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Red Shirt Guy

People who care passionately about something that seems unimportant to the rest of us are easy to mock. The satirical publication The Onion sometimes runs pieces by a nerdy know-it-all named Larry Groznic, who defends sacred works of geek culture. The headlines alone read like a compendium of obsessions: “When You Are Ready To Have a Serious Conversation About Green Lantern, You Have My E-Mail Address“; “I Appreciate The Muppets On A Much Deeper Level Than You“; “Now More Than Ever, Humanity Needs My Back to the Future Fan Fiction.” Part of the joke is that the internal concerns of any particular community appear picayune to the outside eye; but to be a member of a community of shared interests is to care, deeply and in detail, about things the general public doesn’t spend much time thinking about. If you want to see this effect in action sans Larry Groznic, go to a newsstand and buy a magazine on a subject you care nothing about. If you read Vogue, get Guns and Ammo; if you read Golf Digest, pick up Tiger Beat; and as you read, imagine what someone who liked that magazine would think about your interests.
— Clay Shirky, Cognitive Surplus

: Zubon

Community Engagement

The feeling that I did this myself and it’s good, often beats the feeling that Professionals did this for me and it’s perfect.
— Clay Shirky, Cognitive Surplus

I think we tolerate far more flaws in the MMO genre not just because making massively multiplayer games is especially hard but also because we feel a sense of collaborative development. Players feel like they are contributing something to the game in a way that is not possible in “one and done” games. There is iterative development. There are forums with developers there. There is player-created content. The community participates in testing. It is our game, not their game.

On the other hand, the vast majority of the playerbase is not engaged in the forums, and the biggest game in the Western market has the smallest player input relative to “Professionals did this for me.”

[Update: Alternately, someone has probably worked out the mathematically optimal build for your class. How often do you work through the options on your own, even knowing the math has already been done? How often do you see that theory-crafted build and tweak it, making it your own even though it is most likely slightly worse than the guide-perfect build?]

: Zubon

The Opposite of Grind

Timeless MMO topics are worming their way, yet again, around the ‘sphere. Oh, I can definitely take part of the blame since I strongly dislike subscription games, and what I feel they entail. Clearly, I am neither alone, nor am I objectively correct. Julian, KTR lurker in the threshold, threw down an excellent comment, which in part reads:

The question is why are we seemingly unable to, after 10+ years of designing these things, to avoid the grind? It is generally accepted as un-fun. It’s been a major player complaint since forever. Why are we still operating under the design assumption that grind is somehow “needed” or “part of the flavor of the genre”? Why are we unable to come up with something better?

Which made me think, okay, grind equates to gameplay, but we hate it (mostly). So, what else is there?

“Content,” is what one of my little resident voices said. If defined in such a way, content is the opposite of grind. (Random Google’d website Wordhippo tells me the opposite of “grind” is “joy.”) Yet, from another standpoint grind is content. Our blog would have a completely different name if that weren’t the case.

Continue reading The Opposite of Grind

GuildFans Skill Design Results

Yesterday, GuildFans posted the results of their first contest. The contest was a “Design A Skill” contest for Guild Wars 2, where Guild Wars 2 designers Isaiah ‘Izzy’ Cartwright and Jon Peters would be the judges. Cartwright and Peters gave some excellent commentary on why they chose the winning skills. Peters also shed some light on the criteria he used in sifting through all the skill entries, such as simplicity, versatility, and whether it feels like a Guild Wars 2 skill.

I always enjoy hearing from game developers from a design standpoint. The “why” of design decisions can really help players understand the game they are playing. Sadly, I could not get my Spiteful Spirit re-make in as an entry in time, but the winning skills choices are great. I think my favorite is Plasma Shackles, but they are all pretty good.

There is no word on whether any of these will absolutely make it in to the game, but ArenaNet seems to enjoy using fan-driven suggestions to help build the game.

–Ravious

LotRO F2P Update

Back when LotRO announced its non-subscription pricing option, we had some of the best MMO blog drama of the year. If you want to see your favorite blog-folk being mean, spewing hate, and accusing each other of ruining the industry, I recommend Keen’s post and many of the responses to it. I promised to circle back to the topic after six months. Where are we now?

If you are a regular reader, you know that I have been unhappy with LotRO’s content development pace. It is a quest-based theme park game that has released three zones in two years, one of them as a paid expansion. This is not to say that LotRO’s development has been on hold. Those two years saw a re-vamp of early content, retrofitting of content to make is useful across greater level ranges, and several entirely new systems. So we have seen improvements in quality, if not much growth.

Economically, LotRO looks to be doing great. More servers, higher population, and every indicator I have seen suggests that the cash shop is making good money and subscriptions are up. I do not know if the result was as extreme as with DDO, but I am always struck by having subscriptions increase when a game goes F2P. The economics also recommend working on the lower-level content, rather than expanding at the cap, because the new income sources (players) are going through the early content, while the non-income sources (lifetime subscribers) are at the cap and can hardly pay less.

My current judgment is “too soon to tell.” In a business sense: so far, big win. We will see if that holds up after the initial surge from what is effectively a re-launch. In a game sense: so far, not great. The game has not gotten any worse, nor has it sunk into adding problems just so that you pay to make them go away, although I imagine the restrictions are pretty harsh on anyone trying to hit the level cap for $0. My biggest problem with the cash shop is the frequent advertising for it. “Let’s add a cash shop button to every screen in the game, even if the subscriber/lifetimer already has everything you could buy there! Let’s add a pop-up alert for the store every time we give the player a nickel worth of points!”

The main reason it is too soon to tell is that we have not seen what Turbine is doing with their new dollars yet. If revenue is put back into the game, with development in year 4 more like year 1, this will be a big win for the players, whatever it might mean financially. I would like to think that the re-investment would pay off, but for the moment, I am thinking only about the question of whether more $$ -> more designers, programmers, and artists -> more game. If 2011 sees “free” updates with at least two each of new zones, raids, book updates, and skirmishes, plus continued class updates, I will call F2P a win for the players, existing and new. If content development continues to limp along, neutral. If all the crunch goes into the paid update in late 2011, negative. And if things actually get worse in all the cash shop ways we know and fear, I may need to get my own torch and pitchfork.

: Zubon

Hmm, by that measure, how positively does Blizzard’s development rate speak for the subscription model?

Love Over Gold

My first bit from Clay Shirky’s Cognitive Surplus is one of the hardest to quote without going to great length. He cites Edward Deci’s experiment with a puzzle game called Soma. Subjects were shown the Soma puzzle pieces along with how they could be reconfigured to make new shapes, given some sample shapes to make, and then given a break.

During his absence from the room Deci observed the subject through a one-way mirror for exactly eight minutes. The subject’s behavior during that break was the experiment. … Even with [a variety of distractions] readily available, many of the students kept playing with the puzzle on their own, spending on average about half of the eight minutes working on it.

[Deci had the students back for a second session. Half]…were told that they would be paid a dollar for every shape they assembled [$5 today, after inflation]. … The paid subjects, who now thought of the cubes as a potential source of income, experimented with them, on average, for a minute more of their break time than they had previously. Deci then ran a third session, where he simply repeated the experiment exactly as he had run it initially: all the subjects were asked to assemble shapes, with no pay for anyone. In this session, even though each subject received identical instructions, the ones who had been paid in the previous session showed markedly less interest in the shapes during the break than in the session where they had been paid; their average time spent dropped by two minutes, which is to say it fell twice as far, when the payment was removed, as it had risen when the payment was added in the first place.

Continue reading Love Over Gold

Poker Night at the Inventory

This is a fair enough review that I do not feel the need to comment further.

Poker Night at The Inventory is basically a game which simulates playing poker with people you don’t like (if you do like them then the game will change that) and who aren’t very good at cards. … the AI is as erratic and foolish as you’d expect 3/4s of the characters to be…a fact proven every time you see one of them go ‘all in’ on a pair of twos or fluking hands on the river.

Valve has a brilliant little promotion going right now, kind of like the Kongregate badges I often mention when I try the game of the week, except they are selling the games. At a few bucks (plus some TF2 items), Poker Night at the Inventory seemed like a small risk. It’s just not a very good game, and I imagine it is worse if you like poker more than I do.

: Zubon

Cognitive Surplus (intro)

I read Cognitive Surplus by Clay Shirky this weekend. My next series of posts will be quotes from it, with or without the need for additional commentary.

This speech became the first chapter to the book. It serves as a summary for the whole thing, so if you read nothing else I post from the book, it is worth spending 15 minutes listening to it. (You can watch if hand gestures help you understand speeches, but the content is almost entirely verbal.) Come back if you feel like chatting about details as we go along.

: Zubon

Hat tip from 2008 to the sadly departed Jeff Freeman.

Rift Away

First off, congratulations to all the beta holders for Rift. I hope you guys have a lot of fun and help make Rift a better game. Remember that even if the mob in beta forums does not respond to your beautiful, constructive feedback, it will have much more impact on the development team than some “lol fire is so OP, this game sucks”-flamebait. Sadly, I will not be joining many of you golden ticket holders.

Continue reading Rift Away