Blogroll of the Fallen

I haven’t inventoried the KTR blogroll in a while to check for defunct/moved blogs. I know many are in a tentative, “I don’t really have much to talk about” state, but many of us have been hovering in that state in a weak year for MMOs (advantage: group blog). If you know any to be dead/moved, please mention in the comments.

My personal RSS is a mix of highly active and completely dead blogs. There are a couple of literal deaths on that list, but I have not had the heart to remove them while the blogs are still online.

Jeff Freeman’s old blog is still available via the Internet Archive.

: Zubon

Customer Service

When you support an online application, you are supporting the entire computer. This past week, I have troubleshot network connections through VPNs, pop-up blockers in Internet Explorer, and file problems caused by the latest update for MS Office for Macs. Anything that keeps the user from using your system is a problem for you to solve.

: Zubon

I still don’t have a solution on that last one, but I have a workaround.

“Contested”

I’m typing this while listening to David Sirlin’s new podcast. Around 20:12 he discusses “contested” skills, which I think is a good term and one I may start using. This reaches back to a comments discussion from 2012, where we had a brief exchange about the fundamental nature of PvP. I think “contested” is the distinction we were looking for, and preferences for or against contested actions determine many opinions about gameplay.

For those not listening, “contested” means that actions are brought into direct conflict and you must react to opponents’ actions to be successful. SynCaine’s apt term contrasting competitive PvE from PvP is “PvE with a leaderboard.” Golf and bowling are non-contested sports. Football of either sort is contested. Golf and bowling are competitive, but your game does not vary at all based on who you are competing with. Games with less interactivity are less contested, so many Eurogames try to have relatively few contested elements. A game of Dominion with no attacks is almost perfectly uncontested (although someone else could buy out the cards you want).

Some players, like David Sirlin, really like contested skill competitions. That is the heart of gaming for them. These are PvP enthusiasts. They want skills to be brought into opposition. Some people favor engaging in non-contested activities. The heart of the activity for them is individual excellence, developing a skill and seeing how well they can do, where they would consider reacting to an opponent to be a distraction from the core activity. Later in the podcast, David refers to winning by best exploiting their opponents, not by playing optimally. In a contested game, reacting and exploiting opponents is vitally important. But if “optimize” has a better emotional valence for you than “exploit,” you might be more interested in something like less contested like running or Freecell.

: Zubon

Growth Mindset

Yesterday I tossed something important in as a one-liner. Let’s unpack the concept a bit and apply it to gaming.

“Growth mindset” is the idea that your abilities are not fixed. Failure is not final, just an early step in learning. It is the difference between “I can’t do that” and “I can’t do that yet.” A fixed mindset leads to conservatively sticking with what you’re good at, because “what you’re good at” is fixed. A growth mindset embraces neuroplasticity.

Most games inherently encourage growth mindset. If you fail, you try again. You get better, face greater challenges, and save the world. At its best, gaming is a system of productive optimism.

Some gaming communities are toxic. They talk about “bad players” instead of people who are still learning. People are good or bad, in a way that reminds me of the Spanish distinction between “ser” and “estar.” Some games and communities make it hard to start and implicitly drive away new players. Some games are structured with painful learning curves that punish failure or create long-term costs for common learning mistakes.

Or am I exhibiting a fixed mindset to say the communities are toxic? Are they just not good communities yet? Riot has gone to great effort to reduce LoL community toxicity. Some games and forums seem to be moving as fast as they can in the other direction.

: Zubon

Shadow of Mordor Impressions

I like these open world games, like Assassin’s Creed (AC), where I am constantly being pulled away from the main story. They feel most MMO like to me, and I like that. I’ve noticed that in the last two AC games I’ve played (AC3 and AC4), I’ve burnt out mid-way. It seems that the glow of all the objectives is too strong, and it feels like I start pixel-bitching instead of playing. Run, run, run get the objective ad infinitum. The core of the AC games is either story missions or parkour “exploration”. There are some side missions too, of course, but when I am not in a story mission it feels like I’m just running around to the next glowy point.

The core of Shadow of Mordor (SoM) is much different. SoM definitely owes tribute to AC, and it does have a few glowy point objectives (herb gathering). However, my choices do not seem to be gathering herbs or doing story missions. The brilliance of SoM comes in the orcs. Continue reading Shadow of Mordor Impressions

Best Player Wins?

A friend recently speculated that he was having trouble getting people to play Hyperborea because the best player tends to win. Hyperborea has some variability between games but a very small amount of uncontrolled randomness. It is not as pure a strategy game as chess or go, but it is far to that side of the continuum even for a Eurogame. If someone is significantly better than you, you lose.

I can see why that would not be fun. I frequently object to games where it is unknown whether victory is even possible. This is the opposite case: victory is known to be possible just exceedingly unlikely. All your decisions are meaningful, but the outcome is still pretty certain because you do not (yet – growth mindset!) know how to make better decisions. Instead of the frustration of an unavoidable loss that is out of your control, this is an unavoidable loss that is entirely your fault. You can still have Theory of Fun fun in learning to play better, but many people are not excited about diving into a lost cause.

This is a frequent theme in skill-based PvP games. In a fair fight, half the players will be below average, and the average skill of your opponent tends to increase as s/he plays more and the worse players quit. Even if everyone is friendly, polite, and supportive of you as a learning player rather than cursing you as a newb, the average player would rather be a wolf than a sheep.

For tabletop games, this is often less a worry because you are playing with your friends, which is usually the point of playing. Rivalry is friendly, and more casual players can use how much they lost by as a measure of progress (serious but poor players are harder to satisfy there). Another player I know counts herself as “not losing” so long as she is not in last place. In friendly games, the stronger player might take a handicap or provide advice to competitors.

Players want a chance to win. If that means devolving the game to almost pure chance, so be it. I am reminded of children who like to play ridiculous variations on existing games, partly because kids will try most anything as a game but partly because it nullifies others’ experience with the standard game. A work event at a bowling alley included three “fun frames” whose main purpose was to keep the serious bowlers from getting too far ahead; if you have trouble bowling 100, bowling between your legs or with your off-hand won’t make you do much worse, but it forces the pros down to the novice level again. Randomness helps the weaker party.

Personally, I find little satisfaction in winning through no merit of my own, although it can still be nice to win. I don’t have a reference handy, but I recall that many (most?) people would happily trade getting credit for their merits so long as they did not get blame for their faults. It seems an even easier trade to say you’d rather win through no merit than lose by your own fault.

: Zubon

[GW2] Living on the Edge

How is gameplay in the Edge of the Mists these days? My experience was a distillation of the WvW experience to almost pure karma-training.

There are three zergs of random sizes, each capturing objectives in a spiral, with the occasional overlap or intersection that leads to a one-off fight. There is little to no incentive to defend beyond the free points of catching unaware opponents from behind. I have never seen anyone care about the reward for having the higest score, and I do not even know what it is.

GW2 players were asking for more permanent PvE zones. I do not know if the developers meant to create one in WvW or if that is just a statement on the GW2 playerbase. But hey, it’s been a while, so maybe things have changed since my last visit.

: Zubon

[TT] Tiny Epic Kingdoms

Having played only a few games, Tiny Epic Kingdoms strikes me as Hyperborea writ small: tiny box, fewer pieces, fewer mechanics, shorter playing time, but still a game of building and territorial control with a strong strategic element. I could never play Hyperborea with my non-gamer wife, but she would be happy to play TEK again, and I can happily play it with gamer friends.

In TEK, each player gets a faction (race) and a home territory card. The factions differ only in their tech tree: “magic” you unlock by spending the mana resource, so constructs are stronger in the mountains while merfolk are stronger around water. Each territory card has five territories, and you have frequent opportunities to move around your board or send meeples (pawns) to other boards. There are three resources (food, mana, ore) and four ways to score points (food -> more meeples, mana -> more magic, ore -> tower, meeples -> territorial control). Each turn you choose one of six actions from a board, everyone else either does that or collects resources (based on territorial control), and you cannot repeat actions until the action board resets (after five have been chosen). Battle is handled by sealed bids, high bid wins. There are no random elements beyond selecting territories, but there are unpredictable elements as multiple players are making choices on the same battlefield.

There is some strategic depth in this simple game. You have three methods of building, one of which helps you build faster, one of which gives you more abilities, and one that is worth more points. You are juggling development and expansion, attacking or defending against enemies, and preparing for a late game that starts early. The territories do not seem to affect strategy much (a few details around the edges), but your race does affect your strategy. Things get more complicated with more players because one strong attack or defense leaves you vulnerable to everyone else on the table.

With 16 factions, I would be shocked if the game were really balanced. Some are obviously better with more or fewer players, such as the halflings’ bonuses to alliances (no alliances in the 2-player game) or the goblins’ ability go gain food whenever anyone gets a new meeple. But with 16 factions, there is probably at least one that fits your playstyle, which is often more important than precise balance, because that mathematical advantage does not help you much if you don’t have the playstyle to use it.

Pretty easy to teach with variety and a bit of depth. It’s a nice, small package.

[CoX] Bouncing Here and There and Everywhere

Back when City of Heroes was live, my supergroup made an alternate guild on another server. Everyone used the huge model, as small as possible, dressed to look pudgy, with animal ears, and in a bright color. Everyone took super jump. Everyone had a name with some variation on “gummy bear.”

Oh, the joys of silly theme days in-game, remembering that it is a game. High adventure that’s beyond compare.

: Zubon

Kickfinish

I was enthusiastic about Kickstarter projects a while ago, but I have recently been seeing fewer that excite me. What has been exciting recently is the arrival of things I backed a while ago. My Tinker Dice arrived last week (the d6s look especially good, but I now covet the copper ones, having seen how they came out). Tiny Epic Kingdoms arrived yesterday (quick review Tuesday; it plays like a pocket-sized Hyperborea). Kingdom Builder is shipping now. After a lengthy drought, I am being flooded with tabletop games.

I hadn’t realized how long Kickstarter has been around. It has had some great, successful releases and some games still under development “Estimated delivery: Oct 2012.” Developers may not always be the best project managers, which is I suppose why I have a job.

: Zubon