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DPS Population Imbalance

Step back from what you know about how popular certain classes are and reconsider the acclaimed LFG tool. The slots are for one healer, one tank, and three DPS. From a naive perspective, the non-DPS classes are getting screwed here. It looks especially absurd coming from City of Heroes, where support stacks nicely and groups are often more than half support classes, or The Lord of the Rings Onlineâ„¢, where an ideal six includes an off-tank, secondary healer, and/or controller/debuffer. Cap the group at one, while the DPS classes get three slots? It would seem like you’d have a much easier time finding a group as DPS.

But no, the population is so absurdly slanted towards DPS that they are waiting. Tanks and healers queue and instantly get groups. This is still true even now that people know they can skip the queue by switching talent trees, and few groups are going to kick you for having lousy tank or healer gear. Granted, if you are a Mage or Rogue, you are stuck as DPS, but that Paladin could spec and queue as any.

A system that explicitly favors a preponderence of DPS is de facto the largest buff to tanks and healers ever. This mostly comes down to what I said about static groups: anything that makes grouping easier makes group-friendly classes and builds more viable. As the population has time to react, group-friendly classes and builds will become more popular.

The upcoming Star Wars has a different approach: the Jedi/Sith classes are the tanks and healers. If you want a shiny lightsaber, you don’t get to play DPS. Yeah, right, I say that, but you can already hear the forum wars mockery of all the Jedi/Sith that focus on damage. “DPS Sith lol. Can we get a tank that can tank?” Or, as DK tanks currently say, “But Blood Stance heals me!”

: Zubon

Digital Carrots II: Meat Brains

In the most important neurological finding I have read all year, mammals have correlated but entirely separable systems for wanting and liking. Ponder that a moment. To some extent, that seems intuitively obvious: you can get what you want and not be happy. This is not, however, about mis-calculating how happy something will make you. Your basic theory of the world presumably includes some version of, “If Bob keeps doing X, he must like X.” You might make exceptions if X is heroin.

Some have proposed that MMOs should be in that same category of unhealthy addictions, and I suddenly find myself forced to take the idea seriously. You don’t need surgery or drugs to skirt that connection between motivation and enjoyment, any more than you need to hack the server to exploit flaws in the system. Our brains are meat hardware that worked well enough to reproduce itself on the savannah, while modern memetic software can develop quite powerful malware.

Let’s make that more concrete. Your brain gives you the same neurochemicals for watching that little bar fill that it would for actually accomplishing something. Even if you know you are accomplishing little, we can fill that bar faster than reality could and give you lots of numbers popping up telling you that you are advancing. There are lots of flaws in the human brain we can exploit to make you feel like you need to continue, preferably keeping you from pausing to consider whether you are having much fun or if you should stop. Too many players quit when you make them stop to think about whether they should keep going.

Why play worthless “social games”? We have found formulas that line up with how our brains pass out neurochemicals, even if they provide no value, even if they provide no enjoyment. The relevant neurochemicals go together often enough that you are conditioned to think you are having fun when you are just feeling compelled to continue. Cognitive dissonance should carry you through the rest.

Sometimes you take a week or two off and are eager to get back. Sometimes you take a week or two off and completely lose the motivation to log on. For some in that first case, congratulations, you really are having fun and not just following your highjacked motivational programming. For some, I worry that we just failed to make it through withdrawl symptoms the way that people in the second case successfully did.

: Zubon

Now if you’ll excuse me, I need to refresh the waitstaff in my Facebook restaurant. I wish I were kidding.

STO: The real SWG2

In June of 2003, a much hyped science-fiction MMO launched. It was the first MMORPG to take advantage of such a lucrative license. Unlike previous MMOs, it had a “skill based system” of advancement. Due to either a lack of time or a design decision, very large open areas were populated with randomly generated content. The system used to generate the random content was called the “dynamic spawn” system and championed as an innovation. Despite a long development time, the game felt incomplete when it launched.

Anyone who’s been intently following Star Trek Online already knows how Cryptic’s game compares to pre-NGE Star Wars Galaxies.

Continue reading STO: The real SWG2

In the Future, We Will All Be Hybrid DPS Classes

One positive incremental change in the MMO world is the introduction of different character modes. That is, you can hit a button and switch the focus of your character. You can fulfill multiple roles, but not all at once, with a way to switch between them. Examples include Champions Online and DC Universe (no classes, just modes), dual talent specs and Druids in World of Warcraft, and the Minstrel and Rune-keeper in The Lord of the Rings Onlineâ„¢. If you have the skill points and cash, you can also switch ships in EVE Online easily enough, which would be like hopping classes in another game.

These vary in their ease or extent of switching between modes. The two main LotRO healing classes need about 10 seconds to switch modes fully mid-combat. My WoW Paladin lost all her mana when switching. Other games might require you to go back to town to switch, which is still nice although certainly not the one-click, mid-adventure thing I am talking about. The effectiveness of doing so depends on how flexible other aspects of your character are. In LotRO, you must visit town to change your traits, and I know how I hate it when our healer is traited for damage. In WoW (late game), you would want to be carrying a second set of gear if you switch from Retribution to Holy.

Another way to implement modes is to switch focus within a role. A Lord of the Rings Onlineâ„¢ Hunter has solo and group DPS modes, the former with higher threat and mana costs, the latter decreasing them but losing bonus damage. (Solo mode: good for pulling targets off the healer, not worth much else post-Siege of Mirkwoodâ„¢.) Switching your Warcraft Mage from ice to fire is probably a less dramatic change.

While I love my alts, I am in favor of anything that will let you stick with one character. Let me stack all my options on one guy and switch which option I use, rather than switching between Zubon, Zuba, Zoobown, and Zupwn. While that will make hotkey management interesting, it saves me from having separate friends lists, guild rankings, vaults, key bindings… (You could also implement saved (and importable) or account-wide friends list, guild affiliation, shared vaults, key bindings…)

: Zubon

[Update: I see that Tobold just hit this theme from the POV of a DPS class in the post-LFG WoW world. Yeah, dual-spec does not seem like a huge boon for them. Having played ranged DPS in quite a few games, while I cannot address how WoW is this week, we are generally doing fine and soloing brilliantly, even if we are over-competing for group slots. I feel more for my healers, like my poor CoH Controller who fought bosses by putting his damaging hold (“stun” for WoW folk) on auto-repeat while I went AFK and waited for the pitiful DPS.]

Siege of Mirkwood Contest Winners

Siege of Mirkwood

Below are the winners I chose for the Siege of Mirkwood upgrade key contest, based on how hard I laughed.

Each winner has been given a free Siege of Mirkwood upgrade key for the North American accounts (Turbine run servers).

Caption 1
(Submitted by MU): “You know, this doesn’t have to be the LONE lands…”
(Submitted by CH): “Dear Gandalf, You take the Hobbits to Rivendale, Something’s come up.”
(Submitted by JB): “She’s totally giving me her ‘Light of the Eldar’, if you know what I mean.”

Caption 2
(Submitted by CS): “Fearing that their armies are underpowered, the Dwarves and Elves devise a way to create a new army. Unfortunately, they need the war to be over before the spring because, well…”

Caption 6
(Submitted by MH): “Little did Frodo know that in that jolly instant the ring slipped from his pocket and fell to the ground. He had to start that whole [CENSORED] Ring quest over again.”

Thanks to Turbine for the upgrade keys and congratulations to the winners!

– Ethic

Pixel Click Bosses

Lord of the Rings Online is generally a mainstay MMO with most features from the core pool of primal MMO goo.  However, it gets massive negative points for the User Interface (UI) implementation, but not for the obvious.  The issues with minimalist UI modifications are minor.  Turbine allows players to move UI elements around the screen, resize a few of them, recolor a few of them, and even gives a preschool level amount of control in the creation of new UIs.  Don’t expect anywhere near the amount of customization found in World of Warcraft of Warhammer Online.

I can live with this.  My favorite MMO, Guild Wars, has even less options (although better resizability) than Lord of the Rings Online.  The problem is when developers start creating insta-death boss puzzles that hide in the UI.

Continue reading Pixel Click Bosses

Digital Carrots I

I recently suggested that you separate the intrinsic reward from the extrinsic reward in your gaming. Do you enjoy doing it, or are you just pursuing the imaginary shiny? My notion was that while our primitive simian brains reward us with neurochemicals for raising that number on the screen, it is probably better to do things we actually enjoy rather than chasing imaginary carrots on digital treadmills.

I am fascinated by the phenomenon of judging an activity by the reward at the end, rather than the quality of the activity itself. Adding achievements to a game increases its ratings. It is not just cognitive dissonance from people spending all that time chasing transparent dangling carrots; people really seem to get more enjoyment from that extra “Hurray! You did good!” from the achievement pop-up. My reaction to the Borderlands ending was that it was incoherent, but many commenters are far far far far far more bitter that they were not given a giant gun for beating the boss.

I understand why people repeat certain dungeons for loot, but some seem to lose the idea of having fun in the game apart from character advancement. An ideal design would make the most fun content the most rewarding (I know, tastes, preferences, play styles, etc.), rather than reinforcing the idea that you must slog through something to get the best rewards. That would seem like better word-of-mouth advertising. I usually hear players raving about how fun the early advancement is, rather than the late game. Is that just the novelty of the new shiny? A design change switching to late-game slogs as a slowdown technique? Or are we just irritable because the units of advancement are futher apart, and everything is fun when you level twice an hour?

Outside MMO-land, most games don’t have much in the way of extrinsic rewards. And looking at MMOs from the outside, all those digital shinies are still inside the game, providing no value unless you keep paying your $15/month, providing no value once the next wave of planned obsolescence hits.

: Zubon

More Gaming Metaphors From My Cat

Left to her own devices, my cat spends most of her time in the basement. I think it is because her favorite blanket is there. We close her downstairs when we go to bed, because otherwise she will make trouble. Come bed time, suddenly and consistently, she does not want to be down there and runs from me. Being a creature of habit, she runs down the stairs. And then looks surprised at how she was trapped.

: Zubon

Grinding in it’s purest form

There’s an online game with terrible graphics, terrible PVP, terrible gameplay, terrible controls, and it’s a massive grind. Yet the game has several million more player accounts than World of Warcraft. They call this terrible game Mafia Wars. I must admit, this is a free game that doesn’t require a graphics card, so it’s hardly a fair comparison to MMORPGS. But so many people willingly grind levels in bad games that there are implications for how MMORPGS handle the grind.

For the uninitiated, Mafia Wars is a browser-based game popular on social networking sites. You are are rewarded for recruiting other people to join your team. Gameplay consists of clicking on buttons that say “Do Job” or “Fight”. There really isn’t any gameplay to it at all. The only thing that happens when you click one of these buttons is that a leveling bar goes up, you gain some stats, and you’re closer to clicking on buttons for bigger jobs or clicking the fight button next to higher level players.

So the question is, why do people grind levels in a game with no gameplay?

Punctuality

Things that are valuable are measured precisely and monitored closely. This is why diamonds sell by the quarter-karat and are kept under lock and key, while your water bill comes in hundreds of gallons and you might put off fixing a dripping faucet.

Lateness implies disrespect for yourself and others. You have only so much time, and treating it cavalierly suggests that it has low value to you. Or perhaps you are strategically late, on the assumption that everyone else will be waiting when you get there. You find others’ time cheap. All we have in this life is fading time, and wasting others’ is slow murder by degrees. But it costs you nothing, as long as you are the last to show up.

“It’s only five minutes. How impatient are you?” No, it’s five minutes per person. In a twelve-person raid, five minutes late is an hour wasted. And it is rarely “only five minutes.” In a forty-person raid, fifteen minutes late is ten hours. I have seen raids and groups that consistently take as long as an hour to pull together. How many entire days are wasted per week waiting for the raid to start?

Lateness cascades. The group is not together yet, so brb bio. He’s still gone, so get a drink. We’ve been waiting ten minutes, someone needs to go check on the oven. Now we’re starting too late, someone won’t have enough time to finish the dungeon, gotta run, good luck. Recruit again and repeat. People learn that being on-time means waiting while lateness is not punished (indeed, people seem grateful when a late-comer lets them get started), so why put any effort into being on time?

But it’s hard to be the guy who says, “We do not have a full group/raid logged on and available at the start time, so this week is canceled. We’ll try again next week.” “It’s only five ten fifteen thirty minutes,” and I guess we’re committed to going through with it after waiting a half-hour. No one wants all that time to have been wasted.

: Zubon