Thursday, November 14, 2013

Warlords of Draenor: Leveling

The big news in leveling is that WoD will give every account one free level 90 (I gather you can boost any one character to 90), allowing them to completely bypass the old leveling game.

I have mixed feelings about this. On the one hand, if you want to play with your friends, 90 levels is a pretty huge barrier. Plus, your friends can help you adjust to the flood of abilities at 90, not to mention that you can play with Proving Grounds and the 10 levels of Draenor.

On the other hand, I believe that a game should not offer a shortcut for it's "central fun", and leveling is certainly a very important part of the WoW experience. As well, it's a lot easier to adjust to all your abilities when you get them slowly over time.

On the third hand, leveling has been sped up and simplified so much that it is a hollow shell of the leveling experience in Vanilla/TBC.  There's really two opposing viewpoints here. One side feels that leveling should take time and effort. The other side believes that leveling is an inconvenience before getting to endgame. In the past, Blizzard has attempted to split the difference, making you level, but increasing the leveling speed so that you reach endgame fairly quickly.

I don't think this compromise has satisfied either side. One side is unhappy that they are outleveling their quests, while the other side is unhappy that they have to level at all.

I hope that Blizzard takes this opportunity to recalibrate leveling to something more sane. Something that may take longer overall, but the pacing of individual zones more closely matches the older experience. After all, everyone will already have at least one 90 that they can use for endgame. And probably this will get offered as a character service for an extra payment.

Then you can skip it leveling you want. But if you want to level, you get a proper, non-rushed experience.

Tuesday, November 12, 2013

Warlords of Draenor: Lore

As Mists of Pandaria progressed, and the Alliance complaints about "Horde favoritism" got louder, I bet there were some Blizzard developers looking on with dismay. Unlike the rest of us, they knew that the upcoming expansion--with production already in full swing--was Horde-centric, dialed up to 11.

After the WoD reveal, I think that even the most die-hard Horde supporters have to concede that the Alliance has a point about faction focus in the storyline. Still, hopefully there will be some interesting elements about the Draenei and some paladins running around smiting orcs.

As for the expansion topic itself, eh, it seems okay. Instead of time travel, it's probably easier to think of it as a "Mirror Universe" version of Draenor.

The one thing I am a bit concerned about is that Blizzard seems to be focusing on their core properties a little too much lately. Hearthstone is Warcraft-skinned. Heroes of the Storm uses the Warcraft/Starcraft/Diablo universes.  Now WoD hearkens back to the original Warcraft games. Admittedly, it does come after Mists of Pandaria, which ventured into a new direction.

Nostalgia is all well and good, but sometimes you need to look forward, not backward.

 I would like to see Blizzard come up with a new Intellectual Property. Their three universes all date from the 1990s. Perhaps Titan would have been a new IP, but that's been sent back to the drawing board.

Monday, November 11, 2013

Warlords of Draenor: Raiding

As predicted, flexible raiding kills normal raiding and takes its stuff.

In WoD, there will be four raiding modes, each on separate loot lockout:

1. Raid Finder

More or less the same as now, with a little bit of scaling tech. I'm not really sure what the scaling will really add, given that every role but tank fills pretty fast. I don't really see fights scaling down from 2 tanks to 1.

What I would like to see is for signing up for multiple instances to be the norm, more like Dungeon Finder. For example, let me sign up for all of the Siege of Ogrimmar instances at once. As long as I get put in an instance that still has bosses I haven't killed this week, life should be okay. It would mean that the pools for each wing would be much larger, and raids able to form quicker.

Also, I would like to see four tanks, but that's very unlikely.

2. Normal Raids

What's currently Flexible difficulty. Scales from 10 to 25 people.

The only really interesting thing here is the loot system. Apparently Personal Loot will become an option like Master Loot or Need Before Greed. Otherwise the amount of loot you get will scale. I gather this means that--if you get 1 item per 5 raiders--11 raiders would mean you will have a 20% change of getting 3 items, and an 80% chance of getting 2 items.

3. Heroic Raids

What's currently Normal difficulty, but with flexible scaling. Scales from 10 to 25 people. Pretty much the same as WoD Normal, but more difficult.

4. Mythic Raids

Current Heroic difficulty. Fixed size of 20 players. Having a fixed size should allow Blizzard to make more inventive fights. As well, the race (at least in the West) will have a common format. One nice thing about 20 players is that you should be able to take your bench along when you farm a Heroic Raid.

This does suck a bit for current Heroic-10 groups, but the scaling of the lower level should allow them to work back up to size if they wish to. As for current Heroic-25 groups worried about cutting people, the truth is that there is always churn around expansion time. Some people will want to retire, some will want to come back. The drop from 25 to 20 should be taken care of with normal attrition.

There are also several high end raiders worried that the separate lockouts will mean that they will need to run every instance. I think that the fact that the lower difficulties are flexible will make it easier, it make showing up more optional. You can have smaller subgroups run the lower difficulties, without really affecting things.

Personally, I like separate lockouts because you don't have to worry about time as much. You just finish one instance and then start on the next. When you want more time on a specific instance, you just drop a lower instance from the schedule.

Questions and Conclusions

I wonder what will happen with Thunderforged/Warforged gear. As well, how will Valor be handed out? I wonder if it wouldn't be better to just drop these two ideas altogether. Just go old school and rely on drops entirely.

All in all, I think this is a solid plan for raiding. I think the Flexible raids will make roster and attendance issues much less of a headache for all non-Mythic guilds. Even Mythic guilds should find that the Flexible nature of the Heroic raids will make organizing farming runs a fair bit easier, allowing them to focus on the truly difficulty content.

Sunday, November 10, 2013

Warlords of Draenor: Itemization Changes

Blizzcon has come and gone. Lots of information about the next expansion, Warlords of Draenor, was released. Let's take a look at some of the changes.  WoD will see a fairly large overhaul of gear. Here's a summary of what's coming.

1. Armor with different primary stats is going away.

There will be no more "Strength" plate or "Intellect" plate armor. Instead, plate armor will have both Strength and Intellect. If you're a Holy paladin, you use the Intellect. If you're a Ret paladin or a warrior, you use the Strength. The same thing will happen with mail and leather (Agility/Intellect gear).  Set gear will use the bonuses for the current spec.

This is a brilliant solution to the Intellect plate problem. It makes armor usable by far more specs. It allows Blizzard to make lots of armor with different combinations of secondary stats. It makes life a bit easier for gearing up secondary specs.

All in all, a superb solution. A veritable Alexander's sword cutting though the Gordian Knot.

2. Hit, Expertise, Dodge, and Parry stats are going away.

Juggling the Hit and Expertise caps has long been an annoying problem. So these stats are being removed. I imagine that special attacks will always hit, while white attacks may have a small miss chance still.

The tanking stats are also being removed. It looks like tanks are going to focus on active mitigation. One thing to note is that it looks like there won't be "tank" armor or "dps" armor. Each spec might be prefer different secondary stats, but it won't be as obvious as it is now.

3. Reforging is being removed.

I called for the removal of reforging (and hit/expertise) back in 2011. I've never liked it. It's been an ugly hack, and I'm glad it's gone.

The only concern is that the differential between the Best-in-Slot piece and the second-best piece will be slightly larger. But everyone chases BiS anyways, and the game got along fine with this gap back in Vanilla/TBC.

4. Tertiary Stats

This seems very vague at the moment, but Blizzard is looking at putting new small unusual stats on items. Maybe things like movement speed increases. Possibly gem sockets will become rarer and less important.

I dunno, I wonder if one of these small stats will be overpowered and then everyone wants it. Somewhat like some procs on current gear. But I guess we'll have to see more concrete items to judge.

5. Item squish

It looks like all the numbers will be reduced in size, by at least an order of magnitude. It seems mostly cosmetic, with assurances that old content will still be soloable.

Concerns - Spirit?

All this looks pretty good. The only concern I have is with Spirit. I don't see how Spirit can go on armor. Since DPS and Tanks get nothing from Spirit, Spirit gear would be automatically tagged as healer gear, and then non-spirit gear is not for healers. This seems to cut against the whole reasoning behind combining armor types. Not much point in getting rid of Intellect plate if Spirit plate takes its place.

But if armor doesn't have Spirit, that means the total Spirit a healer can have is a significantly lower proportion than she has now. So I'm a bit curious as to how Blizzard will handle regen. Maybe they'll just tune mana regen for the lower amount of spirit.

Or possibly this is a signal that the devs are looking to reign in mana regen, and conservation and triage will once again be part of the healer vocabulary. I personally am in favor of this style of play, but it was a large part of the Cataclysm intro dungeon/raid debacle. I am not sure if the community will approve of making mana more important for healers again.

Monday, November 04, 2013

Warlords of Draenor Expansion Speculation

The major rumor running around pre-Blizzcon is that the next WoW expansion will be titled "Warlords of Draenor". The rumor is that we will go back to Draenor (last seen in The Burning Crusade) and end up time-traveling through the past to see Grom Hellscream.

Going back to Draenor seems like a legitimate topic for an expansion. Focus outward on the Burning Legion, bring back Alleria and Turalyon.

The time travel part of things seems a little more sketchy. I'd be more inclined to believe that there are a couple Caverns of Time dungeons focusing on Grom Hellscream or Ner'zhul and the rise of the Horde.

The biggest problem with a time travel expac is how would you explain all these different races showing up? A Pandaren in Outlands? The Caverns of Time handles it by putting us in disguise as the opposite faction as appropriate. But while that's fine (and even fun) for a single instance, having your character be a different model for an entire expac does not sound appealing.

Still, we'll see what happens at Blizzcon. Personally, I'm still holding out for Corgis Unleashed!

Wednesday, October 30, 2013

Namespaces

Star Wars is going to be reclaiming numerous character names on Nov 1. Essentially names of character who are under level 30, have not logged in for 3 months or so, and do not belong to current subscribers will be freed up. I think this is great news. Last time I tried to make a character, it was quite hard to come up with a name that had not been taken.

It's interesting to see what approaches new MMOs are taking to naming. Names have to be unique, so that you can uniquely identify the people you mail or interact with. But at the same time, the "good" names get taken early and players have to resort to more and more unusual names.

Cryptic tags character names with @account. So you can use any name for your character, but your account name has to be unique. The downsides here are that there is an explicit link between your characters and your account, which a lot of people don't like. And it does look kind of funny.

Some games like GW2 allow names to include spaces or punctuation (a common one is a period). This allows you to make names which are more complicated, but still easy to remember.

FFXIV makes you chose a first name and a last name. This allows you to vary a common first name with different last names, while still having everyone use your first name in conversation. As well, it seems to make people name their characters better.

Of the current methods, I like having a first and last name the best. It's simple and easy, and feels natural. I think that new MMOs should strongly consider using this model for their naming schemes.

Sunday, October 27, 2013

FFXIV: A Realm Reborn - Review

I've been playing Final Fantasy XIV: A Realm Reborn for the last two months or so. I finally finished the main campaign and got a maximum level character. So it's about time for a review.

FFXIV is a themepark fantasy MMO in the WoW/EQ model. However, it has a very old-school feel to it. In a lot of ways it feels closer to Vanilla WoW than to modern WoW. The global cooldown is 2.5s, leading to a slower, more deliberate style of play. Rotations are simpler, usually being actual rotations where you go A-B-C, repeat, while throwing in some cooldowns.  A lot of people don't like the long GCD, but I rather do. I'm not a fan of the way haste has sped up WoW.

However, there is more emphasis on movement. Many mobs will do area attacks indicated by a red shape on the ground, which you have to move out of. I find that this works will with the slower pace of the game.

The setting and storyline are very Japanese/anime style. Personally I find it interesting because it is askew from Western sensibilities. For example, nations are divided by philosophy, not race. Each nation, even the bad guys, is composed of the same races as the others.  The story line is pretty decent as well, full of the anime tradition of bad guys philosophizing. (The bad guys are pretty awesome. There's one guy who dual-wields shields. With guns on them.)

The only problem with the storyline, in my mind, is that the final climax comes during an endgame dungeon. People farming the dungeon become very impatient as you watch the cutscenes. SWTOR had your main storyline be entirely single-player (though others could tag along) and it worked much better. You could watch the finale in peace without inconveniencing anyone.

The major mechanical attraction is the class system. A single character can level up in multiple classes. Each class has a specific weapon type. Switching to that weapon switches your class. This is a particularly elegant mechanic, especially with the built-in armor system. To qualify for advanced classes, called "jobs", you have to level up multiple classes. For example, my character's main job is Paladin. I had to level Gladiator to 30 and Conjurer (healing priest type) to 15. Paladin is essentially an advanced Gladiator, so leveling as a Paladin also increases my Gladiator level.

Each class can use some abilities from other classes. Some abilities can be used by any class, while others can only be used by closely related classes. For example, my Paladin pulls some abilities from Conjurer and Marauder.

Now, each class must be leveled up separately. You can grind mobs, kill specific mobs listed in a hunting log, do "levequests" (repeatable quests), dungeons, scenario-like "duties", or "FATES". FATES are essentially public quests like rifts in RIFT. They appear on the map, have an object, and then disappear when done. Regular quests can only be done once per character. Somewhat unfortunately, FATES are the best way of getting experience, and that's how most people end up leveling secondary classes.

The class system extends to crafting classes. Each crafting and gathering class is a fully realized class with 50 levels. You get xp by crafting or gathering. Crafting is kind of like combat. You use different abilities attempting to get as high a quality as you can without running out of durability. I actually like this system a lot. It's very interesting if you like crafting.

FFXIV is also rather group-centric. The main storyline requires that you do several dungeons. Dungeons are old-school. Threat matters a lot, as does marking and killing in order. Thankfully it seems like the people who do play can follow the rules. By and large, my grouping experiences have been excellent. Of course, I am playing a tank, so I do get to exert a fair bit of control over the run.

Endgame is also very old-school. Here is the current endgame in FFXIV:


The first raid is the very bottom of the chart. There's lots of grinding and work to even become raid-ready. It reminds me a lot of running dungeons in Vanilla, trying to get my class set.  As well, several fights in the list are supposed to be very difficult. People are already selling carries for HM Titan, among others. But there is a real sense of progression as you work your way through. The path is there, and I am on the path.

So would I recommend FFXIV?  I think it's worth taking a look at, if just to see the way the class system is handled, and to take a look at the crafting classes. If you're craving a more Vanilla-style WoW experience, but in a modern game, with several modern innovations, I would strongly recommend checking out FFXIV.

Will I continue to play FFXIV? I'm not sure. Truthfully, I'm not really a fan of grinding for experience or currency. I've seen the story, which was my main motivation. I suspect that I will play for a bit longer, maybe take a look at a couple of the harder fights, but will ultimately drop it.

Wednesday, October 16, 2013

A Counter-Intuitive Idea For Tanks in LFR

One of the major problems with LFR is the lack of tanks. Queue times for non-tanks can be very long. Losing a tank can cause your group to wait for a long time to get another tank, which often leads to a cascade of other people leaving.

First, let's acknowledge all the things which have been done in an effort to attract more tanks to the game. Threat has been nullified as a meaningful mechanic. Multiple new tank specs have been introduced. Extra rewards have been given out to tanks. The number of required tanks per raid has been reduced. And yet, all of these have not really solved the problem. At best we can say that maybe the problem would have been a lot worse without these actions.

So here's my idea for improving tanking in LFR:

Increase the number of tanks in LFR from 2 to 4.

This seems counter-intuitive. How can increasing the number of required tanks improve our experience?

Here's my theory. Whenever you ask about why people don't tank, they talk about the pressure, about the visibility of the role. There is a lot of truth to this. When you look at LFR, tanks are the only role where there is no "slack", no room for error. Raids are designed around 2 tanks, and usually both tanks have to perform at a high level to be successful.

If you look at healers in LFR, you can usually get by if four of the six are decent. For DPS, 10-12 decent dps are usually enough. Both these roles have slack, room for players who are less skilled. In contrast, the tanking role has no room for slack. On most LFR fights, both tanks have duties that they need perform successfully.

If we moved to four tanks, but left fights designed around two, there would be slack in the tanking role. Maybe instead of having a tank swap and having the current off-tank pick up adds, you could have two tanks dedicated to the tank swap, and two tanks on adds full-time. If one tank dies, the others can compensate. Instead of two tanks having to be perfect on a tank swap, you could have three tanks swapping. This would mean that it's okay if a tank misses a taunt.

For an inexperienced tank, it's far better to be the fourth on the roster, and maybe have one dedicated duty, rather than have to pull the full weight of a co-equal tank.

This plan wouldn't work in normal raiding, because the group controls the number of tanks, and always reduces the tanks to the minimum in order to add more DPS. But in LFR, the game controls the number of tanks. The game can throw in four tanks each time. As well, this ratio is closer to the ratio required for 5-man dungeons.

An LFR with 4 tanks, 6 healers, and 14 dps would have a larger margin for error in each role. One weaker tank will not doom the raid, any more than a weaker healer or a weaker DPS will. This will make it easier for people to start tanking and may lead to more tanks overall. Spreading out the load among more tanks should reduce the pressure on each individual tank.

Wednesday, October 09, 2013

Galactic Starfighter and Payment Models

The Old Republic unveiled its latest expansion: Galactic Starfighter. I'm looking forward to this. I absolutely loved X-Wing and TIE Fighter back in the day. TIE Fighter in particular is in my Top 10 Best Games Ever, maybe even Top 5. If Bioware can capture a fraction of the magic of those games, I think they'll be very successful.

The most interesting thing about this expansion is how Bioware is releasing it.  It's completely free for everyone. However, subscribers get access significantly earlier, about 6 weeks, than Preferred Players. Subs are also the only people who get access over the Christmas break. Then it's another month or so until F2P players get it. That's a lot longer than most early access programs.

It's also a good strategy to reduce server load. Only a portion of the playerbase will be able to try out the new content when it is first released. Then, perhaps when interest among the subscriber set is waning, there will be a rush of new blood.

It's interesting to see The Old Republic pivot back to emphasizing subscriptions. The Hutt Cartel expac is now free to subscribers. Now this new perk of time and exclusivity.

It's interesting that Bioware doesn't seem to be worried about people picking up a sub for 2 months and then dropping back to Preferred. Or maybe they feel that $30 is roughly the price of an expansion, and is $30 they might not have gotten otherwise. Plus they might get away with reporting that subscriptions jumped by a significant number for the last quarter, and then neglect to say anything when they fall back down.

In any case, as a subscriber I'm pretty happy with this method of release. It's a solid perk that makes subscribing worthwhile, but Preferred and F2P players will still get the content eventually. A perk that does not need to be maintained forever.

Tuesday, October 08, 2013

An Alternate Explanation for Gender Bias in Healing and Tanking

Milady at Hypercritism has an interesting post on The Politics of Tanking and Healing. Milady notes that women are more likely to be healers than tanks and feels that this is due to traditional gender roles:
In our social setting, many women see the role of healer as natural, appropriate, expected. And men are equally conditioned as wanting to fill the role of the protector as well as the leading actor.
This is quite possibly true. In fact, among Asian WoW players, the gender differences are even starker, perhaps reflecting a society where the traditional gender roles are stronger.

However, I'd like to propose an alternate explanation. Note that Milady does not consider the DPS classes. But there is a gender divide in the DPS classes. Female players are more likely to play ranged dps classes such as warlocks, mages, shadow priests, etc. than melee classes like rogues and warriors.

If you add the ranged/melee split to the tank/healer split, I think there's a stronger factor present than gender roles: range.  Healers and ranged dps operate at a distance from the enemy, while tanks and melee dps have to get up close.

So why choose stay at range? One possible explanation is risk-aversion. As a group, women are normally more risk-averse than men. So it makes sense that female players would gravitate to the classes that can stay away from the enemy the longest. Even healers fit into this scenario better. If you want to avoid dying, what's better than a class which can restore health?

Sadly, we don't really have access to good data that identifies the gender of the player. There are some interesting questions that we could look at. For example, among female DPS shaman, what proportion plays Enhancement (melee) as opposed to Elemental (range)? The same question could be asked for Druids: Feral or Boomkin?

What about Monk healers? Do female Mistweavers "fistweave" or do they heal in the traditional style?  Are women who tank more likely to tank on their second character, once they have a better handle on the game and the risks involved?

If we just looked at the healers, is the proportion of female paladins higher or lower than the norm for the other classes? Perhaps risk-aversion thesis should predict lower paladins, because paladins are traditionally melee. Though I suppose this is countered by the whole hard-to-kill vibe with the bubble and plate armor. I'm not entirely sure if a risk-averse person would be attracted to paladins or not. Plus, we'd have to account for the general awesomeness of paladins.

In any case, either theory might be true. Women and men might be responding the social pressures corresponding to traditional gender roles. Or women may be attracted to classes which appear to be less risky and more likely to survive. Or maybe both theories are in play, with different individuals having different motivations.

However, I prefer the risk-aversion theory over traditional gender roles because it also explains the bias in DPS class choice, and not just the tank/healer split.

Monday, October 07, 2013

Oricon

The Old Republic launched patch 2.4 last week, unveiling the new planet/moon base of the Dread Masters, Oricon.

There's a daily area and two new operations. I really liked the small questline that introduces you to Oricon. It's well written and I like how it tied back into or referenced the class storylines. Oricon makes me want to level my alts to 55 just so I can see the references for each class.

For new character or alts, completing the storyline will give you a full set of entry-level purple gear, positioning you nicely to work on endgame.

The new operations are quite good as well. I've only done them in story mode, and haven't yet killed the very last boss, but they're lots of fun. There's one fight where you send one team into the past and the other into the future. The future team has to relay information from the future back to the past team so that the past team can fix the future. It's quite inventive and very well done, if a bit confusing to explain.

Ever since Thorim, I've loved fights where the raid splits into small subteams to accomplish different goals. I think it's a mechanic that could be used more often. It always seems to result in elegant, inventive fights.

All in all, I think this patch was an excellent one by Bioware.

Sunday, October 06, 2013

Updates

Interview

Matticus interviewed me for his site! Go have a look.

Nalak

Thanks for the advice about Nalak. I managed to find a group of people who were pulling Nalak for giggles. I tagged Nalak with the lance and lasted long enough to finish the quest. Now on to the collecting Runestones portion of the quest.

Twitter

I've signed up for Twitter. You can follow me if you really wish at @rverghes.

I haven't actually tweeted anything yet. To be honest, I rather doubt I will. But we'll see how it goes.

Compartmentalizing

Twitter and the New Blogger Initiative have me contemplating how we compartmentalize our lives. A lot of MMO bloggers have given the advice that you should use a pseudonym when blogging, and I would expect that to extend to things like Twitter.

I am undecided about whether this is a good thing or not. If you were writing about a subject like running, would you bother with a pseudonym. I don't think you would, I think you'd just be okay with people finding out that you are a runner. I'm not really sure it is good to hide the fact that you are a gamer.

Of course, on Twitter it is a little weird to see tweets from multiple areas mixed together. Politics mixes with WoW mixes with regular news. And even if you can separate these into separate streams, what do you do with the other people who don't choose to compartmentalize?

Tuesday, October 01, 2013

Nalak?

I'm at the point in the Legendary questline where I need to throw a lance at Nalak. (Yes, I've been slacking this expansion.)

However, no one seems to be killing Nalak anymore. There were some suggestions on Wowhead for soloing this stage of the questline. When I tried though, everything kept despawning on me.

I'm at a bit of a loss now. Any suggestions on what to do at this point?

Monday, September 30, 2013

Trust, Reputation, and Impersonation

It's interesting that CCP chose this issue of impersonation as its "hill to die on". When you look at all the terrible things that Eve players have done, why is this issue the one that CCP moves to squelch?

I think it is because this issue has the greatest potential to break down trust in the game. Now, most people in Eve say "Trust no one." In reality, however, many of them do trust others. Trust is only way a group of people, a society, can build something larger. And Eve is very much about building things. It is very important for Eve to foster trust.

In a world where many of the "civilized" social norms do not apply, trust has to be earned. Trust can only be earned by building up a reputation over time. However, to take advantage of a reputation, an individual must be identifiable as the one who built that reputation. If someone else can easily pretend to be that individual, then you cannot rely on reputation and therefore cannot trust anyone.

If two players cannot trust each other, they have to interact through a third-party that they both trust. But if no player can be trusted, then players are forced to rely on the one third party which they can trust: the game itself.

We see this a lot in MMOs. Most trading is done through automated markets or auction houses. Thus neither player on both sides of the transaction need to trust each other. In WoW, when LFR came out, it soon became apparent that players could not trust each other to distribute loot fairly. Thus Blizzard had to step in, and implement a game system that could be trusted.

The less players trust each other, the more the game company has to intervene. The game company has to mediate the interaction and dictate how the interaction works.

And this is unfortunate, especially for sandbox play. If all interactions occur through game systems, the emergent behavior we prize never has a chance to develop. The games become less interesting and more static.

It would be interesting to see a game with even fewer system that act as a buffer between players. Consider a system where mail had to be delivered by other players. Or a game without automated markets. It would certainly be inconvenient. But this game is also more likely to give rise to unexpected styles of play.

Another interesting experiment would be a game system which cannot be trusted. For example, an unreliable Auction House or NPC merchants who sometimes steal the money from a sale. What systems would players evolve to cope? Maybe they would make many small orders and just take the expected loss. (More likely they would just quit and go to another game, though.)

MMOs need to foster a certain level of trust between their players. The less trust in the system, the more the game company itself has to intervene to reduce the necessity of that trust, and the less likely that interesting or inventive emergent behavior will evolve.

Sunday, September 29, 2013

An Asymmetry of Justice

Eve Online recently changed its Terms of Service and made pretending to be another player a bannable offence. Naturally, this being Eve, there is an uproar over the issue.

This issue is very interesting. Once you start examining the situation in detail, it leads to a lot of different places and different ideas.

One thing this illustrates is that there is a real "asymmetry of justice" in online games. The bad player can scam you, but you cannot punish her. In the real world, a scammer can be caught and lose their liberty or life. But in most online games, players cannot effectively punish other players. They cannot jail them, they cannot permanently kill them.

Even ostracism is very hard to pull off. As a simple example, you cannot prevent a player in Eve from trading with you, because the markets are implemented with an in-game system.

Of course, players punishing other players might lead to more griefing, which is why everyone stays away from it. But this leaves the game company as the only entity capable of punishment, capable of enforcing laws.

In a sandbox game, the game company should enforce the "laws of nature" of the world. How the world works, the nuts and bolts of physics. Ideally they would not enforce the "laws of man", leaving that up to the players. But other than A Tale In The Desert, no game has made that distinction. And even ATITD still had the game company be the enforcer of the laws.

The other problem, of course, is that of alts. In a way, alts are not really different characters. They are masks or disguises that a single character wears. And these masks are virtually impenetrable to other players. Once again, only the game company is capable of penetrating the disguise to the character underneath. And the mask can be discarded and thrown away if necessary.

Again, that makes it very hard for players to enforce laws or punish those who break them.

Eve takes pride in it's "Wild West, anything goes" atmosphere. But another way of looking at it is that Eve deliberately coddles the outlaws, denying the sheriffs the necessary tools to impose law and order.

Sunday, September 22, 2013

Money Is Not Time

There is an argument among Free-2-Play advocates that "money is equal to time". The argument goes that some players are time-rich and cash-poor, while other players are time-poor and cash-rich. MMO design usually favors the time-rich players. These F2P advocates argue that F2P levels the playing field, allowing cash-rich but time-poor players to use money to make up for their lack of time.

I think that Diablo 3 has shown that this is not correct. Money is not a substitute for Time.

This is because games are emotional experiences. Only, the emotions evoked are not the standard ones, but flow and fiero. The emotions of engaging in an activity, seeking to defeat it, and the payoff from defeating a hard challenge, or finishing a long task.

But these two emotions require time. You have to spend time to get into the flow. And fiero is very often related to how long you spent working on the activity.

When you substitute money for time, there is no flow, and no fiero. There is no emotional attachment to the event, or to the payoff. And that makes the game itself less compelling.

Thursday, September 19, 2013

Warhammer Online Closes

Warhammer Online is shutting down in December.  I played it for a bit when it first came out, and actually wrote a fair bit about it on this site.

WAR had several good ideas, most notably Public Quests. Having both an offensive and defensive target is one of my favorite UI innovations. I think that WAR has been quite influential on the design of the MMOs that came after it.

But ultimately WAR was a failure. I think it was a failure because, while it reached for new heights, it didn't get the basics correct. Chat was a nightmare, and the latency and performance were pretty bad. And who can forget the contribution bug. Not to mention that just logging into the game meant wading through a morass of splash screens and opening movies.

The real lesson of Warhammer Online is that cool design will generate hype. But polish and performance, the basic grunt work, are vital to success.

Tuesday, September 17, 2013

Blizzard Shutters Diablo 3 Auction House

The big news today is that Blizzard announced that they will be removing both the Real Money Auction House and the gold Auction House on March 18, 2014. (Gee, I wonder when the expansion will be released.)

As you know, I am not a fan of the AH in D3. I still didn't think Blizzard would remove it entirely, though. Props to them for being willing to reverse course as needed. I think the major turning point was probably the release of the console version of D3, which did not have the AH. The console version has been very well received.

That being said, there are some people attacking Blizzard for putting the AH in the game in the first place. I think this is misguided. It wasn't an obvious mistake at first. The AH was put in to solve the problem of third-party scams, and by all accounts it did a very good job at that.

What I think will be most interesting is to see what measures Blizzard puts in place to stop the inevitable third party sales, scammers, and spammers.  Will there be some sort of secure trading? Will trading be disabled entirely?

By and large, I believe the console version doesn't have issues with trading because you trade primarily with local players in your living room. As well, the different networks are segregated and more controlled. But I think that free trading on the PC will lead to the same problems as D2.

But perhaps that's the better outcome. The positives gained by removing the Auction House might outweigh the negatives of spammers and scams.

Sunday, September 15, 2013

Proving Grounds

Until 5.4, I never realized just how much I resented the way Mists of Pandaria was turning out. I play a healer, and it just seemed like so much of Mists was healer-unfriendly. There was all this neat new content and game modes, and I had to switch to Ret to do most of it.  Brawlers' Guild, dailies, scenarios, Battlefield Barrens.

On top of that, it was so hard to gear up my offset, which made doing all this new content even more painful. The loot system in LFR makes you focus on your main spec, so you can't pick up scraps like in a regular raid. All the reputation gear used to cost gold in previous expansions, so I could have bought both main and offset. But now it cost Valor, a much scarcer currency, so all my Valor had to be dedicated to my main set.

Let's put it this way: I entered 5.4 with two i437 green trinkets in my Ret set. And that mishmash was still better than Holy for soloing.

But 5.4 has introduced Proving Grounds, and they are amazingly fun for healers!

My first attempt went pretty badly. Went through Bronze, but wiped out on Silver 5. Then I realized I was healing like an idiot, and decided to play properly. This time I beat Silver, and then wiped out on Gold 5. I spent the next couple of attempts refining strategy, and got up to Gold 9. That's where I stopped for the night.

I really enjoy it. It's not exactly like raid healing, but it is very PvE healing with a little more responsibility for the healer. You want to add a little more damage, stun a little bit, maybe even try to interrupt. As a paladin, you need to use your cooldowns, including Sacrifice.

The thing is that even if Proving Grounds don't teach you to raid heal, they teach you to heal, and to adapt your techniques to different damage patterns (damn rabbit bleed!). If you can do that, learning to raid heal is not all that difficult.

The NPCs are pretty funny, and play just badly enough to make it interesting. They miss some interrupts, don't stack, and stand in the fire. The comments on the healer threads are amusing. Some of the priests were complaining that if they Lifegrip the hunter out of the fire, sometimes he'll manage to Disengage back into it.

I've noticed some interesting conversations on whether guilds should require Proving Grounds for their raiders. I think that requiring Gold is excessive for a normal/Flex guild, but any decent player should be able to handle Silver. Requiring a Proving Grounds achievement is still better than requiring gear or raid achievements. I would break down the levels like so:

Bronze - for people completely new to healing. After this you should be able to do normal dungeons and LFR.
Silver - If you can do Silver, you're ready for Flex or normal
Gold - If you can do Gold, you're ready to try Heroic content
Endless 30 - Probably good enough to hang with the Royalty crowd

I think Proving Grounds is an excellent feature. I hope it encourages more people to try out the group-centric roles of tank and healer. Before Proving Grounds, you had to learn how tank or heal by getting tossed into real situations with other players. While there's something to be said for learning through trial by fire, a lot of people did their best to avoid that harrowing experience.

Thursday, September 12, 2013

Giving Up Your Unique Points

In the last patch for The Old Republic, Bioware added two new flashpoints (4-man instances). The Czerka instances and boss fights are reasonably decent. The role-less story mode is excellent. However, the flashpoints are missing something.

All the other flashpoints in TOR have a light/dark choice. Most of them have conversations. The entire group goes through the conversation, everyone picks a choice, and the game randomly chooses a choice to play out the storyline.

The new Czerka instances are missing that element. They play like a pretty normal dungeon from WoW or similar games.

I think Bioware has listened to all the speed runners who urge people to "spacebar" through the conversations. Now there is no conversation to spacebar through. Admittedly, I only listen to the conversations the first few times I run an instance. Afterwards, I spacebar through them.

But those conversations are what made TOR flashpoints unique. I enjoyed them. Some of the conversation and choice-heavy instances are the best part of TOR.

Basically, if I wanted to run a straightforward, linear instance without conversations and LS/DS choices, I'd play WoW. I think giving up your unique points for the sake of end game efficiency is a mistake.

The Czerka flashpoints are good MMO instanced content. But they are not good TOR flashpoints.