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The 20-Hour Day

The little things matter. One of the solved problems in multiplayer online gaming is that 1/day timers should use an 18- to 22-hour day rather than a 24-hour day. I call this “solved,” but I still see many games using 24-hour timers. (Feel free to debate the merits of individual timers versus “everyone and everything resets at midnight.”)

If you play everyday, you probably start around the same time, usually before/after work/school. A 24-hour timer gradually shifts your activities unless you are clockwork-perfect and can consistently complete X exactly 1,440 minutes later, and may the server gods help you if some blip renders the timer slightly off. More likely, you cannot begin whatever quest or instance has the timer until the old timer resets, so if it takes you an hour to complete it, you effectively have a 25-hour timer. There might be some merit to keeping people from building up a daily routine (use a 28- to 32-hour timer in that case), but these games tend to encourage that daily habit. The best mechanics are invisible, not pulling the players out of the game world to check whether the group is waiting on Bob’s reset timer because he hit traffic on the way home last night.

Some examples:

  • City of Heroes alignment missions reset every 20 hours.
  • League of Legends gives you the “first win of the day” bonus every 22 hours.
  • Spiral Knights (from the makers of Yohoho! Puzzle Pirates and Bang! Howdy) refills your “energy” every 22 hours.

: Zubon

Serious Business

A community which cannot or will not realise how insignificant a part of the universe it occupies is not truly civilised. That is to say, it contains a fatal ingredient which renders it, to whatever extend, unbalanced. This is the story of one such community.
— opening lines of Non-Stop by Brian Aldiss

: Zubon

[GW2] Community Questions on Necromancers

There’s a secret to great underdog journalism (i.e., blogging): ask community questions. It’s such a simple idea, but it comes with a flipside: don’t ask wide-audience questions. I have been following news on Trackmania 2, and one of the devs expounds on this idea quite handedly in a fan interview (about the 3:40 mark). He even calls answers to wide-audience questions “ammo,” much like ArenaNet’s Chris Lye analogized here.

The difference between the two is a matter of expertise. Wide-audience questions require no expertise. “When is the release date?” is the most prevalent for Guild Wars 2. Community questions require some knowledge of things, and Sardu’s interview with ArenaNet’s Colin Johanson at the San Diego Comic Con is chock full of them. The answers are fantastic because Johanson can answer them without wasting “wide-audience ammo.”

Then readers get passionate answers just brimming with excitement, like this:

Continue reading [GW2] Community Questions on Necromancers

Great Moments in Scam Spam

A classic scam went electronic, and you have probably seen some version: you receive an e-mail, IM, social networking message, etc. from a friend who is far away, has had his wallet stolen, and needs you to send him some money. Of course, your friend is not in Istanbul, and he would be surprised to learn that he has e-mailed everyone in his address book.

“Everyone” was driven home this morning when an out-of-state high school (not a high schooler, the school’s business address) e-mailed our state police criminal background check address asking if we could help it get back from Scotland. The Academy was on a trip when its bag was stolen, and wouldn’t you know it, its passport was in that bag, and it needs to pay for the hotel and the flight home.

On behalf of a records help address, we have heard your personal appeal from a generic business address, and our heart goes out to your difficulties overseas.

: Zubon

$150? Are You Nuts?

Bullet Points made me do it.

Star Wars The Old Republic has priced their collector’s edition at $150. I just do not see the value here. Perhaps because the figurine/statue thing is not something I give a rat’s ass about. I’m still not even sure I want to play this game and this is coming from someone that buys and plays every mainstream MMO. Heck I even have the Age of Conan collector’s edition somewhere around here. With that said, I would have probably foolishly purchased the SWTOR-CE at a price point of $79.95 based on my past history. I really like soundtracks and art books (Guild Wars gets me every time). Thank you Bioware for putting more money into my motorcycle parts fund.

I guess I finally have reached a point where I can see through the hype a little bit and have no problem waiting for a chance to actually try before I buy. However if this was Guild Wars 2 I’d be frothing at the mouth to throw money at them and I barely ever play Guild Wars 1. They know how to turn me into a customer.

I really don’t have anything else to say other than this: If you bought the CE, enjoy it! If you didn’t, enjoy your money!

– Ethic

Note to self: Use bullet points next time.

Expect the Unexpected

It is very likely that something unlikely will happen. There are many unlikely possibilities, and many things happen, so at the meta-level you should not be surprised that you are frequently surprised. This is a probability refresher for players and fans of weighted random number generators with attached narratives, although it applies generally in life. In a world with seven billion people, one-in-a-million events happen all the time.

Many people see something suspicious, meaningful, portentous, etc. in unlikely occurrences because they are over-specifying the event and ignoring the population of possible events. There probably is no conspiracy against you, nor did they change the accuracy code in your game.

I call the event “over-specified” because you are pondering how unlikely the particular event is rather than the likelihood of a member of that class of events. What is the chance that the car in front of you will have your spouse’s birthday in its license plate number? Pretty small. What is the chance that at least one car in front of you today will have a number that is somehow interesting in its license plate number? That is a long list of possible unlikely events, and while it might be surprising to notice a particular one, we have a lot of winning numbers in that lottery. Remember that this particular unlikely event is not the only one that you would have found surprising if it came up.

The “population of events” is how many chances there are for something unlikely to happen. We forget how very, very many of these there are. My standard example is having streaks of misses in a game. If you have a 90% chance to hit, the chance of missing 5 times in a row is 1 in 100,000. That is pretty unlikely. But if 2 million people are playing WoW every day, and each of them attacks once every five seconds for an hour per day, several people should have that 5-miss streak every minute. If even a small percentage complain about it, it will sound like a constant cacophony about horribly buggy code in the game’s to-hit rolls, but it is just a perfectly normal result of a random process with a lot of trials. Flipping back a paragraph, the more you drive, the more chances you have to see unlikely license plates, and then add in everyone else who might tell you if s/he saw one. Given enough rolls of the dice, incredibly unlikely chances become absolutely certain.

: Zubon

For your linking convenience the next time someone indicts the developers for perfectly predictable streaks in random number generators without suggesting why this streak is meaningful, or for instances of “it’s a sign” more generally. Try not to stomp on anyone who finds simple joy in noticing license plate numbers, so long as s/he is not making major life decisions based on them.

Back in the Bucketseat

Sorry I’ve been quiet the past week or so. I just moved to the land of toasted ravioli, provel cheese, horrible wine, Brazilian beer*, and Cardinals baseball. Thankfully, Zubon held down the fort more than aptly. I feel that except for my eyeballs on Guild Wars 2 at the conventions, the remainder of this summer is going to be light on the MMO front. In other PC gaming fronts, I am really looking forward to From Dust, Rock of Ages, and Trackmania 2. All three games are well below the normalized $50-60 price point we seem to be faced with for so many “quality” games, and I am going to push all three hard over at Tap Repeatedly.

Hopefully some time next week, I will have digested my immense reader backlog as well as all the Guild Wars 2 news that has emerged. In the mean time feel free to share below what your summer gaming plans are below, and remember… Brazilian beer, like tequila, never does anybody any good.

–Ravious

*Praise all deities that Shiner, Texas has infiltrated this beer market.

Level Design Milestones

I recently played The Wonderful End of the World. It is a cousin to Katamari Damacy, with less depth, variety, and humor, but it is still whimsical and benefits from PC controls. It is inexpensive and has about 3 hours of gameplay, or at least that is how long it took me to complete the game, get an A+ rating on every level, complete all the achievements, and mess around a bit with modes and options.

There need to be more “roll up the world” games. There are a few points that you look forward to in a well-designed level, and these could fit well in our MMO world.

  • Barrier Becomes Fodder: If you start by picking up paperclips on a tabletop, hemmed in by books, you must later pick up those books. If you start in the garden, rolling over the garden gate to start consuming the city is a critical moment. In your MMO, if something stands between your newbie zone and the “real world,” the player should get a chance to destroy it. Slay the ogre at the edge of the valley or destroy the alien ship that is sending in the enemy forces. Show the first mini-boss from the first instant and crush him.
  • Rapid Growth: You change the scene by giving the player a line of things to consume very quickly. Depending on the size, this could be a line of gumdrops, a row of hedges, or a parking lot full of cars. You rampage over them, and suddenly you are playing on a different scale. The later, bigger levels may have a few iterations of this, moving from “smaller than a human” to “I wonder if I can pick up that volcano” in 3 minutes. The lines also serve to guide the player, steering them from one part of the map to a new one that provides new growth potential. It gives the player a moment of feeling really awesome, facilitates the scene change, and provides a trail of breadcrumbs. The player ends one phase of life on a high note and has a running start as s/he sees the next tier of available.
  • Return to Start: You broke through that barrier on your way out, but at some point you must go back so that you can see how much you have grown. You start out dodging ducks, but you come back for the boats in the pond. You pick up the table you started on. Some levels make this the finale, but others make it the half-way point, and the last level might do it repeatedly as you pick up the ducks, the boats, the entire garden, the entire block, the entire island… The earliest levels may be too short to do this, but the later levels should include going back over the same territory and picking up that house, garden, etc. where you played the first few levels. Besides highlighting how awesomely huge you have become, it makes the game world feel like a more coherent place. The hero’s journey ends with the return home.

: Zubon

[GW2] Purview of the Engineer

At PAX East, I was a little wary of trying the new classes because I thought everybody else would be (I did anyway). At the ArenaNet Community Open House, I knew I would be playing the engineer. There was a lot to be learned from the most controversial profession in Guild Wars 2. Did it fit in with the lore? Was it too much of a commando-feel in a fantasy world? And, most importantly how did it play?

Continue reading [GW2] Purview of the Engineer