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[GW2] Heart of Value and Reason

I was pretty amazed at the amount of features ArenaNet delved in to yesterday in discussing the guild upgrades. Dulfy, Angel of Text Transmissions, as usual puts things in highly readable and digestible form. My favorite bullet points are multi-guild chat and the new guild missions. It seems like another really good update coming with the expansion, and most “core” owners will get most of these features as well. Heart of Thorns, I feel, is adding a lot of value to basic things.

My daily usually goes something like hit a vista, gather somewhere, go to WvW to stand on a ruin. I admit it is pretty rote right now. Mrs. Ravious and I used to do it together, but now we each have our preferred times and ways. She, a much better person and player than I, will usually do it through midday PvP. I just grind it at night out in the most menial of ways.

The new guild missions might shift that focus a bit. Say the daily is “capture a supply camp”. I can check to see if a WvW guild mission is up for capturing supply camps. The main rub is that at least 3 guild members need to capture the supply camp for it to count. This sounds like ArenaNet has created, for me, a reason to pause and collaborate with my guild beyond “fun” and “companionship”. Sometimes I need that objectivity. Continue reading [GW2] Heart of Value and Reason

Realm Grinder: Catching Back Up

Realm Grinder‘s reset mechanic has the important effect of speeding the player back to where s/he left off. In MMO terms, think of this as letting your alt quickly play where you main just was. There are drawbacks, but this seems generally a good thing that could be adopted elsewhere in some form.

For those who have not played this sort of game: after a slow first run while you are learning the game, you reset and advance steadily until you hit a wall in terms of progress, when you run out of new multipliers and abilities; you then reset, which gives you a bigger bonus and pushes the wall further out. Realm Grinder accelerates you towards that wall, which sounds bad to phrase it that way so let’s instead say that it brings you back to your personal late game. You are banking progress and continuing, not starting a long journey over.

This will not be to everyone’s liking because some people really love the early game. Alts! New characters! A simpler game in a purer spirit! Let’s say that incremental games do not have the early game feel that The Shire does. And games recognize that you have played the early game enough, hence boosts to near-max level or GW2’s birthday gifts of scrolls to skip the early game. To the extent that the early game is exactly the same whenever you start over, you want to accelerate/skip it; in a game like Civilization, the early game is often more interesting than a same-ish late game.

In Realm Grinder, this works out very well because you explore the early game diversity pretty completely the first time you play a faction. After that, your new multipliers quickly get you back to where you were. If you are going ten or a thousand times as fast, there is no more early game. You go through it as quickly as you can click. As you accummulate gems, you skip the early game and get back to prestige races in minutes rather than days. As you accummulate reincarnations, you zip back to the Mercenary stage in hours rather than weeks. In the late game, these bonuses just push The Wall out a little further, but they are ridiculously effective in burning through the early game, which you already know, to the late game, which might have something new for you.

If you are a “the real game starts at the level cap” player, really trying something new involves getting back to the level cap.

: Zubon

[GW2] ArenaNet TV and Information Bites

TwitchCon happened this past weekend, and while I didn’t have a care for the mainstream channels, I avidly watched ArenaNet’s shows. They had two days packed solid. There was some weirdness and patience was required by the audience in part of the some production hiccups. All told it was really fun.

The absolute highlight for me was the segment “Live at the Crow’s Nest” (at 1:38:00) where Maclaine Diemer was accompanied by two other musicians to do a small-set ensemble of many Guild Wars musical favorites. Diemer (along with other ArenaNet employees) has taken the in-house role of providing the music since Jeremy Soule has long moved on (and fled with DirectSong funds). I personally think the music quality has gone way up. Songs have been way more memorable to me post-launch, and there was really no song with launch that has stuck with me with the exception of “Dawn in Shaemoor”. Anyway seeing a guitarist, a bassist, and a violinist produce some exceptional renditions of Guild Wars 2 favorites was an absolute treat. The usually brilliant Twitch chat (sorry while I break for sarcasm overload) was clamoring to have those pieces, or something similar, in-game. I agree! Continue reading [GW2] ArenaNet TV and Information Bites

Realm Grinder: Customization

Realm Grinder is an incremental game that explicitly merges idle games and clickers. The emergence of “incremental game” demonstrates the convergence of the two, but Realm Grinder embraces both sides with options that gave it more interest and life for me than most incremental games. I may even go back.

Realm Grinder starts with six factions, whose abilities support different playstyles. Elves are the purest clicker faction, Undead the purest idle faction. Demons favor big buildings and Fairies favor many small buildings. Angels like magic and Goblins like money. As you advance further, the game offers prestige factions, first neutral factions to go with the good and evil trios, then a faction to add on top of good/evil. More recent updates have added Mercenaries that combine abilities across factions, along with bloodlines and heritages to let you bring forward racial strengths. These choices let you customize according to your playstyle, although only the Mercenaries allow much customization beyond the initial choice of a faction.

Like most incremental games, Realm Grinder lets you reset (“abdicate”) and start over with a stronger start, potentially changing factions. Then there is another tier of reset (“reincarnate”) that resets that process for a different series of bonuses; the progress currency from abdications is eventually cashed in for reincarnations, your “I beat the game” reset rather than “bank and go faster.”

The customization is more notionally interesting than relevant as balance is not quite there. This is a manager game about increasing numbers, and it can be mathematically proven that some options are orders of magnitude stronger than others. For all the potential options, only a few are in the range of “optimal” at any given point, although what works best for you might vary based on whether you play actively, leave the game running idle, check in occasionally, use offline progress, etc. So it matters a bit, just not as much as one might dream.

The diversity of abilities and factions, the existence of multiple paths, and the support of different playstyles makes it the best incremental game I have seen.

: Zubon

Brutal Honesty

Playing more Coup with new players, I find that honesty is a surprisingly powerful and common strategy. I do not know if the people I was playing with were hesitant to bluff, but almost every loss of influence/death was caused by false challenging someone else’s claim. It was a game of self-inflicted injuries.

I am sure I have played with other groups that lied constantly. I wonder what the curve is: start with minimal bluffing, because you do not know the game well enough to lie believably; lie shamelessly now that you know the odds better; go back to honesty how that people are expecting you to lie shamelessly?

: Zubon

Server Issues and Disconnection Losses

a list of Town of Salem 'suicides' suggesting server problems I am still playing Town of Salem, and I have begun to suspect that issues I was complaining about may be with the game rather than the players. People do quit at all times for all reasons or none at all, but connection issues I periodically see suggest players are being awarded losses for disconnects outside their reasonable control. In the picture to the left, it is possible that half the players in the game decided to quit in the first minute before anything happened, but it seems more likely that it was a connection problem. In the same night I saw a game with 5 disconnects from initial load to first night, and then another game was won by what should have been the losing team after the mafia killing role disconnected but their departure was never recognized by the server (someone else grouped with them confirmed their Steam disconnected for 10 minutes with the character still in-game).

To set the tableau for that last game, there were three mafia members against one townie. That last townie was the Mayor, who gets 3 votes and could therefore lynch a mafia member every day. The mafia gets one kill per night, so you can see how they are not going to lose this … except that only one person has the “kill” button at a time, and that was the person who disconnected and happened to be the last person the Mayor chose to lynch. The Mayor even recognized the absurdity of the situation (without knowing exactly what happened) and avoided lynching every day to give the person time to get back. The game stretched an extra ten minutes with only one person able to make one decision every few minutes. I have had several games with disconnected/AFK mafia killing roles, which makes a joke of the game.

The game can fail to connect half the players while also failing to notice when players disconnect. This is bad.

: Zubon

Soliciting Entitlement

I am totally on board for scolding people for an exaggerated sense of entitlement, but many gaming companies are literally asking for it. MMOs have long solicited player participation in development, from requesting suggestions to testing implementation. In a Web 2.0 world, more developers started inviting players to participate. “Make your voice heard!” Games being Kickstarted frequently offer beta board access as a reward so that you the customer can help guide the development of the game.

I have seen good, implemented solutions come from the suggestions board, and I have seen games that really do have player-influenced or even -driven development. I have also seen a lot of companies decide that is good PR, set up a suggestions board, and maybe harvest a few ideas but mostly just do what they were going to do anyway and maybe point to a thread and say, “because you demanded it!” It is so much marketing BS, just as we recognize that people are not really “testing” the game in that open beta. Some suggestions may have merit, and maybe you have a new idea, but the designers are not waiting with bated breath for the next epiphany from the armchair designers.

I have trouble saying that the players have an unfair expectation that they should be listened to when the company says they are listening. Using the two senses of “expectation” from that link: as a realistic assessment of what the company is likely to do, one should not place high odds on the company being guided by your suggestions; as a normative assessment that people should follow through on their promises, one is completely fair in thinking that a company that says it is listening should listen. If you say you are listening to create customer buy-in, then do not particularly listen, you totally deserve it when those customers react badly to the realization.

If a company never claimed to be listening, you can maybe argue that it would be better if they did, but you do not get to claim a sense of personal betrayal.

: Zubon

Bleak Blaughust Game Dump

It’s a weird thing: the mind. Throughout summer, the household was in a nice routine. At the end of July it was like a flip switched. School was only two weeks away, but suddenly both the kids and Mrs. Ravious wanted school to start. Stress piled on, and instead of viewing Blaugust as a fun challenge it became an obstacle. I knew that I might get the first five under my belt, and then I would spectacularly fail. So I followed Homer’s advice and took most of August off. Refresh the juices. Continue reading Bleak Blaughust Game Dump

Fluff and Metaphor

The game created as “Mafia” has been largely popularized as “Werewolf,” and that seems a better metaphor. Town of Salem’s colonial New England is an especially odd place for the Sicilian mafia. That metaphor also breaks down when you have a town of a dozen people and the Mafia plans to kill almost all of them. That is not what mafias do. The metaphor works better if you think of a town of a thousand people, with a leadership group of about a dozen and a criminal conspiracy trying to seize the reins there. Although few city councils hold daily lynchings.

Town of Salem was clearly thinking of a witch hunt metaphor at some point in its development. That is entirely appropriate for the daytime lynching, but fails for the nighttime unless we say the witchhunters were right and the witches really do murder people at night.

I have been wondering about other metaphors that would work well for Mafia. You can put all sorts of fluff on top of the same basic rules. Perhaps something with a less violent means of player elimination? We all seem so keen on killing people in our games. Despite the name, everyone survived Survivor as far as I know, which had a non-fatal elimination system. I suspect fewer people would play with a less violent metaphor; the sort of person excited about being a werewolf or serial killer is less likely to sign up for a game about the teddy bear picnic, where a group of cheaters is trying to sabotage others’ teddy bear collections. Maybe if they got to watch teddy bears go up in flames while the eliminated character cried…

: Zubon