On a whim yesterday, I decided to try out Scarlet Blade, a new Free-2-Play MMO from Aeria Games. Here are my impressions.
First of all, if you are at all concerned about the depiction of women in video games, Scarlet Blade will probably cause an apoplexy. This game is absolutely shameless. It makes TERA look like something made by Puritans. There are no pictures in this post because pictures would probably make it Not Safe For Work.
You can only play female characters. More accurately, each class corresponds to one female model/body type, though you can change the facial features and hair styles and colors. There are six classes: Defender (tank with a sword), Medic (healer with some sort of gun), Shadow (melee dps with claws), Whipper (melee AoE with a whip), Punisher (ranged dps with rifle), and Sentinel (ranged dps with dual pistols).
The game is a set in a futuristic, somewhat post-apocalyptic setting with an anime vibe. The female models are pretty much built for looks. To be fair, though, the game's lore does make this somewhat understandable. I'll go into more detail a bit further down. Of course, the fact that their clothing (if you can even call it that) is as skimpy as possible is just shameless pandering. There's also a lot of innuendo tossed around.
Edit: Just to illustrate what this game is like, the F2P cash shop actually sells an item that allows your character to run around naked. It's somewhat amusing how they went about this. By default, your character wears stat-less underwear/lingerie which cannot be removed. However, later in the game (after level 17 or so) different underwear/lingerie drops which actually has stats. So you have to purchase this Seal Remover in order to switch. But once you've used the Seal Remover, you can also just remove the underwear entirely. Voila, a nude patch for sale with a (literal?) fig leaf to justify it.
Combat is the standard hot-key combat, combined with basic theme-park questing. The interesting part of the mechanics is that abilities follow the Diablo 2 model. There are no default abilities other than the basic attack. You have to invest points gained as you level into different abilities. Points can be spent to upgrade old abilities or unlock new ones. So basically, you choose exactly which abilities your character has. If you want heals or buffs, you have to forgo improving dps abilities. If you want DoTs, snares or AoEs, that takes points away from your other abilities. There are also passive abilities that you can invest in.
It actually works quite well, at least while levelling. Endgame with fixed builds might end up in the standard straight-jacket.
One thing to note is that even though there are two factions, questing is the exact same on both sides. Only the name of the faction changes. There may be faction-specific content later on, but I didn't encounter any.
By now, you're probably coming to the conclusion that Scarlet Blade is another themepark MMO pandering to the lowest common denominator of adolescent males. And you'd mostly be right. But there is one element which is possibly worth taking a second look at: how the game treats the relationship between player and avatar.
In most MMOs, indeed most games, the character on screen is assumed to be an independent entity as far the rest of the game world is concerned. The player does not exist, the player is the character.
In Scarlet Blade, however, the female character on screen is an Arkana: a genetically engineered or modified being designed for combat. The player is the Commander of the Arkana, the one who controls it. It's sort of the equivalent of a drone being flown by a pilot back at base.
Except the drone is sentient.
Scarlet Blade runs with this setup. A lot of the quests come in the form of your Arkana talking with you about the situation she is in. NPCs talk to both your Arkana and you. A lot of NPCs don't consider the Arkana to be human at all. One of the questlines for the Punisher involves an NPC Arkana who was forced to come over to your side when her Commander defected.
I find it very interesting that the game is set up this way. It does justify why each class maps to a specific body type, and why there are multiples of that body type running around. I wonder if a lot of men find it more palatable to play as a man controlling a female character, than to play as a female character. I know it more closely maps to how I think of my characters in other MMOs. I am not them, they are my chosen weapons.
As well, it raises a lot of interesting issues. Slavery, mind-control, autonomy, the morality of sentient weapons, remote-control of weapons from a safe location, even gender issues related to control and objectification. I've always been interested in the intersection between player and avatar--as in Slashdance's masterpiece Frame of Mind--and this is one of the few games I've seen tackle that area.
In the hands of a less purient company, this would be an extraordinarily fertile design space. One that is an ideal match for video games. In a lot of respects it is a shame that Scarlet Blade co-opts this idea merely to have an excuse for having scantily-clad female avatars running around.
On the other hand, a more respectable company would have never come up with this scheme in the first place.
Monday, April 01, 2013
Tuesday, March 26, 2013
An Amazing LFR Group
I just got out of the best LFR group I've been in for a long while. It was a true LFR group, with people from several servers. It didn't seem to be a quasi-guild group.
It was for the first 3 bosses in Throne of Thunder. Jin'rokh - one shot, only one death. Horridon - one shot, one death. Council - one shot, zero deaths.
No one behaving badly in chat. No elitism or stupidity. No fighting over strategies. People doing what they were supposed to. Just clean and efficient execution.
I'm still ecstatic over that run.
It was for the first 3 bosses in Throne of Thunder. Jin'rokh - one shot, only one death. Horridon - one shot, one death. Council - one shot, zero deaths.
No one behaving badly in chat. No elitism or stupidity. No fighting over strategies. People doing what they were supposed to. Just clean and efficient execution.
I'm still ecstatic over that run.
Monday, March 25, 2013
More Hearthstone Thoughts
Ted A comments:
Dawn Moore of WoW Insider had an interview with the Hearthstone team, which contains this nugget of information:
Optional triggers are easy, you just assume that the player chose not to do anything. But the best path for mandatory triggers is very unclear. A complex game state might have 10 or more triggers, making it very possible that one could be overlooked. The overlooked trigger could have changed the game radically.
In contrast, computer games handle automatic triggers exceptionally well. The computer makes sure that each ability that must occur actually does occur. So there's a lot more room to play with triggers because the computer takes care of the bookkeeping for you.
As well, making the information secret, but must trigger on the right condition is very interesting. For example, with the Counterspell, the opponent might have to "bait" the secret with a spell she doesn't care about.
This is quite beautiful design, in my opinion. Something simple and elegant, ideally suited for computer play. In fact, this mechanic makes me far more interested in seeing how the rest of Hearthstone plays out.
And now we bring you this 'blast from the past'. A blog post from September 4, 2001, just days after Blizzard Entertainment announced its new game, an MMORPG called World of Warcraft.Heh, quite true. One can never count out Blizzard, or discount making things more convenient.
"The colors and graphics make it look fun and colorful. I will happily try it out. But I wonder if, in their attempt to smooth out all the inconveniences, Blizzard will fail to capture the unique richness of a game like Everquest."
Dawn Moore of WoW Insider had an interview with the Hearthstone team, which contains this nugget of information:
A secret is a card that you play into the play field that is hidden from your opponent and will trigger based on a certain set of circumstances. A simple version of that would be a card that says, "Counterspell: when your opponent plays a spell it's countered." It would sit there as a question mark in front of your opponent and they'd think, "I wonder if that's Counterspell, or Ice Block, or maybe Ice Armor?"This is quite an intriguing game element. It actually points to one of the main controversies running around in paper Magic these days: how to handle automatic "triggers" (in a tournament setting)? A trigger is an ability which occurs (or triggers) when something else happens. A trigger might be optional, or it might be mandatory. The question in Magic is what do you do about an automatic trigger that was missed. Do you penalize one side? Do you back the game up? If you notice that an opponent's trigger should happen, and you don't say anything, is that wrong?
Optional triggers are easy, you just assume that the player chose not to do anything. But the best path for mandatory triggers is very unclear. A complex game state might have 10 or more triggers, making it very possible that one could be overlooked. The overlooked trigger could have changed the game radically.
In contrast, computer games handle automatic triggers exceptionally well. The computer makes sure that each ability that must occur actually does occur. So there's a lot more room to play with triggers because the computer takes care of the bookkeeping for you.
As well, making the information secret, but must trigger on the right condition is very interesting. For example, with the Counterspell, the opponent might have to "bait" the secret with a spell she doesn't care about.
This is quite beautiful design, in my opinion. Something simple and elegant, ideally suited for computer play. In fact, this mechanic makes me far more interested in seeing how the rest of Hearthstone plays out.
Sunday, March 24, 2013
Hearthstone Gameplay
Blizzard unveiled a new online Collectible Card Game this weekend: Hearthstone. This video illustrating gameplay has been making the rounds, and pretty much all my gameplay observations in this post are based on it:
The gameplay looks like a very stripped-down Magic: the Gathering. There is only a single type of resource, mana crystals. The resource is a net-gain resource like land in magic, in that the total resource available increases each turn. However, the increase looks automatic, and there are no land cards. So there's no such thing as being mana screwed or mana flooded. There also looks to be an ability to trade a card on the initial draw, leading to even smoother draws.
Creatures and the player seem to be the same type. A spell that can hit a creature can also hit the player. You can attack a creature just like the player. As well, like players, creature health does not regen to full after each turn. Instead it looks like you can whittle down a creature over several turns.
Combat seems different as well. There doesn't seem to be a single combat step, exactly. Instead your attacking creature can attack another creature or player, and that combat is resolved. Then you can attack with another creature. It looks like you can attack any creature or player. The only exception appear to be creatures with Taunt, which I guess means that they must be attacked first.
However, that leads into what looks like the biggest difference. There does not seem to be a "stack". In Magic, you can respond to abilities. "Coriel Shocks (deal 2 damage) Elisandra's Elf.", "In response, Elisandra Giant Growths the Elf, making it big enough to survive." This ability to respond to actions is in many ways the core of Magic.
In Hearthstone, it looks like there is no option to respond. Instead each ability is cast, and then it immediately resolves. This does solve one of the major problems with Magic Online. 90% of the time when you can respond, you don't really want to. But 10% of the time, that response is vital. In physical play, you just speak up when response is important. But in computer play, it becomes a lot more complicated. You have to pass manually every time, or set up "stops" when you want to respond.
Hearthstone doesn't look to have this issue. Gameplay should be smoother as a result. But responses are what makes Magic interesting. I wonder if Hearthstone will end up being first side punches, then second side punches, and each player's turn will essentially be a solo affair, without interaction from the other side.
Hearthstone definitely looks interesting. The colors and graphics make it look fun and colorful. I will happily try it out. But I wonder if, in their attempt to smooth out all the inconveniences, Blizzard will fail to capture the strategic richness of a game like Magic.
The gameplay looks like a very stripped-down Magic: the Gathering. There is only a single type of resource, mana crystals. The resource is a net-gain resource like land in magic, in that the total resource available increases each turn. However, the increase looks automatic, and there are no land cards. So there's no such thing as being mana screwed or mana flooded. There also looks to be an ability to trade a card on the initial draw, leading to even smoother draws.
Creatures and the player seem to be the same type. A spell that can hit a creature can also hit the player. You can attack a creature just like the player. As well, like players, creature health does not regen to full after each turn. Instead it looks like you can whittle down a creature over several turns.
Combat seems different as well. There doesn't seem to be a single combat step, exactly. Instead your attacking creature can attack another creature or player, and that combat is resolved. Then you can attack with another creature. It looks like you can attack any creature or player. The only exception appear to be creatures with Taunt, which I guess means that they must be attacked first.
However, that leads into what looks like the biggest difference. There does not seem to be a "stack". In Magic, you can respond to abilities. "Coriel Shocks (deal 2 damage) Elisandra's Elf.", "In response, Elisandra Giant Growths the Elf, making it big enough to survive." This ability to respond to actions is in many ways the core of Magic.
In Hearthstone, it looks like there is no option to respond. Instead each ability is cast, and then it immediately resolves. This does solve one of the major problems with Magic Online. 90% of the time when you can respond, you don't really want to. But 10% of the time, that response is vital. In physical play, you just speak up when response is important. But in computer play, it becomes a lot more complicated. You have to pass manually every time, or set up "stops" when you want to respond.
Hearthstone doesn't look to have this issue. Gameplay should be smoother as a result. But responses are what makes Magic interesting. I wonder if Hearthstone will end up being first side punches, then second side punches, and each player's turn will essentially be a solo affair, without interaction from the other side.
Hearthstone definitely looks interesting. The colors and graphics make it look fun and colorful. I will happily try it out. But I wonder if, in their attempt to smooth out all the inconveniences, Blizzard will fail to capture the strategic richness of a game like Magic.
Thursday, March 21, 2013
F2P and Crafting
A while back I noted that, unlike other professions, crafting armor and weapons was in conflict with content rewards. Today I realized that for F2P games, crafting is very often in conflict with main monetization scheme.
A lot of games sell cosmetic armor and weapons. In a subscription game, these might have been one of the items that crafters could make. But a F2P is going to try and reserve as many of these as it can for the store. Cosmetic armor is something that sells, and is also something that is clearly not power, so you don't get grumbles about Pay2Win.
This is especially true in The Old Republic. In TOR, armor is composed of a shell and modifications can be inserted into the armor. The shell is entirely cosmetic, and all the power comes from the modifications. Naturally, TOR has taken this opportunity to sell a lot of cosmetic armor in its F2P offerings.
But that has diminished the armor and crafting professions. These professions can still make one type of modification, but their potential range of products has greatly diminished since the introduction of F2P.
For example, Armortech can only make Aim/Cunning armorings and augmentations, while Cybertech can make any type of enhancement and general mods, as well as earpieces.
In subscription games, armor and weapons crafting is very often in conflict with rewards from content, often making them a bad choice. In F2P games, these crafting professions are often in conflict with the F2P market. This marginalizes those professions even more, and makes them even less attractive.
A lot of games sell cosmetic armor and weapons. In a subscription game, these might have been one of the items that crafters could make. But a F2P is going to try and reserve as many of these as it can for the store. Cosmetic armor is something that sells, and is also something that is clearly not power, so you don't get grumbles about Pay2Win.
This is especially true in The Old Republic. In TOR, armor is composed of a shell and modifications can be inserted into the armor. The shell is entirely cosmetic, and all the power comes from the modifications. Naturally, TOR has taken this opportunity to sell a lot of cosmetic armor in its F2P offerings.
But that has diminished the armor and crafting professions. These professions can still make one type of modification, but their potential range of products has greatly diminished since the introduction of F2P.
For example, Armortech can only make Aim/Cunning armorings and augmentations, while Cybertech can make any type of enhancement and general mods, as well as earpieces.
In subscription games, armor and weapons crafting is very often in conflict with rewards from content, often making them a bad choice. In F2P games, these crafting professions are often in conflict with the F2P market. This marginalizes those professions even more, and makes them even less attractive.
Monday, March 18, 2013
Dungeons versus Scenarios, Part II
On the last post, Kring comments:
I think Blizzard will continue making raids. Specifically, Looking for Raid overlaps with dungeons. It's transient, formal Trinity group content. The ratio of tanks to dps is more likely to match what is played. Plus, raids are the expected method of increasing gear level. There's a pattern there, and the playerbase expects raids to be obsoleted as time goes.
Admittedly, there is a difference as dungeons are small group versus the large raid group. But I think that Blizzard is making an effort to include more small group options out in the regular world. It's probably a lot easier from an art creation perspective to throw a few elite mobs out there.
Plus, and I think this is very important, they get a 2-for-1 with the raid artwork. The same amount of artwork produces both transient group content and extended group content. So I think raiding still fits in the game where 5-man dungeons start getting squeezed out in later patches.
I may not have mentioned this before, but I think that art asset creation is the "blocker" in modern game development. The amount of new artwork an idea requires often determines whether or not it is actually implemented.
RJ comments:
Ah, but as above, I don't think they're funneling that effort into scenarios. Sure, they're making a couple new scenarios each patch. But I think the lion's share of art and content dev time is going into the new raids.
Look at this patch. We got a 13-boss tier following a 16-boss tier. Has Blizzard ever done two consecutive raid tiers with that many bosses? Especially in the given time frame?
I certainly would rather have another 15 or so raid bosses in 5.4 rather than a 6 boss raid and a couple 5-mans.
The question is, now that they scarified [Ed: sacrificed?] dungeons, how long will they continue to make new raids during an expansion?
Scenarios are nothing else then PvE-battlegrounds. Will they continue to produce new raids or will they take the simple route there too and replace raids with bigger scenarios, with PvE-battlegrounds.
I think Blizzard will continue making raids. Specifically, Looking for Raid overlaps with dungeons. It's transient, formal Trinity group content. The ratio of tanks to dps is more likely to match what is played. Plus, raids are the expected method of increasing gear level. There's a pattern there, and the playerbase expects raids to be obsoleted as time goes.
Admittedly, there is a difference as dungeons are small group versus the large raid group. But I think that Blizzard is making an effort to include more small group options out in the regular world. It's probably a lot easier from an art creation perspective to throw a few elite mobs out there.
Plus, and I think this is very important, they get a 2-for-1 with the raid artwork. The same amount of artwork produces both transient group content and extended group content. So I think raiding still fits in the game where 5-man dungeons start getting squeezed out in later patches.
I may not have mentioned this before, but I think that art asset creation is the "blocker" in modern game development. The amount of new artwork an idea requires often determines whether or not it is actually implemented.
RJ comments:
While I don't disagree with your assertion, and it makes logical sense, I throw in another suggestion:
Compared to the development work that goes into your typical dungeon (including the various difficulty levels), I imagine that Blizz could make a bunch of Scenarios for the same time, effort, and money it takes to make a single "second tier" dungeon.
Loot aside, what would you prefer? 2~3 new dungeons, or 5~10 new Scenarios?
Ah, but as above, I don't think they're funneling that effort into scenarios. Sure, they're making a couple new scenarios each patch. But I think the lion's share of art and content dev time is going into the new raids.
Look at this patch. We got a 13-boss tier following a 16-boss tier. Has Blizzard ever done two consecutive raid tiers with that many bosses? Especially in the given time frame?
I certainly would rather have another 15 or so raid bosses in 5.4 rather than a 6 boss raid and a couple 5-mans.
Sunday, March 17, 2013
Dungeons versus Scenarios
Blizzard devs mentioned last week that--unlike previous expansions--there would be no new 5-man dungeons in Mists. However, there will be a few new scenarios. It is interesting to compare scenarios with dungeons. Why can Blizzard make new scenarios but not dungeons?
I think the key is rewards. One interesting thing about new scenarios is that the rewards are not better than old scenarios. Blizzard makes a new scenario, and throws in the group finder rotation. It doesn't obsolete the previous scenarios.
Indeed, scenarios have no intrinsic rewards, or rewards unique to a particular scenario. The only reward is what you get from the launcher, valor and the random loot bad. If Blizzard wants to improve rewards for scenarios, they improve all scenarios.
Meanwhile, a new tier of dungeons would be expected to have new and better loot. But this instantly obsoletes the older dungeons. We get into situations where we run the same 2 Zul dungeons over and over, or the same 3 Icecrown dungeons.
I wonder if the player base would accept a new dungeon with the same item level rewards as the previous dungeons. After all, we now have Looking for Raid to take care of gear progression for transient players. So a new dungeon would simply be new content, new achievements, and a new challenge mode.
But somehow I don't think the player base would be happy with this. The expectation is that new dungeons bring better gear. But simply obsoleting that much old content is not a good choice either. So maybe Blizzard's choice to not make new dungeons, but focus on scenarios and raids, is the "least-worst" solution.
I think the key is rewards. One interesting thing about new scenarios is that the rewards are not better than old scenarios. Blizzard makes a new scenario, and throws in the group finder rotation. It doesn't obsolete the previous scenarios.
Indeed, scenarios have no intrinsic rewards, or rewards unique to a particular scenario. The only reward is what you get from the launcher, valor and the random loot bad. If Blizzard wants to improve rewards for scenarios, they improve all scenarios.
Meanwhile, a new tier of dungeons would be expected to have new and better loot. But this instantly obsoletes the older dungeons. We get into situations where we run the same 2 Zul dungeons over and over, or the same 3 Icecrown dungeons.
I wonder if the player base would accept a new dungeon with the same item level rewards as the previous dungeons. After all, we now have Looking for Raid to take care of gear progression for transient players. So a new dungeon would simply be new content, new achievements, and a new challenge mode.
But somehow I don't think the player base would be happy with this. The expectation is that new dungeons bring better gear. But simply obsoleting that much old content is not a good choice either. So maybe Blizzard's choice to not make new dungeons, but focus on scenarios and raids, is the "least-worst" solution.
Wednesday, March 13, 2013
The End of Google Reader
Like everyone else, I am saddened by the news that Google Reader will be shuttered. Ah well, you get what you pay for, I guess.
The real lesson here is that Google was unable to make any money from advertising on the RSS feeds. In fact, one might argue that they lost money because people were not going onto the sites to view the regular ads.
I wonder if this will be the start of a greater shakeout in the internet, as all these site/places that can't cover their costs start closing. It would be kind of sad, but at the same time, it would be nice to get rid of the "everything on the internet should be free" expectations that so many people seem to have.
Hmm, I wonder if I should be concerned about Blogger getting shut down.
Oh well, time to look for a decent alternative RSS reader.
The real lesson here is that Google was unable to make any money from advertising on the RSS feeds. In fact, one might argue that they lost money because people were not going onto the sites to view the regular ads.
I wonder if this will be the start of a greater shakeout in the internet, as all these site/places that can't cover their costs start closing. It would be kind of sad, but at the same time, it would be nice to get rid of the "everything on the internet should be free" expectations that so many people seem to have.
Hmm, I wonder if I should be concerned about Blogger getting shut down.
Oh well, time to look for a decent alternative RSS reader.
Tuesday, March 12, 2013
TOR's New F2P Reputation
Ah, The Old Republic. Can't have a patch without a Free-To-Play controversy, now can we. Anyways, the latest controversy concerns this patch note:
Players may now gain reputation with the Contraband Resale Corporation, a group loosely affiliated with the Hutt Cartel! Reputation Trophies for this organization are now available in new Contraband Packs, and a new vendor has been added to allow players to capitalize on this reputation.
There is no actual content attached to this reputation. Instead, items which give you CRC rep appear in the cartel boxes, you increase your rep, and you can buy cosmetic items from this reputation vendor. You can buy and sell these rep items on the Auction House, I believe.
I don't really see the big concern about this idea. To me, it's roughly the equivalent of those old promotions where you cut out a bunch of UPCs from cereal boxes and mail them to the company for a prize.
These cartel packs need "common" items. Something to add filler along with the rares which everyone prizes. Things like XP potions, or minor unlocks. These CRC rep items make good fillers.
The one thing that I do think they might have changed is to use a different mechanism other than reputation to achieve roughly the same effect. All the other reputations in the game are content, and having one reputation be different is a bit jarring. The packs could have contained a new type of currency, and the vendor sells items for that currency.
Though, this is one of the things I dislike about F2P. So much effort spent on innovating monetization, much less time being innovative on the game.
There's an old piece of advice about looking for work. You want to work for a division which generates profit directly, not for a division which is a cost center, no matter how important that cost center is. The cost centers are the divisions that first get cut and squeezed. That's why a lot of people recommend avoiding IT work in non-IT firms. In F2P games, more and more it's looking like the monetization team is the profit-generating division, and the actual game is nothing more than a cost center, and company policy follows accordingly.
Monday, March 11, 2013
Reconciling PvP and PvE
Unrelated to this post, but Power Word: Dinosaur is the greatest spell introduced into WoW.
At least for me, Blizzard's expansion of Valor has worked out pretty well. Last week I capped out on Valor by doing:
At least for me, Blizzard's expansion of Valor has worked out pretty well. Last week I capped out on Valor by doing:
- 2 Isle of the Thunder King rares
- 4 Raid Finder wings
- 2 Scenarios
- 1 5-man dungeon
- 5 days worth of Isle of the Thunder King dailies
- 5 days worth of the farm rep quests
Notice that I never did the maximum in any activity, but rather did some of pretty much everything. Meanwhile, in The Old Republic, I pretty much only log in to raid recently.
I think that spreading Valor around has worked out pretty well. However, I was wondering about PvP.
You know, back in Vanilla and TBC, I used to PvP casually. I got my Knight-Captain rank and [The Unstoppable Force], like everyone else. But then I just stopped. And to be honest, I'm not really sure why. I think it's mainly looking at the path in front of me, and realizing it's easier to just stay on the PvE path rather than attempt to do both.
I know there's a lot of people who are very vocal about needing PvP to be completely divorced from PvE. Not sharing gear, not sharing reward systems. And that is the path that WoW and pretty much every major themepark game has taken.
But I wonder if this was the best path? Would it have been better if the two systems used the same type of gear, offered the same rewards? It would make it a lot easier for people to drop in and out. To do a battleground or two here and there. Maybe it would have led to more intermixing between the PvP and PvE communities.
The big issue back in the day was that it was too easy to earn gear in PvP compared to PvE, especially with bosses like Kael'thas and Lady Vashj. But the modern PvE has Raid Finder, and normal modes, and it is expected that everyone moves into the latest tier pretty soon after it is released. The pace of gear more closes matches that of PvP now.
Of course, the edge PvP/PvE people will complain, saying that maybe a certain piece from the other side is BiS for their purposes. But you know what, screw the edge players. If you want to be hardcore, you do what it takes to be hardcore. I think the large middle section of WoW would benefit from the reconciliation of PvE and PvP, as it would be far easier to dip in and out of each segment.
Sunday, March 10, 2013
SimCity
The issues with the latest SimCity release are pretty interesting. I personally have not purchased SimCity. City building games don't really interest me. As well, after the experience with ME3, it will take an absurdly amazing game to make me install EA's Origin again.
However, one common complaint seems to be unfair to me. Many people are complaining about how EA/Maxis is making people go online for a single player game. But after reading a couple of reviews, and following a forum thread for a bit, I think EA/Maxis has made something more interesting than a mere single-player game.
It seems to me that you don't really build cities in this new game, but that you build neighborhoods or boroughs instead. The maximum city size is fairly small, but each city trades with its neighbors. One city may have lots of jobs, and the city next door has lots of people, so the people go to the city next door for work.
Or you trade utilities or resources. It seems to me more a game where you have to specialize and harmonize with your neighbors.
To put it in terms of my city, instead of one single person building Vancouver, instead one person builds the West End, one builds Downtown, one builds North Vanouver, one builds Kitsilano, etc. Each neighborhood exists on its own, but each has a different character, and relies on the others.
In a lot of ways, this is a far more interesting and ambitious design than the single-player game where one person builds an entire city.
Though, I will have to admit that I was greatly amused by the guy complaining that the main export of one of his neighbor was criminals. Ah, online gamers, so true to form.
This design is very intriguing. It's almost enough to make one take another chance on Origin. But not quite enough.
However, one common complaint seems to be unfair to me. Many people are complaining about how EA/Maxis is making people go online for a single player game. But after reading a couple of reviews, and following a forum thread for a bit, I think EA/Maxis has made something more interesting than a mere single-player game.
It seems to me that you don't really build cities in this new game, but that you build neighborhoods or boroughs instead. The maximum city size is fairly small, but each city trades with its neighbors. One city may have lots of jobs, and the city next door has lots of people, so the people go to the city next door for work.
Or you trade utilities or resources. It seems to me more a game where you have to specialize and harmonize with your neighbors.
To put it in terms of my city, instead of one single person building Vancouver, instead one person builds the West End, one builds Downtown, one builds North Vanouver, one builds Kitsilano, etc. Each neighborhood exists on its own, but each has a different character, and relies on the others.
In a lot of ways, this is a far more interesting and ambitious design than the single-player game where one person builds an entire city.
Though, I will have to admit that I was greatly amused by the guy complaining that the main export of one of his neighbor was criminals. Ah, online gamers, so true to form.
This design is very intriguing. It's almost enough to make one take another chance on Origin. But not quite enough.
Thursday, March 07, 2013
Privileges, Part 2
On the previous post, Stubborn comments:
From a programmatic standpoint, privileges or permissions are not that hard to implement. It is simply a different way of looking at the problem.
In fact, it is a very common technique in operating systems or business software. Can you read, change or delete a file on your computer? Rather than trying to apply a single rules heuristic, it's just handled by the permissions on that file. The OS doesn't really care how you got those permissions, but only that you either have permission or you don't.
Business software and operating systems have a mental conception of users that fit into different groups, which is why privileges feel natural to them. It is only gaming software that tries to pretend that all its users are the same.
As well, permissions don't have to be calculated in real time. The game generates logs, and those logs can be parsed at a later date by bots looking for patterns. Indeed, if you come up with a new and better pattern recognition bot, you can rerun it on old records. A simple example might be a bot that looks for people who swear in public channels. All chat logs are saved, so a bot can traverse those records at its leisure, spit out results, and those results can set chat permissions which apply in the future.
RJ comments:
Here's the thing. I believe that abusers of rules exhibit very different patterns of behavior than regular users. Take vote-kick for example. I almost never vote-kick anyone, and I pretty much only run LFR/LFD at this point. I just don't see that anyone can possibly justify a high vote-kick rate in dungeons. I think the problem more likely lies with the vote-kicker.
Same with Need/Greed. Alright, maybe in your first instance run, you have a higher than average amount of need rolls. But if you keep that up, that's a clear sign that you are behaving badly.
These patterns should be identifiable. Obviously, you do need some history, to let the Law of Large Numbers start to kick in. But if you were presented with a player's history, I think it would not be hard for you to determine if a player is exploiting the rules or not. And if you can see the pattern, then a bot can be built or trained to see the same pattern.
Take a player in a battleground. If you look at the players's history, and see one battleground with zero damage or healing, well, maybe he was defending a node which never got attacked. But you start seeing more and more of them, the odds that this player afks or is a bot increases dramatically.
I completely agree, but since it would take an incredibly larger amount of effort on the dev's part to generate a) what should be a privilege, b) what the requirements for gaining access to the privilege are c) what should cause the privilege to be revoked, and d) actually monitor those systems, there's no way they'll actually do it.
Throwing gigantic rules blankets over the whole population is so, so much easier.I don't agree. Sure, having one simple rule for the entire population might be easier. But that rule doesn't stay simple for long. It gets hedged about with exceptions and special cases. And that makes the whole system more brittle and prone to unexpected error.
From a programmatic standpoint, privileges or permissions are not that hard to implement. It is simply a different way of looking at the problem.
In fact, it is a very common technique in operating systems or business software. Can you read, change or delete a file on your computer? Rather than trying to apply a single rules heuristic, it's just handled by the permissions on that file. The OS doesn't really care how you got those permissions, but only that you either have permission or you don't.
Business software and operating systems have a mental conception of users that fit into different groups, which is why privileges feel natural to them. It is only gaming software that tries to pretend that all its users are the same.
As well, permissions don't have to be calculated in real time. The game generates logs, and those logs can be parsed at a later date by bots looking for patterns. Indeed, if you come up with a new and better pattern recognition bot, you can rerun it on old records. A simple example might be a bot that looks for people who swear in public channels. All chat logs are saved, so a bot can traverse those records at its leisure, spit out results, and those results can set chat permissions which apply in the future.
RJ comments:
But you yourself just laid out a number of what you consider the perfect cases for it being a privilege that cannot be strictly programmed in; else you get systems like we already have!
Example: If you designed a new game that had a vote-kick system, what would your programmatic patterns of abuse be? The guy kicks a lot of people? How does the program know that it's not legit?
Example: If a person is needing a lot on gear that's actually wearable by them and offered to him by the game, how do you know he's not just making a legitimate use of the game system?
Here's the thing. I believe that abusers of rules exhibit very different patterns of behavior than regular users. Take vote-kick for example. I almost never vote-kick anyone, and I pretty much only run LFR/LFD at this point. I just don't see that anyone can possibly justify a high vote-kick rate in dungeons. I think the problem more likely lies with the vote-kicker.
Same with Need/Greed. Alright, maybe in your first instance run, you have a higher than average amount of need rolls. But if you keep that up, that's a clear sign that you are behaving badly.
These patterns should be identifiable. Obviously, you do need some history, to let the Law of Large Numbers start to kick in. But if you were presented with a player's history, I think it would not be hard for you to determine if a player is exploiting the rules or not. And if you can see the pattern, then a bot can be built or trained to see the same pattern.
Take a player in a battleground. If you look at the players's history, and see one battleground with zero damage or healing, well, maybe he was defending a node which never got attacked. But you start seeing more and more of them, the odds that this player afks or is a bot increases dramatically.
Wednesday, March 06, 2013
Privileges or Rules?
Consider the difference between privileges and rules. Ideally, rules are for everyone. Everyone has to obey the same rules. Privileges on the other hand, might be specific to individuals. A privilege usually must be earned in some fashion, and can be revoked if the person proves unworthy.
When it comes to player interactions, privileges might be a better model that one-size-fits-all rules.
Over the course of an MMO's lifespan, we see the same pattern. There are simple rules which govern player interaction. They work well for 95% of the time. Then someone figures out how to exploit those rules. The developers have to modify those rules, making them more complex, more onerous and more inconvenient for the rest of the players.
Instead of rules, perhaps structuring interactions as privileges is a better way to frame the situation. Then you can use a player's past behaviour to control whether a privilege is granted or revoked.
For example, take vote-kicking. The basic vote-kick system worked well for all the people who used it judiciously. Then people started abusing it, and the devs had to include more and more safeguards. You can't vote-kick in combat, or for a bit after combat. All of this makes it harder to vote-kick someone when you need to actually kick.
Maybe the better model is to think of vote-kicking as a privilege, not a rule. If you abuse vote-kicking, or vote-kick too much, your ability to vote-kick is simply taken away. Other people's vote-kick privileges can remain intact and untouched.
Or take the latest rule change, the removal of /follow in battlegrounds. It's a rule change made to target bots. But it does remove an option for players who are not abusing it.
As well, take the old Need/Greed loot system in Raid Finder. Perhaps it would have worked out better if rolling Need was a privilege instead of rule. If you rolled Need too much, you could lose the ability to roll Need, and/or lose the ability to trade gear.
Another example could be talking in general chat. Right now there are restrictions on how fast you can reply, which came in because of spammers. Maybe freely talking on general chat channels is a privilege that should be earned.
A final example might be ganking. The ability to kill players lower level than you should be a privilege and can be revoked if you kill too many, or exhibit a pattern of corpse camping. Revoking a ganker's ability to kill lowbies shouldn't affect people who rarely gank.
Of course, the hard part here is determining patterns of behavior that should lead to a privilege being revoked. However, I think that if you look at play patterns, people who show restraint will have very low incidences of negative behavior, allowing even a moderately low bar to avoid false positives.
To sum up, I think that one-size-fits-all rules that govern player interaction have proven to be overly restrictive and vulnerable to exploitation. I think player interaction in MMOs would be better modeled as a series of privileges that need to be earned and can be revoked for those who abuse them.
When it comes to player interactions, privileges might be a better model that one-size-fits-all rules.
Over the course of an MMO's lifespan, we see the same pattern. There are simple rules which govern player interaction. They work well for 95% of the time. Then someone figures out how to exploit those rules. The developers have to modify those rules, making them more complex, more onerous and more inconvenient for the rest of the players.
Instead of rules, perhaps structuring interactions as privileges is a better way to frame the situation. Then you can use a player's past behaviour to control whether a privilege is granted or revoked.
For example, take vote-kicking. The basic vote-kick system worked well for all the people who used it judiciously. Then people started abusing it, and the devs had to include more and more safeguards. You can't vote-kick in combat, or for a bit after combat. All of this makes it harder to vote-kick someone when you need to actually kick.
Maybe the better model is to think of vote-kicking as a privilege, not a rule. If you abuse vote-kicking, or vote-kick too much, your ability to vote-kick is simply taken away. Other people's vote-kick privileges can remain intact and untouched.
Or take the latest rule change, the removal of /follow in battlegrounds. It's a rule change made to target bots. But it does remove an option for players who are not abusing it.
As well, take the old Need/Greed loot system in Raid Finder. Perhaps it would have worked out better if rolling Need was a privilege instead of rule. If you rolled Need too much, you could lose the ability to roll Need, and/or lose the ability to trade gear.
Another example could be talking in general chat. Right now there are restrictions on how fast you can reply, which came in because of spammers. Maybe freely talking on general chat channels is a privilege that should be earned.
A final example might be ganking. The ability to kill players lower level than you should be a privilege and can be revoked if you kill too many, or exhibit a pattern of corpse camping. Revoking a ganker's ability to kill lowbies shouldn't affect people who rarely gank.
Of course, the hard part here is determining patterns of behavior that should lead to a privilege being revoked. However, I think that if you look at play patterns, people who show restraint will have very low incidences of negative behavior, allowing even a moderately low bar to avoid false positives.
To sum up, I think that one-size-fits-all rules that govern player interaction have proven to be overly restrictive and vulnerable to exploitation. I think player interaction in MMOs would be better modeled as a series of privileges that need to be earned and can be revoked for those who abuse them.
Tuesday, March 05, 2013
First Impressions of the Isle of Thunder
Wow, it's crowded. And mobs respawn very fast.
It appears to be a quest hub like the Golden Lotus, except that all three sites are open immediately, so you can do them in any order. The quests all seem to be pretty traditional daily fare so fare.
The unlocking is an interesting idea. However, I do wish that it was more transparent and granular. For the AQ gates, there was a total number of items required, and each time you turned in something, you could see the count decrease. The unlocking for Isle of Thunder just shows a percentage. The link between you doing something and the bar increasing is tenuous.
The rare chase is interesting. Thank god you can share them. I killed one rare mogu with a lot of other people. But people were calling out spawns and coordinating in general chat.
I also claimed the Sunsong Ranch. I like the new work order system. If you don't have anything specific you want to plant, it gives you something to do.
All in all, a pretty good start to the patch. The real attraction is the raid though, so we will have to see how it goes later.
It appears to be a quest hub like the Golden Lotus, except that all three sites are open immediately, so you can do them in any order. The quests all seem to be pretty traditional daily fare so fare.
The unlocking is an interesting idea. However, I do wish that it was more transparent and granular. For the AQ gates, there was a total number of items required, and each time you turned in something, you could see the count decrease. The unlocking for Isle of Thunder just shows a percentage. The link between you doing something and the bar increasing is tenuous.
The rare chase is interesting. Thank god you can share them. I killed one rare mogu with a lot of other people. But people were calling out spawns and coordinating in general chat.
I also claimed the Sunsong Ranch. I like the new work order system. If you don't have anything specific you want to plant, it gives you something to do.
All in all, a pretty good start to the patch. The real attraction is the raid though, so we will have to see how it goes later.
Monday, March 04, 2013
5.2 Tomorrow!
Or rather, by the time you read this, today!
I'm looking forward to this patch. I really liked the storyline of 5.1, and it will be interesting to see what happens in 5.2.
Since I am raiding primarily in LFR, I won't get to see the new raid until next week. Blizzard is touting it as the "new Ulduar", and that is a very high bar. It will be interesting to see what happens.
There aren't really a whole lot of changes for Holy paladins this patch. Mostly changes aimed at PvP, increasing cast time of various crowd control abilities. Hand of Purity does get a straight buff, and Eternal Flame gets a buff when you cast it on yourself.
What are you looking forward to in this patch?
I'm looking forward to this patch. I really liked the storyline of 5.1, and it will be interesting to see what happens in 5.2.
Since I am raiding primarily in LFR, I won't get to see the new raid until next week. Blizzard is touting it as the "new Ulduar", and that is a very high bar. It will be interesting to see what happens.
There aren't really a whole lot of changes for Holy paladins this patch. Mostly changes aimed at PvP, increasing cast time of various crowd control abilities. Hand of Purity does get a straight buff, and Eternal Flame gets a buff when you cast it on yourself.
What are you looking forward to in this patch?
Sunday, March 03, 2013
The Decline of Rogues
As Cynwise notes, the rogue population at endgame has been steadily decreasing pretty much since Vanilla. This is interesting because rogues haven't really changed as a class since Vanilla. There have been small changes here and there, but by and large the rogue class is still the same as it was at creation. Instead, the game has changed around it.
I've always thought the rogue was well-designed. In fact, if you look at the other classes, more of them have moved towards the rogue model than otherwise. So why then has the rogue population dropped?
I think that it's not one major reason, but several trends. The cumulative weight of all these trends has been to push the rogue population down.
1. Non-rogue melee dps specs became viable.
In Vanilla, pretty much the only melee dps at endgame were the rogues. Warriors tanked. Druids, Shamans, and Paladins healed. Sure, you may have had one or two offspecs running around, but the heart of your melee dps in Vanilla was your quintet of rogues.
Now, of course, all these melee classes can dps. Many of them dual-wield as well, occupying a lot of the rogue style in melee. As well, they also offer more options than the pure DPS class. They can tank or heal if necessary.
2. The new classes overlap with the rogue.
Both monks and death knights are melee dps. Indeed, both of them can dual-wield. Again, the overlap in kit causes the rogue class to bleed players to these new classes.
3. The other pure DPS classes lost a lot of their weaknesses.
Hunters lost their dead zone. Mages and warlocks improved their mobility, cut down on long casts, and gained more instants. Meanwhile, the rogue's fundamental weakness, melee range, has not changed.
4. Stealth has been marginalized.
The signature non-combat ability of rogues is stealth. However, because no other class (save feral druids) uses stealth regularly, it has become a mostly unused ability. The major use of stealth these days is to launch an opener, more than anything else. It is not really used in group play at all.
Think about this in terms of crowd control. In the past, rogue stealth/sap was the only crowd control which did not start combat. So sap had a lot of uses. Now though, all the ranged crowd control is easier to use and does not start combat, while having the advantage of not requiring the caster to get close to the mob.
This devaluation of stealth becomes really obvious if you play The Old Republic. TOR has 2 of 8 classes able to stealth, and that includes tanks and healing specs. Stealth is really powerful in group play, because many packs have one member that, if sapped, will allow the group to avoid the pack. This includes the non-stealthies in the group. Running an instance with a good stealther is a hilariously awesome exercise in avoiding as much combat as possible. In WoW, this type of gameplay is only possible if the entire group is composed of rogues and druids.
Stealth is also the only method to avoid running back from a wipe in TOR. The stealther can vanish if everyone is dead, and then res a healer who resses the group. Between these two elements, stealth remains relevant to group play in a way that it does not in WoW.
Conclusions
Those are the four reasons that I believe are causing the rogue population to decline in WoW. I don't think it's really possible to do anything about the first three reasons, mostly because it would make the other classes howl.
However, a concerted effort to make stealth more useful in group play might be possible. As well, I think the next new class should be a ranged stealth class. Making stealth more common gives a reason to make it more useful, while a ranged class would avoid cannibalizing rogues even further.
I've always thought the rogue was well-designed. In fact, if you look at the other classes, more of them have moved towards the rogue model than otherwise. So why then has the rogue population dropped?
I think that it's not one major reason, but several trends. The cumulative weight of all these trends has been to push the rogue population down.
1. Non-rogue melee dps specs became viable.
In Vanilla, pretty much the only melee dps at endgame were the rogues. Warriors tanked. Druids, Shamans, and Paladins healed. Sure, you may have had one or two offspecs running around, but the heart of your melee dps in Vanilla was your quintet of rogues.
Now, of course, all these melee classes can dps. Many of them dual-wield as well, occupying a lot of the rogue style in melee. As well, they also offer more options than the pure DPS class. They can tank or heal if necessary.
2. The new classes overlap with the rogue.
Both monks and death knights are melee dps. Indeed, both of them can dual-wield. Again, the overlap in kit causes the rogue class to bleed players to these new classes.
3. The other pure DPS classes lost a lot of their weaknesses.
Hunters lost their dead zone. Mages and warlocks improved their mobility, cut down on long casts, and gained more instants. Meanwhile, the rogue's fundamental weakness, melee range, has not changed.
4. Stealth has been marginalized.
The signature non-combat ability of rogues is stealth. However, because no other class (save feral druids) uses stealth regularly, it has become a mostly unused ability. The major use of stealth these days is to launch an opener, more than anything else. It is not really used in group play at all.
Think about this in terms of crowd control. In the past, rogue stealth/sap was the only crowd control which did not start combat. So sap had a lot of uses. Now though, all the ranged crowd control is easier to use and does not start combat, while having the advantage of not requiring the caster to get close to the mob.
This devaluation of stealth becomes really obvious if you play The Old Republic. TOR has 2 of 8 classes able to stealth, and that includes tanks and healing specs. Stealth is really powerful in group play, because many packs have one member that, if sapped, will allow the group to avoid the pack. This includes the non-stealthies in the group. Running an instance with a good stealther is a hilariously awesome exercise in avoiding as much combat as possible. In WoW, this type of gameplay is only possible if the entire group is composed of rogues and druids.
Stealth is also the only method to avoid running back from a wipe in TOR. The stealther can vanish if everyone is dead, and then res a healer who resses the group. Between these two elements, stealth remains relevant to group play in a way that it does not in WoW.
Conclusions
Those are the four reasons that I believe are causing the rogue population to decline in WoW. I don't think it's really possible to do anything about the first three reasons, mostly because it would make the other classes howl.
However, a concerted effort to make stealth more useful in group play might be possible. As well, I think the next new class should be a ranged stealth class. Making stealth more common gives a reason to make it more useful, while a ranged class would avoid cannibalizing rogues even further.
Saturday, March 02, 2013
Diablo 3, the Auction House, and Efficiency
I've been thinking a fair bit about Diablo 3 lately. Unlike a lot of the gaming community, I thought D3 was quite a good game. In particular, I think the ability and rune system was inspired. However, I think Blizzard made one major mistake: the Auction House.
The Auction House is an understandable mistake, though. Diablo 2 had a lot of issues with people selling items on eBay, with all the attendant scams and customer service issues that entails. As well, just regular trading was a big hassle and not easy to undertake.
Blizzard basically had two choices: introduce a mechanism for secure trading; or disallow trading entirely. They went for the first option in the AH. More and more, I think they should have gone for the second option, and just not allowed trading. They already made loot drops from monsters be separate for each individual player. Banning trading would have only been one step further by not allowing others to see the items you drop.
The Auction House had a lot of negative effects. It made the game much too easy. D3 isn't that hard, but the difference between a character with only random drops, and one outfitted from the AH is huge. It devalued the whole blacksmith subsystem. I think that without the AH, D3 would have had far more longevity than it did.
The central fun in Diablo is making your character stronger. After you do the campaign once to see the story, the point is to kill more bosses and outfit your character with better and better gear. The AH allows you to "shortcut" that central fun, all in the name of efficiency.
Too much efficiency is not fun. Players will always argue for more and more efficiency. However, I think it's important for developers to stand firm against this trend. It is especially dangerous to offer shortcuts to whatever your "central fun" is. For example, if the central fun in your game is leveling, I don't think you should offer items that make leveling faster or easier.
For example, looking at WoW, I'm not certain if heirlooms, valor points, or tier tokens have really improved the game at all. They've all made the game more efficient, certainly. But I think that they've caused character progression to become too efficient, too easy. And I think Blizzard agrees with this stance to a degree. In 5.2, they're introducing rare Thunderforged gear, which makes gearing up fully much harder, and a less efficient, longer process.
The Auction House is an understandable mistake, though. Diablo 2 had a lot of issues with people selling items on eBay, with all the attendant scams and customer service issues that entails. As well, just regular trading was a big hassle and not easy to undertake.
Blizzard basically had two choices: introduce a mechanism for secure trading; or disallow trading entirely. They went for the first option in the AH. More and more, I think they should have gone for the second option, and just not allowed trading. They already made loot drops from monsters be separate for each individual player. Banning trading would have only been one step further by not allowing others to see the items you drop.
The Auction House had a lot of negative effects. It made the game much too easy. D3 isn't that hard, but the difference between a character with only random drops, and one outfitted from the AH is huge. It devalued the whole blacksmith subsystem. I think that without the AH, D3 would have had far more longevity than it did.
The central fun in Diablo is making your character stronger. After you do the campaign once to see the story, the point is to kill more bosses and outfit your character with better and better gear. The AH allows you to "shortcut" that central fun, all in the name of efficiency.
Too much efficiency is not fun. Players will always argue for more and more efficiency. However, I think it's important for developers to stand firm against this trend. It is especially dangerous to offer shortcuts to whatever your "central fun" is. For example, if the central fun in your game is leveling, I don't think you should offer items that make leveling faster or easier.
For example, looking at WoW, I'm not certain if heirlooms, valor points, or tier tokens have really improved the game at all. They've all made the game more efficient, certainly. But I think that they've caused character progression to become too efficient, too easy. And I think Blizzard agrees with this stance to a degree. In 5.2, they're introducing rare Thunderforged gear, which makes gearing up fully much harder, and a less efficient, longer process.
Friday, March 01, 2013
Disengaged
I really haven't been writing much lately. A lot of that is due to the fact that I just don't feel engaged in anything I am playing. I have TERA, The Secret World, The Old Republic and World of Warcraft installed.
TERA - My lancer is 45 or so, now. It's still fun, but, I don't know, something is missing. As you go higher in levels, it feels harder and harder to get a full group to kill things.
The Secret World - I restarted playing this when it went F2P. I haven't gotten out of the first zone yet. For some reason, I'm finding the regular gameplay very difficulty. I'm not sure if it's because my builds are bad, or for some other reason.
The Old Republic - Still in my guild, we're still spinning our wheels a bit. I think we're hovering around our skill level, and aren't really progressing. It's not really helping that the raid makeup doesn't seem very stable as people are constantly bringing in alts and similar shenanigans.
As well, I dislike the Section X daily zone. It's very annoying, some quests have abysmal drop rates, and it feels like you have to wade though heaps of useless enemies to get to your real objectives.
World of Warcraft - I finally got my weapon, and then haven't logged in since then. I still have to do the legendary quests. The issue is that I'm in my old guild, and I'm the only person in that guild. I think the cure here is to find a new guild and raid with them instead of running LFR. But I'm not sure if I actually want to do that.
Maybe I need to focus on one game. Choose one and concentrate on it.
Tuesday, February 26, 2013
Fake Gamers
Ophelie over at Bossy Pally has a post on the somewhat recent phenomenon of labeling people (mostly female) as "fake gamers". Penny Arcade did a comic on this a couple weeks ago as well. I wrote a comment on Ophelie's post, and thought I'd repost it here.
Heh, this topic reminds me of Ferraro, the fake female paladin from a couple years ago. She was a popular blogger and forum poster who was later revealed to be using pics of someone completely different. Kind of a pity, actually, as whoever was writing as Ferraro had some interesting points and insights. In any case, I’m pretty sure that Ferraro was a fake gamer.
Back on topic, I think a lot of the animus comes from certain male producers of secondary content like blogs and podcasts. They see female content producers zoom past them in terms of audience. These men feel that the work the women are producing is of lower quality. Thus the feel that the audience is entirely a result of being female. These men then label the women as "fake" gamers, implying that their audience is disproportionate to their skill or insight as gamers, and instead inflated by their gender.
And to bend over backwards to be fair, there is a point. A number of female bloggers/podcasters make the fact that they are female a central point in their blog/podcast identity. Think of how many female blogs use “grrl” or similar in their title. A lot of men see this as the women trading on the fact that they are female in order to attract an audience.
Personally, I think it is just that being female seems to be central to some women's identity in a way that being male just isn't for men. Male identity seems to be less about what you are, and more about what you do. This is better in some ways, and worse in others. Something like losing your job ends up cutting at the core identity for a lot of men.
In any case, I think that a lot of this issue isn't really about game players. It is really about the relationship between secondary content providers and their audience.
Heh, this topic reminds me of Ferraro, the fake female paladin from a couple years ago. She was a popular blogger and forum poster who was later revealed to be using pics of someone completely different. Kind of a pity, actually, as whoever was writing as Ferraro had some interesting points and insights. In any case, I’m pretty sure that Ferraro was a fake gamer.
Back on topic, I think a lot of the animus comes from certain male producers of secondary content like blogs and podcasts. They see female content producers zoom past them in terms of audience. These men feel that the work the women are producing is of lower quality. Thus the feel that the audience is entirely a result of being female. These men then label the women as "fake" gamers, implying that their audience is disproportionate to their skill or insight as gamers, and instead inflated by their gender.
And to bend over backwards to be fair, there is a point. A number of female bloggers/podcasters make the fact that they are female a central point in their blog/podcast identity. Think of how many female blogs use “grrl” or similar in their title. A lot of men see this as the women trading on the fact that they are female in order to attract an audience.
Personally, I think it is just that being female seems to be central to some women's identity in a way that being male just isn't for men. Male identity seems to be less about what you are, and more about what you do. This is better in some ways, and worse in others. Something like losing your job ends up cutting at the core identity for a lot of men.
In any case, I think that a lot of this issue isn't really about game players. It is really about the relationship between secondary content providers and their audience.
Sunday, February 17, 2013
The Pandaren Starting Zone
I recently created a pandaren monk and went through the new starting zone. Here are some thoughts and observations. There will be spoilers if you haven't done the zone.
By and large the zone is very good. It's fun, gets across a lot of the themes, and gives a small taste of what Pandaria will be like. The ballon ride is a particular high point.
However, in my mind, there is one major problem with the zone: Aysa Cloudsinger. With Aysa, Blizzard falls into the trap of "telling, not showing". Everyone comments about how amazing Aysa is, but she never actually acts amazing. I think she meditates while you kill stuff, and that's the high point of your interactions.
Whereas Ji Firepaw actually solves problems. Admittedly his solutions are a little crazy, but he is shown doing stuff. As well, Ji is never outright wrong. He's supposed to represent taking action rather than thinking about things. But the downside of taking action rapidly is that sometimes things go wrong. But this is never fully shown.
What's really weird is that Blizzard did not take the obvious route at the very end. Ji uses explosives to get rid of the ship in the turtle's side, which causes the turtle to start bleeding rapidly. This almost gets across the idea of making a bad situation worse, which is the drawback of Ji's philosophy. However, Ji is the one who thinks of using all the healers to staunch the wound. So Ji solves one problem, creates another problem, and then solves that problem too.
I don't really understand why Aysa is not the one who comes up with the idea of using the healers. It's the logical, obvious solution to balancing out the two factions, making them equal.
Also, the way Aysa is written at the end of zone, she is very reminiscent of an unfortunate female archetype: that of the nagging wife. Honestly, for the entire last part of the zone all she does is verbally criticize Ji. She does not come up with any ideas or solutions of her own.
In some ways this male vs female dichotomy is further reinforced by the Horde/Alliance NPCs. The Horde representative is male, like Ji. The Alliance representative is female, like Aysa. So the final choice has a very strong male vs female vibe to it. And in my view, the female Alliance side comes off very badly in the comparison, being the side which didn't actually do anything useful, just complained. I think is an unintentional error on Blizzard's part.
By and large the pandaren starting zone was very good. Aysa should have just done something in the final sequence, justifying the idea that she is a competent person. Again, "show, don't tell". If you want players to think of Aysa as competent, you have to show Aysa being competent. As well, Ji should have been shown at least once as being obviously wrong. And finally, I think the genders of the Horde/Alliance NPCs should have been switched to weaken the link between gender and the dueling philosophies.
By and large the zone is very good. It's fun, gets across a lot of the themes, and gives a small taste of what Pandaria will be like. The ballon ride is a particular high point.
However, in my mind, there is one major problem with the zone: Aysa Cloudsinger. With Aysa, Blizzard falls into the trap of "telling, not showing". Everyone comments about how amazing Aysa is, but she never actually acts amazing. I think she meditates while you kill stuff, and that's the high point of your interactions.
Whereas Ji Firepaw actually solves problems. Admittedly his solutions are a little crazy, but he is shown doing stuff. As well, Ji is never outright wrong. He's supposed to represent taking action rather than thinking about things. But the downside of taking action rapidly is that sometimes things go wrong. But this is never fully shown.
What's really weird is that Blizzard did not take the obvious route at the very end. Ji uses explosives to get rid of the ship in the turtle's side, which causes the turtle to start bleeding rapidly. This almost gets across the idea of making a bad situation worse, which is the drawback of Ji's philosophy. However, Ji is the one who thinks of using all the healers to staunch the wound. So Ji solves one problem, creates another problem, and then solves that problem too.
I don't really understand why Aysa is not the one who comes up with the idea of using the healers. It's the logical, obvious solution to balancing out the two factions, making them equal.
Also, the way Aysa is written at the end of zone, she is very reminiscent of an unfortunate female archetype: that of the nagging wife. Honestly, for the entire last part of the zone all she does is verbally criticize Ji. She does not come up with any ideas or solutions of her own.
In some ways this male vs female dichotomy is further reinforced by the Horde/Alliance NPCs. The Horde representative is male, like Ji. The Alliance representative is female, like Aysa. So the final choice has a very strong male vs female vibe to it. And in my view, the female Alliance side comes off very badly in the comparison, being the side which didn't actually do anything useful, just complained. I think is an unintentional error on Blizzard's part.
By and large the pandaren starting zone was very good. Aysa should have just done something in the final sequence, justifying the idea that she is a competent person. Again, "show, don't tell". If you want players to think of Aysa as competent, you have to show Aysa being competent. As well, Ji should have been shown at least once as being obviously wrong. And finally, I think the genders of the Horde/Alliance NPCs should have been switched to weaken the link between gender and the dueling philosophies.
Wednesday, February 13, 2013
Frontiers and Force Projection
There is a debate in Eve Online circles about the role of small, independent corporations in null-sec. To wit, there really isn't one. Null-sec has come to be dominated by large empires. To move into null-sec, a small corporation must sacrifice their independence, and generally bow down to one of the major powers.
I think this issue is not specific to Eve Online. Almost every sandbox game ends up with a similar problem. People want to be out on the frontier, to stake a claim, and watch that claim grow. It's very much the myth of the American West. But inevitably, these games run out of frontier.
But Eve has hundreds of star systems. At first glance, it seems that surely a frontier can still exist. The problem in Eve is that it is too easy for an empire to project force anywhere in its claimed space. If at any given time, the empire can bring its entire force to bear without repercussions, then warfare essentially becomes about who is larger. And the empire will always win that battle against a small corporation.
Let's say you have a large null-sec empire. A small corporation takes one star on the border. What happens? The empire drops its entire fleet on that star. There is generally no real downside to doing that.
But imagine there was a downside. Let's say it takes two weeks of real-time travel to get from the heart of an empire to its border. Now, the empire cannot send the entire fleet, because if another empire invades, it would take the fleet over a month to get back. Instead the empire has to send just enough ships to deal with the small corp. And the resulting battle might actually be won by the smaller corp, if the empire miscalculates.
The empire has to be able to be stretched "too thin" for smaller corporations to be able to exist alongside it. But so long as it is easy to project force, so long as distance does not really matter, the empire cannot be stretched too thin.
To be honest, I don't think this problem can be solved without significant travel time that lasts longer than a single play session. Significant travel time introduces logistics, supply lines and military strategy, as opposed to just military tactics. But significant travel time is highly inconvenient. I really doubt that anyone really wants to take two weeks or more to reach their destination.
But without significant travel time, it becomes a numbers game, and then a game of covert actions to influence that numbers game.
Frontiers cannot exist without meaningful distance. If you want your game to have a frontier, the price is the inconvenience of distance. And I don't think that players will accept that price.
I think this issue is not specific to Eve Online. Almost every sandbox game ends up with a similar problem. People want to be out on the frontier, to stake a claim, and watch that claim grow. It's very much the myth of the American West. But inevitably, these games run out of frontier.
But Eve has hundreds of star systems. At first glance, it seems that surely a frontier can still exist. The problem in Eve is that it is too easy for an empire to project force anywhere in its claimed space. If at any given time, the empire can bring its entire force to bear without repercussions, then warfare essentially becomes about who is larger. And the empire will always win that battle against a small corporation.
Let's say you have a large null-sec empire. A small corporation takes one star on the border. What happens? The empire drops its entire fleet on that star. There is generally no real downside to doing that.
But imagine there was a downside. Let's say it takes two weeks of real-time travel to get from the heart of an empire to its border. Now, the empire cannot send the entire fleet, because if another empire invades, it would take the fleet over a month to get back. Instead the empire has to send just enough ships to deal with the small corp. And the resulting battle might actually be won by the smaller corp, if the empire miscalculates.
The empire has to be able to be stretched "too thin" for smaller corporations to be able to exist alongside it. But so long as it is easy to project force, so long as distance does not really matter, the empire cannot be stretched too thin.
To be honest, I don't think this problem can be solved without significant travel time that lasts longer than a single play session. Significant travel time introduces logistics, supply lines and military strategy, as opposed to just military tactics. But significant travel time is highly inconvenient. I really doubt that anyone really wants to take two weeks or more to reach their destination.
But without significant travel time, it becomes a numbers game, and then a game of covert actions to influence that numbers game.
Frontiers cannot exist without meaningful distance. If you want your game to have a frontier, the price is the inconvenience of distance. And I don't think that players will accept that price.
Tuesday, February 12, 2013
New Ilum: Genius or Madness?
I can't decide if the new PvP area in Ilum in The Old Republic is genius or madness. All I know is that it is pretty hilarious.
To recap, the latest patch introduced a new area with dailies on Ilum. All rewards are cosmetic, aside from the fact that you unlock new bosses at some point. I believe the bosses drop gear from existing raids. There are 6 dailies in total, 4 in the PvE area, and 2 in the PvP area. So the PvP dailies are reasonably optional.
(At least as far as I am concerned. But there are a lot of people who disagree with me.)
The PvP area is interesting. It's a free-for-all zone, so you can attack your own faction. Only 4-person groups are permitted in the area. Larger raids get disbanded automatically.
The PvP objects respawn somewhat slowly. So there is significant advantage to killing other groups, because you remove your competition, and get your dailies done faster. As well, it gives the PvP groups points over which to fight.
It's really funny because people in chat are trying to get the factions to work together, and groups are instead randomly slaughtering each other. Area chat is hilarious.The Imperial side is convinced that the Republic is working together as a team, while the Imperials are attacking each other. Ironically, this seems very true to form, and totally in-character for each faction. I blame the Sith.
(Though the Republic side is probably saying the same thing.)
The design of the new area is quite well thought out, in my opinion. Free-for-all keeps things balanced on servers with unbalanced factions. Small teams only keeps the feel of multiple forces running around, prevents raids from stomping everyone, and gives tanks and healers a place in combat. The quest objects and respawn timers give people something to fight over, rather than simply ganking. Plus, it's only 2 of 6 quests, so it is pretty optional if you absolutely hate PvP.
The final interesting note is that this is a temporary event, though it will be repeated in the future. By making it temporary, it means that when the event appears again, everyone will flock to it again. This keeps the numbers high and many people involved, which is essential for good PvP.
All in all, this looks like a winner for the SWTOR dev team.
To recap, the latest patch introduced a new area with dailies on Ilum. All rewards are cosmetic, aside from the fact that you unlock new bosses at some point. I believe the bosses drop gear from existing raids. There are 6 dailies in total, 4 in the PvE area, and 2 in the PvP area. So the PvP dailies are reasonably optional.
(At least as far as I am concerned. But there are a lot of people who disagree with me.)
The PvP area is interesting. It's a free-for-all zone, so you can attack your own faction. Only 4-person groups are permitted in the area. Larger raids get disbanded automatically.
The PvP objects respawn somewhat slowly. So there is significant advantage to killing other groups, because you remove your competition, and get your dailies done faster. As well, it gives the PvP groups points over which to fight.
It's really funny because people in chat are trying to get the factions to work together, and groups are instead randomly slaughtering each other. Area chat is hilarious.The Imperial side is convinced that the Republic is working together as a team, while the Imperials are attacking each other. Ironically, this seems very true to form, and totally in-character for each faction. I blame the Sith.
(Though the Republic side is probably saying the same thing.)
The design of the new area is quite well thought out, in my opinion. Free-for-all keeps things balanced on servers with unbalanced factions. Small teams only keeps the feel of multiple forces running around, prevents raids from stomping everyone, and gives tanks and healers a place in combat. The quest objects and respawn timers give people something to fight over, rather than simply ganking. Plus, it's only 2 of 6 quests, so it is pretty optional if you absolutely hate PvP.
The final interesting note is that this is a temporary event, though it will be repeated in the future. By making it temporary, it means that when the event appears again, everyone will flock to it again. This keeps the numbers high and many people involved, which is essential for good PvP.
All in all, this looks like a winner for the SWTOR dev team.
Wednesday, February 06, 2013
Overlapping Offensive Cooldowns
Should offensive cooldowns stack?
Right now, there is a common complaint in Retribution Paladin circles that Ret burst dps is too high, while Ret sustained dps is too low. One of the major reasons this happens is that Ret can combine at least 3 strong offensive cooldowns together (and then trinkets, potions, etc.). There is a short 20-second window when the burst dps is very high indeed.
As a general rule of thumb, you always want to stack offensive cooldowns together. This is because subsequent cooldowns magnify the effect of the previous cooldowns.
As a simple example, say you do a baseline of 100 dps. Cooldown A increases damage by 20% for 10s, and Cooldown B increases damage by 30% for 10s. If we take a 20s window, we have:
Situation A: Stacking Cooldowns
Right now, there is a common complaint in Retribution Paladin circles that Ret burst dps is too high, while Ret sustained dps is too low. One of the major reasons this happens is that Ret can combine at least 3 strong offensive cooldowns together (and then trinkets, potions, etc.). There is a short 20-second window when the burst dps is very high indeed.
As a general rule of thumb, you always want to stack offensive cooldowns together. This is because subsequent cooldowns magnify the effect of the previous cooldowns.
As a simple example, say you do a baseline of 100 dps. Cooldown A increases damage by 20% for 10s, and Cooldown B increases damage by 30% for 10s. If we take a 20s window, we have:
Situation A: Stacking Cooldowns
[10s * 100 d/s * 1.20 * 1.30] + [10s * 100 d/s] = 1560 d + 1000 d = 2560 damageSituation B: Non-Overlapping Cooldowns
[10s * 100 d/s * 1.30] + [10s * 100 d/s * 1.20] = 1300 d + 1200 d = 2500 damage
Stacking cooldowns gives more damage.[1] Notice that stacking cooldowns also greatly increases the burst. Situation A has a window where the player is doing 156 dps, while in Situation B, the player maxes out at 130 dps. The "burst" dps is much closer to baseline dps.
Burst damage has always been a problem in WoW, especially in PvP. Blizzard is constantly making adjustments to reduce burst. As well, it generally contributes to an "unfun" feeling of play. 10% of the time, you're a god. 90% of the time, you're weak. An opposing player that runs into that 10% buzzsaw is going to be very unhappy. On the other hand, getting stunned or otherwise prevented from acting during your 10% window is devastating to you.
Perhaps a blanket rule that an offensive cooldown cannot be used while another offensive cooldown is active would go a long way to smoothing out gameplay. This would include things like on-use trinkets and potions, which you can control, but not uncontrollable procs. You'd probably also have to exempt Bloodlust, since trying to coordinate the entire raid would probably be a little excessive. And admittedly, saving one of your cooldowns for Bloodlust is a little bit of good gameplay.
It would also ease designing offensive cooldowns. The designers wouldn't have to worry about the combination of cooldowns, they would only need to consider base rotation/damage plus cooldown. Adding new offensive cooldowns, or shortening existing cooldown timers would become less dangerous, and more predictable, than it is currently.
All in all, I think a blanket rule preventing offensive cooldowns from overlapping would go a long way to smoothing out some of the gameplay and balance problems in WoW.
1. Excepting edge cases that generally involve hitting the haste hard cap with Bloodlust.
Wednesday, January 30, 2013
A Good LFR Experience
Since we usually hear stories about how terrible Looking For Raid is, I thought I'd mention a good experience I had last Sunday. We were on Amber-Shaper Un'sok. Both tanks were new to the fight, as were several other people.
And we wiped.
But people didn't start whining and complaining. Instead the fight was explained, especially the mechanics of the construct. Some people cycled in and out, but by and large the raid stayed together.
And we wiped again. But we did better.
The fight was re-explained, and the specific thing we were failing on was pointed out. Again, no raging.
And we wiped again, but came fairly close to finishing.
Still no complaints, and we tried again.
This time the boss died. And we finished the instance. Four attempts on the boss, each time getting better and better, until we got a kill. No whining and complaining, just explaining the strategy.
I think a great deal of this is due to the first person who spoke up after the wipes. He or she was very positive, focusing on mechanics, and the things that need to improve. Without insulting or denigrating the others in the raid.
I think the first person to be vocal sets a lot of the tone for the group. If that person is hateful and elitist then others feel like they have permission to be hateful and elitist. So the lesson here is not to stay quiet. If you want a pleasant experience, you should speak up first, and set the example for the group.
Then of course I ran into my standard loot luck. The only non-epic I have is my i450 weapon. I was hoping to get the Sha-Touched mace from Empress. Instead, I got a tier chest, which I already have. I popped a Greater Charm and got ... another tier chest!
Lady Fortune mocks me.
And we wiped.
But people didn't start whining and complaining. Instead the fight was explained, especially the mechanics of the construct. Some people cycled in and out, but by and large the raid stayed together.
And we wiped again. But we did better.
The fight was re-explained, and the specific thing we were failing on was pointed out. Again, no raging.
And we wiped again, but came fairly close to finishing.
Still no complaints, and we tried again.
This time the boss died. And we finished the instance. Four attempts on the boss, each time getting better and better, until we got a kill. No whining and complaining, just explaining the strategy.
I think a great deal of this is due to the first person who spoke up after the wipes. He or she was very positive, focusing on mechanics, and the things that need to improve. Without insulting or denigrating the others in the raid.
I think the first person to be vocal sets a lot of the tone for the group. If that person is hateful and elitist then others feel like they have permission to be hateful and elitist. So the lesson here is not to stay quiet. If you want a pleasant experience, you should speak up first, and set the example for the group.
Then of course I ran into my standard loot luck. The only non-epic I have is my i450 weapon. I was hoping to get the Sha-Touched mace from Empress. Instead, I got a tier chest, which I already have. I popped a Greater Charm and got ... another tier chest!
Lady Fortune mocks me.
Tuesday, January 29, 2013
PvP Reward Changes
Last year, I noted that Magic: the Gathering had dropped its ELO system for a pure point system. Last week, we saw the latest ripples of that change as Blizzard followed suit.
Blizzard announced that they would drop rating requirements on PvP. Instead, there is a point "threshold" for the best gear and weapons:
This is an excellent change, in my view. It encourages everyone to cap out on Conquest Points each week. Good teams will still earn gear faster, but all teams have the possibility of getting the best gear. It's unlikely that a poor team will be able earn very much Elite Tyrannical gear, but it's better than having it out of reach forever.
However, the caps on Conquest will prevent people from playing 24/7, like in the High Warlord system. There's also a catch-up mechanism that increases the caps as the season goes on for people who haven't earned a lot of Conquest (either because they have lower ratings, or because they were not playing.)
It's interesting how the pendulum swings. In the old High Warlord system, the problem was that people played too much, and that weaker players were completely shut out by time requirements. In the second iteration, where your rating determined how many points you earned, the problem was that people played too little, and that weaker players were completely shut out by the skill requirements. The third iteration pushed people to play more with conquest caps, but rating requirements still locked people out of gear progression.
This new system tries to split the difference, pushing people to play for a medium amount, while leaving weaker players with an upgrade path all the way to the best gear. I think this looks like a solid system, so kudos to the Blizzard PvP team.
Blizzard announced that they would drop rating requirements on PvP. Instead, there is a point "threshold" for the best gear and weapons:
Gear will be available in four tiers:Blizzard is not dropping rating entirely. It will still be used to matchmake, and will govern the maximum amount of points you can earn each week.
- Dreadful Gladiator’s gear will be crafted. (5.2)
- Malevolent Gladiator’s gear, including weapons, will be purchased with Honor Points. (5.2)
- New tier of PvP items: Tyrannical Gladiator’s gear will be purchased with Conquest Points. (5.2)
- Tyrannical Gladiator’s gear can be purchased for Honor after 27,000 Conquest Points are earned for the season. (5.3)
- Elite Tyrannical Gladiator’s gear can only be purchased with Conquest Points after 27,000 Conquest Points have been earned for the season. (5.2)
- Conquest Point weapons can only be purchased after 7,250 Conquest Points have been earned for the season. (5.2)
This is an excellent change, in my view. It encourages everyone to cap out on Conquest Points each week. Good teams will still earn gear faster, but all teams have the possibility of getting the best gear. It's unlikely that a poor team will be able earn very much Elite Tyrannical gear, but it's better than having it out of reach forever.
However, the caps on Conquest will prevent people from playing 24/7, like in the High Warlord system. There's also a catch-up mechanism that increases the caps as the season goes on for people who haven't earned a lot of Conquest (either because they have lower ratings, or because they were not playing.)
It's interesting how the pendulum swings. In the old High Warlord system, the problem was that people played too much, and that weaker players were completely shut out by time requirements. In the second iteration, where your rating determined how many points you earned, the problem was that people played too little, and that weaker players were completely shut out by the skill requirements. The third iteration pushed people to play more with conquest caps, but rating requirements still locked people out of gear progression.
This new system tries to split the difference, pushing people to play for a medium amount, while leaving weaker players with an upgrade path all the way to the best gear. I think this looks like a solid system, so kudos to the Blizzard PvP team.
Sunday, January 27, 2013
Tip: Scenario Queues and LFR
Tip: You can do Scenarios while in queue for Looking For Raid/Dungeon.
It's not well publicized, and the UI doesn't really explain this, but the scenario queue and LFR/LFD queues are concurrent. If you queue for both as dps, your scenario will pop up almost immediately When you’re done, you’ll be 15 min further into the LFD/LFR queue. Sometimes that’s enough to put you at the head of the line, putting you in LFD/LFR immediately.
Basically, you can spend the time waiting in queue for LFR/LFD by doing scenarios instead of dailies (or trolling trade chat, etc.) if you prefer.
It's not well publicized, and the UI doesn't really explain this, but the scenario queue and LFR/LFD queues are concurrent. If you queue for both as dps, your scenario will pop up almost immediately When you’re done, you’ll be 15 min further into the LFD/LFR queue. Sometimes that’s enough to put you at the head of the line, putting you in LFD/LFR immediately.
Basically, you can spend the time waiting in queue for LFR/LFD by doing scenarios instead of dailies (or trolling trade chat, etc.) if you prefer.
Wednesday, January 23, 2013
Thunderforged Items and Loot Incentives
Blizzard unveiled their latest scheme for loot in 5.2, Thunderforged gear:
Basically, Blizzard is introducing rare pieces of loot that are about half a tier higher than regular loot. They will drop in both 10 and 25-man raids, but will have a higher drop chance in 25s.
The way I see it is that Blizzard has two objectives here. First, they want to make the path to Best-in-Slot (BiS) a lot longer and a lot more work than it was previously. Normal BiS should be relatively easy to get, minus one or two pieces that never drop, like paladin healing weapons. But getting Thunderforged BiS will be very unlikely, so you'll be working on it until the next raid tier. However, the gap between Normal BiS and Thunderforged BiS should be small, so not having Thunderforged BiS should not be that big a deal.
(This is roughly analogous to Magic: the Gathering introducing Mythic Rares a few years ago. The higher rarity made it a lot harder to collect a full set.)
The second objective is to encourage people to do 25s. But here Blizzard runs into a contradiction. Thunderforged BiS cannot be good enough to make significant difference to the raid. If it is a large difference, an unlucky guild will have a lot of issues, and there will be loot drama, and lots of strife. It will end up like Legendaries in previous expansions once again.
But the items also have to seem to be good enough that the mere possibility of a higher drop rate is enough to get people to sign up for 25s. Don't forget that the drop rate has to scale for the larger raid size. If a 10-man has a 10% chance of getting a Thunderforged item, the 25-man needs a 25% chance before the extra bonus kicks in. Then the expected amount of Thunderforged items per person will be equal.
I am not sure this is enough. The move to 10s was driven by guild leaders and officers, and I'm not sure that they will see a higher drop rate as enough to make up for the extra work. Sure, this change will probably encourage some regular raiders to apply to 25s, but they would not have extra work in either case.
As well, as I've mentioned before, raiders do not handle randomness well. A higher drop rate on a rare item will seem pretty rare anyways, and I'm not sure that simply increasing the drop rate would be enough.
To actually convince officers to shift back to 25s, you would have to guarantee the Thunderforged item, not simply play the odds. If each 25-man boss guaranteed that one Thunderforged item would drop, I think that would be enough to steady 25-mans.
But that's a fairly high expected value for something Blizzard is positioning as a "rare" item. However, without the guarantee, officers will weigh the chance of extra loot against the extra work of 25s, and find it lacking.
In conclusion, Blizzard will succeed on one of their aims, increasing the work and time required to obtain a true BiS set. But this gambit will fail to stop the bleeding of 25-man raiding.
Each 5.2 raid boss will have a chance of dropping this new designation of a particular item that’s 6 item levels higher than their counterparts. These higher quality versions will be called “Thunderforged”. This means that there will be five variations of some items. You’ll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541....
We’re going to try having Thunderforged items drop more frequently in 25-player raids. They’ll be somewhat rare in both cases compared to the standard versions that’ll drop, but they’ll be even rarer in 10s. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.
Basically, Blizzard is introducing rare pieces of loot that are about half a tier higher than regular loot. They will drop in both 10 and 25-man raids, but will have a higher drop chance in 25s.
The way I see it is that Blizzard has two objectives here. First, they want to make the path to Best-in-Slot (BiS) a lot longer and a lot more work than it was previously. Normal BiS should be relatively easy to get, minus one or two pieces that never drop, like paladin healing weapons. But getting Thunderforged BiS will be very unlikely, so you'll be working on it until the next raid tier. However, the gap between Normal BiS and Thunderforged BiS should be small, so not having Thunderforged BiS should not be that big a deal.
(This is roughly analogous to Magic: the Gathering introducing Mythic Rares a few years ago. The higher rarity made it a lot harder to collect a full set.)
The second objective is to encourage people to do 25s. But here Blizzard runs into a contradiction. Thunderforged BiS cannot be good enough to make significant difference to the raid. If it is a large difference, an unlucky guild will have a lot of issues, and there will be loot drama, and lots of strife. It will end up like Legendaries in previous expansions once again.
But the items also have to seem to be good enough that the mere possibility of a higher drop rate is enough to get people to sign up for 25s. Don't forget that the drop rate has to scale for the larger raid size. If a 10-man has a 10% chance of getting a Thunderforged item, the 25-man needs a 25% chance before the extra bonus kicks in. Then the expected amount of Thunderforged items per person will be equal.
I am not sure this is enough. The move to 10s was driven by guild leaders and officers, and I'm not sure that they will see a higher drop rate as enough to make up for the extra work. Sure, this change will probably encourage some regular raiders to apply to 25s, but they would not have extra work in either case.
As well, as I've mentioned before, raiders do not handle randomness well. A higher drop rate on a rare item will seem pretty rare anyways, and I'm not sure that simply increasing the drop rate would be enough.
To actually convince officers to shift back to 25s, you would have to guarantee the Thunderforged item, not simply play the odds. If each 25-man boss guaranteed that one Thunderforged item would drop, I think that would be enough to steady 25-mans.
But that's a fairly high expected value for something Blizzard is positioning as a "rare" item. However, without the guarantee, officers will weigh the chance of extra loot against the extra work of 25s, and find it lacking.
In conclusion, Blizzard will succeed on one of their aims, increasing the work and time required to obtain a true BiS set. But this gambit will fail to stop the bleeding of 25-man raiding.
Monday, January 21, 2013
Simplify Your Strategies
Big Bear Butt wrote a post last month, Some Folk You Just Can't Reach, that I meant to respond to. In the post, BBB asks,
The reason this happens is because raid strategies, videos, and guides are usually created by the elite, and to be frank, they are just better at handling complexity than the rest of us. As well, they are usually running at the edge of progression, and need to maximize performance, even at the cost of increased complexity.
When you drop down to lower raids, you generally see the same flaws. For example, take target switching. Elite guilds are good at target switching, and their strategies reflect that. In contrast, lower tier guilds are much worse at target switching than you would predict. Ideally, to adapt a strategy for a lower tier guild, you want to minimize the amount of target switching required.
As well, you generally want to minimize your concerns during a fight. One big mistake raid leaders often make is that they will recite the entire boss fight to the raid, bombarding people with extraneous information. In my opinion, the key to learning new fights is to ignore everything that is unimportant to you and only care about the things you personally need to care about.
This may result in some wipes that you could have prevented if you knew what the other roles were doing, but it will also result in you learning your own role much faster. Worry about yourself first before worrying about others.
As well, regular guilds often benefit a lot from practice and repetition, especially if you can practice a single element at a time. In a way, this is unfortunate, because regular guilds are also the ones which quit early after a few wipes.
One technique I am very fond of is practicing the movement of a fight before you actually pull the boss. Ideally this is done in the actual boss's room if possible, but otherwise any open space will do. This way you can focus on the movement, without having to worry about DPS or adds.
If you have a single person who is having trouble with movement, often having them just move, without doing dps or healing, for an attempt or two can help enormously. Sadly, you can't do this with tanks.
The final thing when adapting strategies for a regular guild is to avoid "being clever". I'm very suspicious of people being clever in raids in order to theoretically "make things easier". In my experience, it often ends badly. Don't worry about special tips and tricks. Focus on the basics, the bare minimum, and worry about tricks after those have been mastered.
Always remember that the default raid strategies are being created by the elite, and the elite often err on the side of complexity. Expecting your regular raid guild to flawlessly execute a complex elite strategy is foolish. Instead, you'd be better off simplifying as much as you can, minimizing movement and target switches, and ignoring "clever" tricks. Add complexity back into the strategy as you need to.
So, do you blame someone else for being slower than others, if they’re trying like hell but just aren’t getting it?Well, the first thing you do is simplify. I'm sure, as a former marine, BBB is very familiar with the KISS (Keep It Simple, Stupid!) principle. And yet, when it comes to raid strategies, very often people ignore this principle.
The reason this happens is because raid strategies, videos, and guides are usually created by the elite, and to be frank, they are just better at handling complexity than the rest of us. As well, they are usually running at the edge of progression, and need to maximize performance, even at the cost of increased complexity.
When you drop down to lower raids, you generally see the same flaws. For example, take target switching. Elite guilds are good at target switching, and their strategies reflect that. In contrast, lower tier guilds are much worse at target switching than you would predict. Ideally, to adapt a strategy for a lower tier guild, you want to minimize the amount of target switching required.
As well, you generally want to minimize your concerns during a fight. One big mistake raid leaders often make is that they will recite the entire boss fight to the raid, bombarding people with extraneous information. In my opinion, the key to learning new fights is to ignore everything that is unimportant to you and only care about the things you personally need to care about.
This may result in some wipes that you could have prevented if you knew what the other roles were doing, but it will also result in you learning your own role much faster. Worry about yourself first before worrying about others.
As well, regular guilds often benefit a lot from practice and repetition, especially if you can practice a single element at a time. In a way, this is unfortunate, because regular guilds are also the ones which quit early after a few wipes.
One technique I am very fond of is practicing the movement of a fight before you actually pull the boss. Ideally this is done in the actual boss's room if possible, but otherwise any open space will do. This way you can focus on the movement, without having to worry about DPS or adds.
If you have a single person who is having trouble with movement, often having them just move, without doing dps or healing, for an attempt or two can help enormously. Sadly, you can't do this with tanks.
The final thing when adapting strategies for a regular guild is to avoid "being clever". I'm very suspicious of people being clever in raids in order to theoretically "make things easier". In my experience, it often ends badly. Don't worry about special tips and tricks. Focus on the basics, the bare minimum, and worry about tricks after those have been mastered.
Always remember that the default raid strategies are being created by the elite, and the elite often err on the side of complexity. Expecting your regular raid guild to flawlessly execute a complex elite strategy is foolish. Instead, you'd be better off simplifying as much as you can, minimizing movement and target switches, and ignoring "clever" tricks. Add complexity back into the strategy as you need to.
Sunday, January 13, 2013
Upgrading Gear in 5.2 and Beyond
Green Armadillo at Player Versus Developer takes note of the fact that Blizzard has removed the Upgrade Vendor NPC from the 5.2 PTR. This is the NPC who allows you to upgrade your gear for Valor. He sees this as an failure of Blizzard's part, a signal that they have over-emphasized the importance of item level in the current game.
That's one plausible interpretation. However, I'd like to offer a different--and perhaps simpler--explanation.
Perhaps Blizzard is removing the Upgrade Vendor NPC in 5.2 so that they can bring him back in 5.3.
See, the thing is that--given Blizzard's current goals for patches--5.3 is probably not going to include a raid. I imagine that it will be a patch very much like 5.1 was. A new reputation, a new storyline, lots of random side-events. Those sort of activities only ever reward sidegrades. They won't offer true upgrades a tier higher than the current raids.
Of course, character progression is still important. I think Blizzard still believes that a patch without any way to improve your character will not be popular with their playerbase. That position could very well be correct.
Bringing back the Upgrade Vendor in 5.3 allows people to continue improving their gear at that point. You continue raiding to fill out missing pieces and earn Valor to improve your current gear.
This is a much more likely plan for Blizzard. Upgrading gear probably required a significant amount of tech to implement, and it is very unlikely that they did not foresee any mechanical issues (with scaling, etc.) that would result.
So I think the plan looks more like:
That's one plausible interpretation. However, I'd like to offer a different--and perhaps simpler--explanation.
Perhaps Blizzard is removing the Upgrade Vendor NPC in 5.2 so that they can bring him back in 5.3.
See, the thing is that--given Blizzard's current goals for patches--5.3 is probably not going to include a raid. I imagine that it will be a patch very much like 5.1 was. A new reputation, a new storyline, lots of random side-events. Those sort of activities only ever reward sidegrades. They won't offer true upgrades a tier higher than the current raids.
Of course, character progression is still important. I think Blizzard still believes that a patch without any way to improve your character will not be popular with their playerbase. That position could very well be correct.
Bringing back the Upgrade Vendor in 5.3 allows people to continue improving their gear at that point. You continue raiding to fill out missing pieces and earn Valor to improve your current gear.
This is a much more likely plan for Blizzard. Upgrading gear probably required a significant amount of tech to implement, and it is very unlikely that they did not foresee any mechanical issues (with scaling, etc.) that would result.
So I think the plan looks more like:
- In 5.2, players upgrade their gear by doing the new Thunder King raid and getting new items.
- In 5.3, players upgrade their gear by spending Valor on the gear they earned in the previous tier. All the non-Royalty guilds will also still be progressing through the Thunder King raid, and earning new gear that way. And of course, filling things out with sidegrades from the new non-raid content.
That's more plausible than Blizzard suddenly deciding right now that the entire concept of upgrading gear was a mistake.
Update: Looks like I was right! Post from Bashiok:
Update: Looks like I was right! Post from Bashiok:
Even Ethereals need a vacation, and the item upgraders (Voidbinders), are no exception. They’re saying they need to go home to take care of business arrangements, but … I’m not convinced. I think they’re just homesick for their ‘space mummy’ families.
Ok ok, fourth wall broken, we’re actually just temporarily removing them from the game for 5.2 due to the new raid tier. The idea with the item upgrade system is that it’s a way to spend currency on upgrading items when buying new items isn’t the clear path. Either you’ve bought everything, or at least most of them, and then spend currency to get that extra *oomph*. With a new raid tier coming, we don’t want to create a trap where people are wondering what’s more lucrative: spend currency on new items, or on the new gear appearing on vendors? (Hint: It’s the new gear on vendors.) To help ensure we’re not indirectly encouraging anyone to spend their currency somewhere they probably shouldn’t, the item upgraders will be taking a break.
Right now we’re planning for them to return in 5.3, which will not have a raid tier, and offer upgrades again as people will have likely have some currency to burn. We’re not sure yet if we’ll continue this cycle of having them take a break for raid patches and then come back in non-raid patches, but we’ll continue evaluating as we go, absorb feedback, and let you know how these plans evolve.
Thursday, January 10, 2013
The Old Republic Expansion
The Old Republic is releasing a mini-expansion, Rise of the Hutt Cartel. It costs $10 for subscribers, and $20 for non-subscribers. It has 5 levels and a new planet.
Sadly, the class stories are not continued, with only two storylines, Empire and Republic being offered.
The real question, in my mind, is how will this mini-expansion interact with the current endgame. TOR has built up a fair chunk of PvE endgame by now, and I can't imagine that this small piece of content can totally replace that. At best, I expect one or two flashpoints, and one operation. That doesn't sound like enough.
Maybe the power curve will be very flat, allowing the current endgame, or at least the latest two operations to stay relevant.
Still, this will be an interesting experiment.
Sadly, the class stories are not continued, with only two storylines, Empire and Republic being offered.
The real question, in my mind, is how will this mini-expansion interact with the current endgame. TOR has built up a fair chunk of PvE endgame by now, and I can't imagine that this small piece of content can totally replace that. At best, I expect one or two flashpoints, and one operation. That doesn't sound like enough.
Maybe the power curve will be very flat, allowing the current endgame, or at least the latest two operations to stay relevant.
Still, this will be an interesting experiment.
Thursday, December 27, 2012
Looking For Raid, Pandaria Edition
My computer was having a lot of trouble with Looking For Raid in Pandaria. It would crash often, on pretty much every fight. Given that it would occasionally crash at other times, I finally bit the bullet and got a new machine. Ah well, the old one served effectively for almost five years, so I guess it was just time.
So in the past couple of weeks, I've actually gotten to try out the new raids in Mists of Pandaria, if only the LFR versions. Here are some thoughts.
I like pretty much all the raids in this tier. They're a lot of fun, with interesting mechanics. By and large the difficulty seems appropriate for LFR. It's doable, but you do need at least some of your group to pay attention.
Skill-wise, LFR seems pretty much the same. There doesn't appear to be any completely terrible people, but there's the standard not-switching targets or killing adds issue that always plagues LFR. I can usually count on having at least 4 of 6 healers being competitive on the meters.
I've switched away from Eternal Flame to Sacred Shield. In LFR, raw HPS is pretty much the only thing that matters, because you can't "trust" your other healers in the same manner as in a normal raid group. So raw raid healing with cooldowns on the tanks is more likely to help the group survive. That means heavy reliance on Holy Radiance and Light of Dawn.
Loot System
So the big controversy with LFR this time around is the loot system. I have mixed feelings about it. On the whole, I think I get loot at the same rate as in previous tiers. And per-character loot definitely solved the drama issues with LFR loot in previous tiers.
But now, killing a boss seems like a big letdown. Previously, you killed the boss, and there was a cascade of purples. Maybe you personally wouldn't get anything, but there was plenty of treasure for the group. But now, most of the time it seems like just a small amount of gold, which is a disappointment.
I don't know. It's like before, the treasure definitely existed. If you didn't get an item, then someone else did. You saw rogues get cool daggers, and hunters get bows, and enthused with everyone else when they got their items. But now, it seems like 80% of the time there is no treasure at all.
Also, not being able to get off-spec gear is a bit disappointing. Especially since rep gear costs Valor, that precludes reputation as a source of off-spec gear. But on the other hand, it's better than people taking off-spec gear over main spec players.
This is especially reinforced with the Greater Charms of Forture. You pop a Charm, and 80% of the time is just gold, again. Blizzard should have just tripled the cost per Charm, and only allowed you get one per week, but made it guarantee a drop.
I don't really see a decent solution for the loot issues. Maybe announcing the winners of items to the raid, since you can't change anything, would be enough to get the old feel back. This system is good enough, though. I just feel sad that the previous system wasn't able to work, that it died in a tragedy of the commons.
So in the past couple of weeks, I've actually gotten to try out the new raids in Mists of Pandaria, if only the LFR versions. Here are some thoughts.
I like pretty much all the raids in this tier. They're a lot of fun, with interesting mechanics. By and large the difficulty seems appropriate for LFR. It's doable, but you do need at least some of your group to pay attention.
Skill-wise, LFR seems pretty much the same. There doesn't appear to be any completely terrible people, but there's the standard not-switching targets or killing adds issue that always plagues LFR. I can usually count on having at least 4 of 6 healers being competitive on the meters.
I've switched away from Eternal Flame to Sacred Shield. In LFR, raw HPS is pretty much the only thing that matters, because you can't "trust" your other healers in the same manner as in a normal raid group. So raw raid healing with cooldowns on the tanks is more likely to help the group survive. That means heavy reliance on Holy Radiance and Light of Dawn.
Loot System
So the big controversy with LFR this time around is the loot system. I have mixed feelings about it. On the whole, I think I get loot at the same rate as in previous tiers. And per-character loot definitely solved the drama issues with LFR loot in previous tiers.
But now, killing a boss seems like a big letdown. Previously, you killed the boss, and there was a cascade of purples. Maybe you personally wouldn't get anything, but there was plenty of treasure for the group. But now, most of the time it seems like just a small amount of gold, which is a disappointment.
I don't know. It's like before, the treasure definitely existed. If you didn't get an item, then someone else did. You saw rogues get cool daggers, and hunters get bows, and enthused with everyone else when they got their items. But now, it seems like 80% of the time there is no treasure at all.
Also, not being able to get off-spec gear is a bit disappointing. Especially since rep gear costs Valor, that precludes reputation as a source of off-spec gear. But on the other hand, it's better than people taking off-spec gear over main spec players.
This is especially reinforced with the Greater Charms of Forture. You pop a Charm, and 80% of the time is just gold, again. Blizzard should have just tripled the cost per Charm, and only allowed you get one per week, but made it guarantee a drop.
I don't really see a decent solution for the loot issues. Maybe announcing the winners of items to the raid, since you can't change anything, would be enough to get the old feel back. This system is good enough, though. I just feel sad that the previous system wasn't able to work, that it died in a tragedy of the commons.
Tuesday, December 11, 2012
The Case Against Cross-Server Raiding
Big Bear Butt had a post last week decrying Blizzard's stance against cross-realm raiding in the current tier. Ghostcrawler tweeted that Blizzard was worried "about what it would do to guilds". BBB generally disagreed with Ghostcrawler, and felt that cross-realm raiding would generally be good for the game.
Well, I'm here to outline the future where cross-realm raiding goes badly.
If you look at BBB's post, there's an underlying, unstated assumption. He assumes that if you need a raider for that last spot, you would pull from your guild, then pull from your cross-realm friends list, and lastly pull from trade chat on your server. That there is a priority list that goes:
Well, I'm here to outline the future where cross-realm raiding goes badly.
If you look at BBB's post, there's an underlying, unstated assumption. He assumes that if you need a raider for that last spot, you would pull from your guild, then pull from your cross-realm friends list, and lastly pull from trade chat on your server. That there is a priority list that goes:
- Guild
- Friends
- Strangers
Now suppose that assumption doesn't hold. Suppose with the advent of cross-realm raiding, the priority list becomes:
- Friends
- Guild
- Strangers
I.e. you pull from your friends list before you pull from your guild.
This would do immeasurable damage to WoW in the long run. If you're someone new to end game, how would you break into raiding? Right now, the path is you apply to a guild, and the guild takes you on runs. The application and acceptance does not require an existing friendship. Both sides understand that they are taking a chance on strangers.
A lot of people don't like guild apps because they are impersonal, but that distance sometimes makes things easier. The guild app process provides a path where strangers can become friends through raiding together. Every new app is a stranger to the guild as a whole, not yet a friend.
In contrast, breaking into someone's circle of friends will be very hard. They'll be raiding with their friends, so you can't play with them. The barrier to entry for raiding could become much larger, and the barrier between strata of raiders could become even higher. If you're a Royalty raider, is it better to raid with another Royalty raider from a different server, or take an effective stranger from your current server?
Now, you could say that this future isn't likely, that no one will prioritize Friends over Guild. (Though, wouldn't many people say you should prioritize Friends over Guildies?) But one never knows how people will react. I would have never predicted everyone rolling Need in LFR, and subgroups funneling loot to their own members. And obviously, neither did Blizzard. But that happened.
As well, prioritizing Friends over Guild does provide two distinct advantages. First, you get to play with friends, as opposed to people who are still strangers. Second, your pool of friends is often higher quality (and a known quality) than new guildies. If you're friends with someone in Paragon, bringing her alt is more likely to lead to success than taking your latest guild recruit. And as we've seen time and again, WoW players always take the short-term success, even if that leads to issues in the long run.
So that's the case against cross-realm raiding in the current tier. If it goes badly, it has the potential to seriously damage the method through which people get introduced to serious raiding, as well as one of the major methods by which strangers become friends in the game. It has the potential to see the raiding stratas become very tight cliques, which become harder and harder to break into.
Raiding needs new blood to keep going, and anything that has the potential to damage or block that intake should be looked at with great trepidation.
Sunday, December 09, 2012
Preview: City of Steam
Last Monday, Andrew Woodruff from Mechanist Games gave me a little tour of their upcoming MMO, City of Steam.
City of Steam is a browser-based game. But it doesn't match traditional notions of a browser-based game. It's a fully 3D game, with pretty decent graphics, and is very responsive. Mechanist Games is focusing on making as easy to jump in and play as possible, with very fast loading times. It's actually quite an impressive technical feat, in my opinion.
The setting is a more steampunk-ish, Victorian or Industrial Age fantasy. There are humans, elves and orcs, but the orcs and goblins form the working underclass. It's similar to Troika's Arcanum: Of Steamworks and Magick Obscura.
Mechanics-wise, it looks to be a themepark MMO using the trinity. The main classes are Gunner (ranged dps), Warder (melee dps/tank), Arcanist (mage), and Channeler (healer). Gameplay is quest driven to start, but there are lots of dungeons. Also interesting is that the dungeons have challenge modes, which change the objective of the dungeon. One challenge mode might be to kill 200 enemies in 5 minutes, or break 100 barrels, or make it to the end before the timer.
I tried out a Gunner for a bit. The animations were nice, and the early part was fun. I didn't get very far, and only got a peek at the customization options, which look very extensive and looks like complicated fun. People who enjoy tweaking their characters should enjoy this aspect.
Somehow, even though it is a 3D over-the-shoulder perspective, I got a very "Diablo II" vibe. I'm not sure entirely why that is so, it may just be how the UI is laid out, and the fact that there's lots of barrels and crates to break. But that's probably a good sign.
In keeping with the extremely accessible theme, City of Steam is going to be a F2P game.
All in all, City of Steam looks like it will be an interesting game. It's definitely worth checking out, especially to see how far the brower can be pushed, and how quickly you can just jump in and start playing. It really drove home just how much more powerful modern computers are.
City of Steam is a browser-based game. But it doesn't match traditional notions of a browser-based game. It's a fully 3D game, with pretty decent graphics, and is very responsive. Mechanist Games is focusing on making as easy to jump in and play as possible, with very fast loading times. It's actually quite an impressive technical feat, in my opinion.
The setting is a more steampunk-ish, Victorian or Industrial Age fantasy. There are humans, elves and orcs, but the orcs and goblins form the working underclass. It's similar to Troika's Arcanum: Of Steamworks and Magick Obscura.
Mechanics-wise, it looks to be a themepark MMO using the trinity. The main classes are Gunner (ranged dps), Warder (melee dps/tank), Arcanist (mage), and Channeler (healer). Gameplay is quest driven to start, but there are lots of dungeons. Also interesting is that the dungeons have challenge modes, which change the objective of the dungeon. One challenge mode might be to kill 200 enemies in 5 minutes, or break 100 barrels, or make it to the end before the timer.
I tried out a Gunner for a bit. The animations were nice, and the early part was fun. I didn't get very far, and only got a peek at the customization options, which look very extensive and looks like complicated fun. People who enjoy tweaking their characters should enjoy this aspect.
Somehow, even though it is a 3D over-the-shoulder perspective, I got a very "Diablo II" vibe. I'm not sure entirely why that is so, it may just be how the UI is laid out, and the fact that there's lots of barrels and crates to break. But that's probably a good sign.
In keeping with the extremely accessible theme, City of Steam is going to be a F2P game.
All in all, City of Steam looks like it will be an interesting game. It's definitely worth checking out, especially to see how far the brower can be pushed, and how quickly you can just jump in and start playing. It really drove home just how much more powerful modern computers are.
Tuesday, December 04, 2012
Leadership and Effort
In a comment to my review of The Guild Leader's Companion, Bearness writes:
No matter how you slice it, leading a guild is work. You have to recruit people, deal with drama, keep things running, and keep people happy.
If anything, one could argue that running a serious raiding guild is easier because the expectations of people are much more concrete. Everyone expects to log in and raid at time X, that loot will be distributed according to the system, and the goal is to kill bosses. You're all on the same page.
A casual guild, on the other hand, can't really count on any of its members to show up for anything. Some of them might, some of them might not. And that is even more soul-destroying to a guild leader who's trying to make the game fun for her guildies.
Maybe this is an outdated idea, but I've always felt that the point of organization is to make life easier, to make it run more smoothly. Which ends up allowing you to have "more fun". You can concentrate on having fun, and the rules and structure take care of the necessary elements.
It's kind of like money. Sure, you can go through life running on the edge, using a credit card or borrowing money to pay for stuff and then paying it back. Heck, I've done that before. But it's astonishing how much easier a small cushion of savings makes your life. Even just a couple months of living expenses stashed away makes a radical difference in how smoothly your life can flow. It may even just be a psychological benefit, not having to worry about things as much.
That's the same role that good rules and good structure plays in a guild. Ultimately, it makes life easier, and allows you to have more fun.
The book sounds helpful and thorough...and very disenchanting. I feel intrigued and disgusted at the same time. At what point did running a gaming guild become so business-like? I understand that a guild, especially a big one, has a lot of social dynamics and requires some leadership and organization to run properly. But, I feel like it can be done without dehumanizing guild members into "human resources".
Making things look effortless requires a lot of effort.
I do appreciate certain efficiency in my gaming. If I play for x amount of hours, I'd like to have something to show for it. At the same time, it's just a game, which means the main purpose is to have fun. For me, even if I didn't kill the boss or get that "phat" loot, if I had a good time hanging out with fellow gamers, mission accomplished. But, I guess everyone has different expectations.
No matter how you slice it, leading a guild is work. You have to recruit people, deal with drama, keep things running, and keep people happy.
If anything, one could argue that running a serious raiding guild is easier because the expectations of people are much more concrete. Everyone expects to log in and raid at time X, that loot will be distributed according to the system, and the goal is to kill bosses. You're all on the same page.
A casual guild, on the other hand, can't really count on any of its members to show up for anything. Some of them might, some of them might not. And that is even more soul-destroying to a guild leader who's trying to make the game fun for her guildies.
Maybe this is an outdated idea, but I've always felt that the point of organization is to make life easier, to make it run more smoothly. Which ends up allowing you to have "more fun". You can concentrate on having fun, and the rules and structure take care of the necessary elements.
It's kind of like money. Sure, you can go through life running on the edge, using a credit card or borrowing money to pay for stuff and then paying it back. Heck, I've done that before. But it's astonishing how much easier a small cushion of savings makes your life. Even just a couple months of living expenses stashed away makes a radical difference in how smoothly your life can flow. It may even just be a psychological benefit, not having to worry about things as much.
That's the same role that good rules and good structure plays in a guild. Ultimately, it makes life easier, and allows you to have more fun.
Monday, December 03, 2012
Agency and Failure
Milady wrote a really interesting post last week about Agency and Powerlessness. She contends that gaming narratives are immature in part because the hero always succeeds.
I agree and disagree with Milady. Gaming narratives are often immature because the hero is always successful, sometimes verging on omnipotence. However, Milady attributes this to the general maturity level of the gaming industry, suggesting that the gaming industry prefers adolescent fantasies. I disagree with this view. I think gaming narratives are the way they are because of the fundamental structure of games.
Failure in games is different than failure in novels and movies. In novels and movies the writer controls both the protagonist and the challenges she faces. Thus the writer can have the protagonist fail, and the audience considers it a valid failure. Similarly, in real life it is person versus the world, and if the person fails, that failure is valid.
But games are innately adversarial, either player versus the rules, or player versus the game writer/designer. For failure to be considered valid, the player must fail because of a choice she made. Failure that is simply imposed by the rules or game designer is not considered valid, not considered fair. Every situation the game puts the player in must have a solution. If a player fails to find the solution, that is a fair loss. But if no solution exists, the game is flawed.
To put it another way, Kobayashi Maru situations are innately bad game design. The audience instinctively understands this, and when James Kirk reprograms the simulator, they applaud his ingenuity.
It is fundamentally a question of the balance of power in gaming. It is trivially easy for the game designer to make a no-win scenario. Thus it is bad form for one to actually do so. You see this in tabletop RPGs. The Game Master can easily wipe out the player characters whenever she feels like it. But a GM who actually does this is considered a bad GM, and accused of "railroading". Failure must come from the players' actions, because the GM has all the power.
So from this we see the problem that games have. All situations the game puts the player in must contain a path to success to be considered fair, valid, and good game design. But, especially in an age of saving and reloading, the player can take all successful paths, and end up with a narrative where the hero is effectively omnipotent.
Sometimes games get around this by offering paths which are partial successes and partial failures. For example, in Mass Effect there is a choice on Virmire. The player can either save Ashley or Kaiden. She cannot save both. So that situation is one way of making the player fail in a "fair" manner.
Similarly the game can make the player fail by having the player make the choice to fail. Where failure is actually the right choice. But this is extraordinarily hard to do without making things feel artificial and forced. Of all the games I have ever played, only Planescape: Torment and Bastion have ever come close to this.
A Solution
My solution to this issue is a gamist solution. The problem is caused by the nature of game mechanics, and thus it must be fixed by game mechanics, not narrative ones. We desire a narrative game where the player does not always succeed. But the player's failure must come from the choices the player makes.
My solution is to have narrative success constrained by a resource the player controls.
You always hear political pundits declare that "the president must spend his political capital" as if political capital was an actual resource that is accumulated and then cashed in. So let's borrow that idea.
The narrative game should have a resource called Influence. The player earns Influence in some manner, and can spend Influence to adjust the outcomes of situations. But the player does not have enough Influence to affect the outcomes of all situation. She must chose which situations she must win, and which situations she can afford to lose.
This sets up a game where every given situation has a solution, but not all solutions can be taken. The player will fail sometimes, but she always fails because of her own choices. Either she spent the necessary Influence on other problems, or she chooses not to spend Influence on this problem, that she can live with the default outcome, and saves Influence for a future problem.
Games are not like other works of art. Failure must be handled in a form true to gaming. It cannot just imposed from above in order to create a mature narrative.
I agree and disagree with Milady. Gaming narratives are often immature because the hero is always successful, sometimes verging on omnipotence. However, Milady attributes this to the general maturity level of the gaming industry, suggesting that the gaming industry prefers adolescent fantasies. I disagree with this view. I think gaming narratives are the way they are because of the fundamental structure of games.
Failure in games is different than failure in novels and movies. In novels and movies the writer controls both the protagonist and the challenges she faces. Thus the writer can have the protagonist fail, and the audience considers it a valid failure. Similarly, in real life it is person versus the world, and if the person fails, that failure is valid.
But games are innately adversarial, either player versus the rules, or player versus the game writer/designer. For failure to be considered valid, the player must fail because of a choice she made. Failure that is simply imposed by the rules or game designer is not considered valid, not considered fair. Every situation the game puts the player in must have a solution. If a player fails to find the solution, that is a fair loss. But if no solution exists, the game is flawed.
To put it another way, Kobayashi Maru situations are innately bad game design. The audience instinctively understands this, and when James Kirk reprograms the simulator, they applaud his ingenuity.
It is fundamentally a question of the balance of power in gaming. It is trivially easy for the game designer to make a no-win scenario. Thus it is bad form for one to actually do so. You see this in tabletop RPGs. The Game Master can easily wipe out the player characters whenever she feels like it. But a GM who actually does this is considered a bad GM, and accused of "railroading". Failure must come from the players' actions, because the GM has all the power.
So from this we see the problem that games have. All situations the game puts the player in must contain a path to success to be considered fair, valid, and good game design. But, especially in an age of saving and reloading, the player can take all successful paths, and end up with a narrative where the hero is effectively omnipotent.
Sometimes games get around this by offering paths which are partial successes and partial failures. For example, in Mass Effect there is a choice on Virmire. The player can either save Ashley or Kaiden. She cannot save both. So that situation is one way of making the player fail in a "fair" manner.
Similarly the game can make the player fail by having the player make the choice to fail. Where failure is actually the right choice. But this is extraordinarily hard to do without making things feel artificial and forced. Of all the games I have ever played, only Planescape: Torment and Bastion have ever come close to this.
A Solution
My solution to this issue is a gamist solution. The problem is caused by the nature of game mechanics, and thus it must be fixed by game mechanics, not narrative ones. We desire a narrative game where the player does not always succeed. But the player's failure must come from the choices the player makes.
My solution is to have narrative success constrained by a resource the player controls.
You always hear political pundits declare that "the president must spend his political capital" as if political capital was an actual resource that is accumulated and then cashed in. So let's borrow that idea.
The narrative game should have a resource called Influence. The player earns Influence in some manner, and can spend Influence to adjust the outcomes of situations. But the player does not have enough Influence to affect the outcomes of all situation. She must chose which situations she must win, and which situations she can afford to lose.
This sets up a game where every given situation has a solution, but not all solutions can be taken. The player will fail sometimes, but she always fails because of her own choices. Either she spent the necessary Influence on other problems, or she chooses not to spend Influence on this problem, that she can live with the default outcome, and saves Influence for a future problem.
Games are not like other works of art. Failure must be handled in a form true to gaming. It cannot just imposed from above in order to create a mature narrative.
Sunday, December 02, 2012
Review: The Guild Leader's Companion, 2nd Ed
Adam 'Ferrel' Trzonkowski of Epic Slant sent me a review copy of his latest book, The Guild Leader's Companion. This is the second edition of that book, but I had not read the first one so it is entirely new to me.
Preliminary Observations
I read The Guild Leader's Companion in electronic (epub) format, so I'm not really sure what the paper version looks or feels like. The electronic version was good enough, with a detailed table of contents.
The Guild Leader's Companion is well written. It is written in a more conversational style than most non-fiction guides, with Ferrel using first-person a fair bit, and drawing on his personal experiences as a guild leader. Interestingly enough, Ferrel's experience comes from Everquest 2 and Rift, not WoW. Everything is more or less the same, though as all three games have a very similar style.
For the content, I am in basic agreement with Ferrel about almost everything. I may spend more time on the things I disagree with in this review.
One small thing I would have liked is a summary section at the end of each chapter. It does seem a little superfluous, but I've always liked summaries in other non-fiction that I've read.
Chapter 1 - Human Resources
Ferrel goes over the major categories of individuals in a guild and discusses them: the Leader, the Officers, Team Leaders, Franchise Members, and regular Members. I particularly like the discussion on Franchise Members, as they are a very important part of the guild which is not often given much ink.
Ferrel introduces an acronym, STAFF, which stands for Serenity, Transparency, Availability, Flexibility, and Fairness. These are the virtues that Ferrel believes leaders should espouse. There is a good discussion about these virtues. In particular, Ferrel has convinced me of the necessity of Serenity and Availability as essential leader attributes.
This chapter also discusses Recruiting, Punitive Actions, Organizational Longevity, Burnout, Leading vs Management, and Social Interaction. In particular, the section on Recruiting is quite good, with much detailed and concrete advice.
Chapter 2 - Organization Structure
In this chapter Ferrel discusses Purpose, Founding Documents, Written Rules, Hierarchy, Culture and Community. The chapter is a solid mix of specific advice and more general discussion.
In particular, the notion of detailing 'outs' in the rules, specifying when and how rules will be changed or explicitly giving the leader authority in unclear situations, is well done. If, during play, one of the rules turns out to be a bad rule, the founding documents should specify how the situation is handled.
It's something that seems obvious, but that many guilds don't really consider, until they're faced with the situation, and then they panic and make hasty and unwise decisions.
The only thing I would quibble with in this chapter is that Ferrel is a bit too narrow in his vision of ranks as a hierarchy of authority, as in the military. He does not really acknowledge the notion of ranks as 'tags' specifying specific attributes, rather than the flow of authority.
Chapter 3 - Public Relations
This chapter talks about Branding, Forum Behavior, Website Behavior, Dealing with Developers, Meetings, and Alliances. I rather imagine that Dealing with Developers is not really something that most guilds have to worry about. Again this chapter has a lot of solid advice.
Chapter 4 - Applying Leadership Skills to Content Types
This is an interesting chapter. Here Ferrel goes through different types of content such as Small Group, Raids, Competitive Raiding, PvP, Crafting, and Roleplaying. He offers specific advice for each type of content.
The advice is generally well thought out. However, this chapter does discuss everything from the point of view of extended gameplay. I think some thoughts on how a guild interacts with automatic group creation, such as Dungeon Finder and Raid Finder, would be worthwhile.
Chapter 5 - Data Accounting and Resource Management
This chapter is really about Loot Distribution, with a small discussion on meters thrown in. I'm not really a big fan of Ferrel trying make things more universal by talking about Resources instead of Loot. It did make this chapter a little harder to read than it should have been.
However, Ferrel is strongly in the "Loot as Investment" side of things, and this discussion proceeds almost entirely from that. This approach is defensible. Indeed, most high-end guilds follow the same path. But it does leave one blind to problems that a "Loot as Reward" outlook would anticipate.
I haven't read a treatise on Loot Distribution that I have been totally satisfied with. Ferrel's discussion comes close, and is a quite solid discussion on several specific loot systems. However, it is missing several major ones (Shroud, Suicide Kings, Gold DKP, Wishlist). I also think it would benefit from a lower level discussion, specifically about the trade-offs involved.
Heh, maybe one of these days I'll write my own guide to loot distribution.
Finally, a small quibble, but Compound Interest is the wrong name for a problem Ferrel describes, where members use points that are built up from previous content to win items from current content. This section was really confusing until I realized what he was talking about.
Chapter 6 - The GLC2e in Practice
Here Ferrel talks about the ideas that he has put into practice with his two guilds from EQ2 and Rift. He details problems that his previous guilds ran into, and solutions that they came up with.
Final Observations
There is one major element of guild leadership that Ferrel is missing: Time Management. Time Management is a crucial aspect of running a guild, and really should be pulled out and examined on it's own. But that's really the only section which is missing.
The Guild Leader's Companion is an excellent guide to running guilds in MMOs. Most guild leaders will find that this book contains useful and specific advice that can be applied to any guild.
Preliminary Observations
I read The Guild Leader's Companion in electronic (epub) format, so I'm not really sure what the paper version looks or feels like. The electronic version was good enough, with a detailed table of contents.
The Guild Leader's Companion is well written. It is written in a more conversational style than most non-fiction guides, with Ferrel using first-person a fair bit, and drawing on his personal experiences as a guild leader. Interestingly enough, Ferrel's experience comes from Everquest 2 and Rift, not WoW. Everything is more or less the same, though as all three games have a very similar style.
For the content, I am in basic agreement with Ferrel about almost everything. I may spend more time on the things I disagree with in this review.
One small thing I would have liked is a summary section at the end of each chapter. It does seem a little superfluous, but I've always liked summaries in other non-fiction that I've read.
Chapter 1 - Human Resources
Ferrel goes over the major categories of individuals in a guild and discusses them: the Leader, the Officers, Team Leaders, Franchise Members, and regular Members. I particularly like the discussion on Franchise Members, as they are a very important part of the guild which is not often given much ink.
Ferrel introduces an acronym, STAFF, which stands for Serenity, Transparency, Availability, Flexibility, and Fairness. These are the virtues that Ferrel believes leaders should espouse. There is a good discussion about these virtues. In particular, Ferrel has convinced me of the necessity of Serenity and Availability as essential leader attributes.
This chapter also discusses Recruiting, Punitive Actions, Organizational Longevity, Burnout, Leading vs Management, and Social Interaction. In particular, the section on Recruiting is quite good, with much detailed and concrete advice.
Chapter 2 - Organization Structure
In this chapter Ferrel discusses Purpose, Founding Documents, Written Rules, Hierarchy, Culture and Community. The chapter is a solid mix of specific advice and more general discussion.
In particular, the notion of detailing 'outs' in the rules, specifying when and how rules will be changed or explicitly giving the leader authority in unclear situations, is well done. If, during play, one of the rules turns out to be a bad rule, the founding documents should specify how the situation is handled.
It's something that seems obvious, but that many guilds don't really consider, until they're faced with the situation, and then they panic and make hasty and unwise decisions.
The only thing I would quibble with in this chapter is that Ferrel is a bit too narrow in his vision of ranks as a hierarchy of authority, as in the military. He does not really acknowledge the notion of ranks as 'tags' specifying specific attributes, rather than the flow of authority.
Chapter 3 - Public Relations
This chapter talks about Branding, Forum Behavior, Website Behavior, Dealing with Developers, Meetings, and Alliances. I rather imagine that Dealing with Developers is not really something that most guilds have to worry about. Again this chapter has a lot of solid advice.
Chapter 4 - Applying Leadership Skills to Content Types
This is an interesting chapter. Here Ferrel goes through different types of content such as Small Group, Raids, Competitive Raiding, PvP, Crafting, and Roleplaying. He offers specific advice for each type of content.
The advice is generally well thought out. However, this chapter does discuss everything from the point of view of extended gameplay. I think some thoughts on how a guild interacts with automatic group creation, such as Dungeon Finder and Raid Finder, would be worthwhile.
Chapter 5 - Data Accounting and Resource Management
This chapter is really about Loot Distribution, with a small discussion on meters thrown in. I'm not really a big fan of Ferrel trying make things more universal by talking about Resources instead of Loot. It did make this chapter a little harder to read than it should have been.
However, Ferrel is strongly in the "Loot as Investment" side of things, and this discussion proceeds almost entirely from that. This approach is defensible. Indeed, most high-end guilds follow the same path. But it does leave one blind to problems that a "Loot as Reward" outlook would anticipate.
I haven't read a treatise on Loot Distribution that I have been totally satisfied with. Ferrel's discussion comes close, and is a quite solid discussion on several specific loot systems. However, it is missing several major ones (Shroud, Suicide Kings, Gold DKP, Wishlist). I also think it would benefit from a lower level discussion, specifically about the trade-offs involved.
Heh, maybe one of these days I'll write my own guide to loot distribution.
Finally, a small quibble, but Compound Interest is the wrong name for a problem Ferrel describes, where members use points that are built up from previous content to win items from current content. This section was really confusing until I realized what he was talking about.
Chapter 6 - The GLC2e in Practice
Here Ferrel talks about the ideas that he has put into practice with his two guilds from EQ2 and Rift. He details problems that his previous guilds ran into, and solutions that they came up with.
Final Observations
There is one major element of guild leadership that Ferrel is missing: Time Management. Time Management is a crucial aspect of running a guild, and really should be pulled out and examined on it's own. But that's really the only section which is missing.
The Guild Leader's Companion is an excellent guide to running guilds in MMOs. Most guild leaders will find that this book contains useful and specific advice that can be applied to any guild.
Tuesday, November 27, 2012
Currency Conundrum
So in Patch 5.1, Blizzard converted [Lesser Charm of Good Fortune] into currency. Then they gave us [Domination Point Commission] as an item drop.
One step forward, one step back. Sometimes Blizzard's logic is hard to fathom.
One step forward, one step back. Sometimes Blizzard's logic is hard to fathom.
Sunday, November 25, 2012
Indians and Gaming
A lot of feminist gamers decry the fact that gaming companies are almost totally male. Personally, I've never felt this was an entirely fair accusation. To me, gaming companies are mostly male because computer science and engineering programs are mostly male. When the pool of talent you hire from looks like X, it's hard not to end up looking like X, especially when you pay below-market wages.
Of course, there is a bit of chicken-and-egg going on here. A lot of men go into Computer Science because they are gamers, and the idea of maybe joining a gaming company after graduation lingers in the back of their minds. (Then they find out about the hours and pay, and decide to go into business programming.)
But something about the above formulation troubled me. Then I realized that it is wrong. Game company demographics do not quite match CS demographics. Oh, they more or less match according to gender, but they don't match according to race.
Specifically, the Indian population is missing from gaming.
If you drop into a CS program, you will notice that there are three significant racial groups: White, Asian, and Indian. (I am ruthlessly compressing several cultures into each category. Painting with broad strokes.) But the gaming industry is almost totally White and Asian.
Indeed, I would argue that geek and gaming culture is mainly White and Asian. It is rather interesting that Indians are missing, given that all three cultures share enough similarities to make Computer Science a common goal.
Now, I'm not ascribing the difference to racism or anything like that. Rather, I would say that the geek/gaming culture carries many White and Asian people into CS, and the gaming companies recruit from that stream. Meanwhile, the large presence of Indians in CS is a effect of Indian culture's esteem for engineering, and seeing engineering-like careers as desirable.
I've been musing about this lately because (as you may have guessed from my name) I am Indian by ancestry. But when I was young, my parents moved to a town that was almost entirely White. (The actual story is a little more complicated than this, but it will suffice.) So in many ways I am White by culture, and part of that is that I fell into the geek/gaming subculture. It's pretty much what White people of my temperament and talents do: read sf and fantasy, rhapsodize about Star Trek, and play video games. It was what all my (White) friends did, and since I was like them, I did the same.
Then I went to university and encountered that divide I discuss above. I went to a very techy university with tons of fellow geeks. But even though there was a large Indian presence at university, it was almost non-existent in geek circles, even though those circles pulled people from the same classes.
It was, and still is, slightly disconcerting. Growing up, I had made the assumption that I was the only Indian geek I knew because there was a bare handful of Indians in the town's population. Then I went to university, met a large Indian population, and realized I was still pretty much the only Indian geek I knew.
I'm sure there are others out there, but it has always seemed odd to me that there isn't a larger Indian presence in gaming and geekdom, given the fact that there are so many Indians in CS and engineering.
Of course, there is a bit of chicken-and-egg going on here. A lot of men go into Computer Science because they are gamers, and the idea of maybe joining a gaming company after graduation lingers in the back of their minds. (Then they find out about the hours and pay, and decide to go into business programming.)
But something about the above formulation troubled me. Then I realized that it is wrong. Game company demographics do not quite match CS demographics. Oh, they more or less match according to gender, but they don't match according to race.
Specifically, the Indian population is missing from gaming.
If you drop into a CS program, you will notice that there are three significant racial groups: White, Asian, and Indian. (I am ruthlessly compressing several cultures into each category. Painting with broad strokes.) But the gaming industry is almost totally White and Asian.
Indeed, I would argue that geek and gaming culture is mainly White and Asian. It is rather interesting that Indians are missing, given that all three cultures share enough similarities to make Computer Science a common goal.
Now, I'm not ascribing the difference to racism or anything like that. Rather, I would say that the geek/gaming culture carries many White and Asian people into CS, and the gaming companies recruit from that stream. Meanwhile, the large presence of Indians in CS is a effect of Indian culture's esteem for engineering, and seeing engineering-like careers as desirable.
I've been musing about this lately because (as you may have guessed from my name) I am Indian by ancestry. But when I was young, my parents moved to a town that was almost entirely White. (The actual story is a little more complicated than this, but it will suffice.) So in many ways I am White by culture, and part of that is that I fell into the geek/gaming subculture. It's pretty much what White people of my temperament and talents do: read sf and fantasy, rhapsodize about Star Trek, and play video games. It was what all my (White) friends did, and since I was like them, I did the same.
Then I went to university and encountered that divide I discuss above. I went to a very techy university with tons of fellow geeks. But even though there was a large Indian presence at university, it was almost non-existent in geek circles, even though those circles pulled people from the same classes.
It was, and still is, slightly disconcerting. Growing up, I had made the assumption that I was the only Indian geek I knew because there was a bare handful of Indians in the town's population. Then I went to university, met a large Indian population, and realized I was still pretty much the only Indian geek I knew.
I'm sure there are others out there, but it has always seemed odd to me that there isn't a larger Indian presence in gaming and geekdom, given the fact that there are so many Indians in CS and engineering.
Thursday, November 22, 2012
Opposite Gender Avatar Study
I got an email from Amalia Badawi about a psychology study at Charles Darwin University in Australia about people who may or may not use characters/avatars of the opposite sex. I thought I would pass it along for your delectation:
We are conducting an Internet based psychological study at Charles Darwin University [in Australia] and are seeking male and female participants who are over 18 years of age, are able to read and write in English fluently and who use avatars. The study will examine participants' identification with their avatars as well as explore why people may use, or not use an avatar of the opposite sex. The study will examine psychosocial functioning in the real world, personality factors as well as sex role identification of the participants' and their avatars. Please go to http://cduhes.asia.qualtrics.com/SE/?SID=SV_brQ0uYKeagINqo4 for more details. You are not required to provide any identifying information in order to participate. All information given will be anonymous and protected. Ethics approval has been obtained for the conduct of this study. Thank you.
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