with clutter or specific anchored interactables (manniquin displays and platforms, bookshelves and reading table, trophy mount and plaque, etc).
The concept is to pre-design the apartment and houses to be livable areas, and then offer enough customization options to allow the player the feeling of control without making the system too complex. This removes the free-form nature of item placement that games like Star Wars Galaxies allowed, but if properly implemented can offer far more ambiance than DAoC or EQ2 offered.
As an example of the customization options presented is what was seen in the Hearthfire DLC of Skyrim, only offering more individual options per piece added to include a spartan, elegant, lived-in and cluttered setting, with each representing an assortment of clutter style and amount.
Also, NPC hirelings (for those with profession hirelings) or NPC followers could be given simple scripts in the house to make them more lively.
Overall, the concept is not to introduce new crafting professions (and by that nature, not to take up even more precious inventory slots), but to use achievements and current trophies to offer 'free' furniture to the player.
Wrap Up
Even though I feel the above system would be rather easy to add (due to most resources already being in-game), and include far more return on developer investment, Zenimax is hinting that player housing might be one or even two years away.
That is rather disheartening. While it's obvious that there are well-paid individuals in ZOS who don't see this type of player immersion and world ambiance as important, I believe the overall principle of player housing is true to the Dark Age of Camelot roots, to it's Elder Scrolls roots, and to the traditional golden-age MMORPG that it so easily reproduces.
And the returns? Far more than any content outside of user-made quests and PvP, roleplay and 'digital barbie' mechanisms represent the most option for player longevity and loyalty. Character investment should NEVER be underrated in a franchise built on maintaining active subscribers, and the more capability ZOS can give us to make that investment, the better.
I have literally spent years in Star Wars Galaxies, well through two major screw-ups and countless thousands of dollars in subscription fees. In the end, my greatest regret from them closing down the servers was the loss of those digital pieces of property I'd spent so much time and energy making my own. AND I WASNT ALONE!
@Zenimax ... don't skip a month of effort on something which could spell the crucial difference between a beautiful game, and a beautiful game we can't do without!
Too Long; Didn't Read
Many people love player housing. Elder Scrolls is well-known for player housing. Elder Scrolls Online could easily add player housing. Player housing would help retain subscribers.
Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.
XBOX NA
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.