…or rather, “someone else pays for it.”
My Team Fortress 2 buddies have seriously gotten into Mann vs. Machine mode, and I was recruited as a reliable Engineer. I spent somewhere in the neighborhood of $10 on tickets and a backpack expander. I certainly don’t begrudge Valve the money, given how much play time I have gotten from TF2.
The last time we completed a tour, I received a professional sniper rifle killstreak kit. For non-TF2 people, that is a fancy cosmetic item that attaches to the standard weapon for a popular class, but it takes a bunch of other resources to use it. And, to my shock, it sells for about $50 on the Steam market. Mine sold for that in about a week, which netted enough in my Steam wallet to pay for my initial cost, then all the MvM tickets I am likely to use this year, and then a game or two besides.
I am happy to take the sponsorship, although I am shaky on why one might spend that much on one component for one cosmetic item for one weapon for one class in a game. Maybe it is a really nice cosmetic item. As it is, there are apparently people who are willing to sponsor me to play games with my friends and get bonus items, as long as they get one of the rarer bonus items. Pro circuit it’s not, but deal.
A good fight brings evenly matched opponents together in an environment where superior skill will prevail. If one side is obviously going to win, no matter what the other side does, it is not a good fight. If randomness prevails, it is not a good fight.
I would not demand that it be a fair fight. Luring your enemy into a situation where they are going to lose is an element of superior skill. Setting up a good ambush takes skill, as does understanding the meta-game to counter-build. It can also be a component of a good environment that one tactic is favored in A while another is favored in B. It is a bad game environment if ambushes always lead to victory or one class has no chance in A but will always win in B.
I think “evenly matched” is the key component to discuss here, and the two major components are quantity and quality. Continue reading
High self-monitors are social chameleons. They ask themselves, “Who does this situation call for me to be?” Low self-monitors have a more fixed self-image, instead asking, “How can I be myself in this situation?” Low-self monitors are prone to see high self-monitors as two-faced and inconsistent, while high self-monitors may see low self-monitors as social incompetents. You probably know some people who could get along just as well in a biker bar as at high tea, and then others who are very good in their comfort zone but completely inappropriate outside it.
I found myself thinking of this in a gaming context based on how people adapt to their circumstances. Loosely, “how can I play my character in this situation?” versus “what does this situation call for?” I think we all want players to display some adaptability, but the range of what you think is reasonable for a game to demand probably varies in a way similar to degrees of self-monitoring. People with lots of alts are generally displaying more adaptability, but people with three alts of the same class (“Alice runs dungeons, Bob is my crafter, and Cindy PvPs”) are adapting on a different scale than someone who feels comfortable respecing the one character four times in a night.
There are two standard “complete” points for a single-player game: beat the final boss and 100% completion. Steam achievements and similar systems usually mark both of those endpoints. There is one achievement for each, along with at least a half-dozen achievements for each aspect of the game you might take to 100%. These collective 100% achievements are what we call meta-achievements: the achievement for gaining achievements, in this case all the other ones. MMOs are fond of having many achievements that build to meta-achievements for each dungeon, special event, etc.
Guild Wars 2 has moved to setting meta-achievements below 100% without a 100% completion achievement. As mentioned, I think that is a great idea, particularly when the achievements are scattered across different types of content. You encourage diverse play without making someone feel “forced” to do everything to get the shiny prize. This is especially true for events and new content, because sometimes the new content does not work as intended or is radically polarizing, and you should not encourage people to play your most painful content. Team Fortress 2 learned this lesson with its class updates, originally going with “complete all the achievements to get the meta-achievements” and tying new equipment to those meta-achievements, which led to radically aberrant gameplay; class meta-achievements are now done with about half the achievements.
I think I still want 100% completion for single-player games. Those are for completionists, not everyone, although I want no one-way doors on that path. For my MMOs, I like having a bar below “do everything” because I hate that night where you make 20 attempts in a row because the event is going away tomorrow (or worse: time-limited, attempt-limited, non-tradable, random drop collection achievements).
The Queen’s Jubilee does this somewhat differently, and I will address it in a separate post.
Many of my multiplayer gaming frustrations can probably be attributed to the excessive deployment of high variance tactics. Gamers take outrageous risks where they would normally not be warranted. If the risks pay off, they win big and feel awesome. If the risks do not pay off, they lose quickly, call something OP, then get another round to try to win big. After all, the downside of losing an online game is not that huge, especially if you down-weight the negative.
If you are the sort of person who plays Civilization on settings like “epic” and “marathon,” the idea of “win big or lose fast” is probably anathema. Whatever game you are playing, you are planning to settle in, focus on the fundamentals, operate efficiently and perhaps aggressively, and build to a satisfying climax. And then this twerp decides to throw absolutely everything at his first attempt, either failing miserably and quitting (smack talk on exit optional) or winning and declaring himself the best player ever (smack talk required).
This is where I place the distinction in an RTS between “rush” and “cheese.” Continue reading
If you are spending $0 on a game, and the economy is working great for the company and the players who are paying money, but your favored currency is not retaining value well, that means the economy is working. “Working” applies both in the sense of in-game supply and demand (there is WAY more supply of the free currency than of the paid currency, and people with low time value are more prevalent than people with low money value) and the game’s business model. A business model that rewards “not paying” as much as or more than “paying” will not be a business model for long.
Just because you do not like something does not mean it is not working.
Our testers can veto releases at work, but we have an allied tradition that half a loaf is better than none. We may not get everything we want from an update, but if it makes some things better and no things worse, we go live. We can add the rest in a future update.
A gaming example comes from GW2 crafting. At launch, crafting could use items only from your character’s inventory. Soon after, you could craft from the vault but discovery was still inventory only. Now both check character inventory and the entire vault.
This is easier in my work than in gaming because our users are not competing with each other. If we can implement new functionality for one interface but need another month to accommodate the rest of our users, bonus for the users with the easy update. If your FPS added rocket launchers for PC players but needed another month to add it to the Mac client, forums would explode, especially if PC and Mac players were on the same servers. You can see this in games that are gradually rebalancing one class at a time rather than all at once. The relative values of classes are having large swings each month. LotRO had “the month of the [class],” TF2 had class-specific updates, and other games have similarly revamped single classes. See also City of Heroes gradually adding heroes’ passive archetype abilities over time, so there were months in which only half the classes had them.
Sometimes half a loaf is worse than none. Beyond the cases where it distorts your competitive balance, a function that only half-works can make some things worse and no things better. Adding something that only works for a known half of the users is inconsistent but reliable, which can be okay; adding something that works for everyone a seemingly random half of the time is inconsistent and unreliable, which is bad. The new functionality must work as expected, even if only under additional assumptions, and those assumptions must not cause other problems. Half a loaf is better than a whole loaf with gravel scattered through it.
If you are on fire, stepping on a sandvich can douse the flames and save your life. A sandwich is not good enough. You need the letter V.
The blade itself incites to deeds of violence.
— Homer, The Odyssey, although I cannot find a translation online that uses that exact phrasing.
It is not a slippery slope argument to say, “Developing the capacity to X makes X much more likely.” Beyond the tautology that you cannot do X if you cannot do X, we find that humans are more likely to pursue options that are readily available. Once you have the ability to do something, you start finding occasions for it. This is a driver of progress and source of anguish.