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Making It Look Effortless

I still think this three-year-old post covers a lot of ground, but some recent events brought me back to the topic.

A friend recently held a small LAN party, and we got to talking about some game or movie that was reaching ahead of itself in terms of graphics. “They were good for the time.” No, they were awful for the time, once you got past “ooh, computer graphics” to “wow, those are really blatant computer graphics.” The technology was bleeding edge for the time, but its use was poor; if the acting or the special effects break your immersion such that you notice them as acting or special effects, they are probably bad acting or special effects. Good special effects look like they belong and are part of the world, not like they are special effects. If you want to see why Peter Dinklage won an Emmy this year, watch any episode of Game of Thrones and pick out which characters seem to know they are in a fantasy epic, versus the people who seem to be their characters.

I saw Vanessa Carlton perform this week. (You know her for this song. Can I comment on a world in which Britney Spears has sold 75 million albums while Vanessa Carlton is an opening act in small venues? Buy Heroes and Thieves. Digression over.) She mostly performed songs from her latest album, and it sounds much better live. She kept describing it as an “arts and crafts album” that was self-funded while she was living in The Shire. Performed as such, with just her, her piano, and her friend with a violin, it sounds great, personal and moving. The published album has obviously been worked over in the studio, and the “obviously” is a problem, particularly when the artist does not need it.

See also Powerpoint presentations using multiple animations per slide and/or an avalanche of clip art.

I link these to the hype and expectations post because they are all under the rubric of “obviously trying,” which usually means “failing.” Some people award points for effort, because they were obviously trying for something big. I say that jumping halfway across the Grand Canyon is not something that should be encouraged. If you have enough bricks for a one-story ranch house, do not build the first foot of a mansion, run out, then pat yourself on the back for daring to dream. Portal was a small game but a great game. Torchlight did little but did it very well. Alganon aimed for a modest success and embarrassingly failed at even being worth the time to download, which is a sad update to the original post.

Do dare to dream, but in the end your accomplishments weigh more than your aspirations.

: Zubon

While writing this, I discovered that Peter Dinklage and Summer Glau will be in Knights of Badassdom next year. I may already be sold.

ELO Hell

Still in it. Consecutive Dominion games were 4-on-5 and then the matchmaker set me up with 3 people who were on their first game of Dominion. Other games I’ve won by more than 400. As far as I can, it’s completely random who gets the epicly horrible team.

I’ve had the useful advice of “get better.” Okay, I’m consistently #1 on points for my team. I’m not sure how to overcome the whole “team” problem in team PvP, except for always bringing a pre-made team, and we’ve discussed that one at length already.

: Zubon

The Day Before It Went On Sale

A reader bought a yearlong subscription to Rift for $120 the day before it went on sale for $108.

Now, I know it’s only a matter of $12, but that’s not what irked me.

I am curious to hear your particular take on whether or not a company should offer this type of incentive before or after a large portion of their player base has to choose to re-sub or not.

Obviously, I am biased because I re-subbed regardless of the price…but it doesn’t make me feel very special (customer from day one, etc, etc) that I had to pay more.

The economic term we want here is price discrimination. That is probably a prejudicial term in modern American parlance, since “discrimination” has strong negative connotations beyond the simple denotation of being able to tell things apart. And as demonstrated, those in the (even slightly) more expensive market segment will tend to have negative feelings about this price discrimination. Did I tell you about the time that I bought an item on a good Steam sale the week before a GREAT Steam sale, or when I picked up Anivia in LoL two weeks before a permanent 50% price drop? Continue reading The Day Before It Went On Sale

Rarefied Grind

In our continuing series of games that take a single mechanic and run with it, we hereby present Coinbox Hero from Armor Games. The coinbox gives out coins. You use them to upgrade your coin-generating and collecting abilities. Ultimately, you will destroy the coinbox.

There is also polka music and a TWIST ENDING.

: Zubon

Gearing Up

Hugh Hancock has some words about the gear grind. My words? “Screw that.” You know there is going to be a new tier within a few months and a complete gear reset in the next year. Keep running on that treadmill, but don’t pretend you’re ever getting anywhere.

At least a real treadmill gives you the real progress of a lowered % chance to die of heart disease.

: Zubon

Hat tip. I credit LotRO for having an extremely minimal gear grind, in that there are perhaps two or three tiers of endgame gear between expansions, and the tiers are not that far apart. You only need the raid gear if you are doing the one or two raids anyway.

Vocabulary Debate

Is “nerfed” now a simple antonym to “buffed,” in the context of game changes (rather than “de-buffed” for, say, a spell that reduces your armor by 20 for 15 seconds)? Or do we (should we?) reserve the term for a reduction that makes the play value questionable? The imagery of the term still suggests its original use: our swords have been replaced with nerf swords (and killing things with nerf swords is about as difficult as doing so with a herring). But the term also arises on smaller changes, like a 5% reduction in one ability’s damage. Do we have another term in general use for a weakened ability that does not suggest that any decrease makes the ability worthless? I don’t hear “weakened” much, although it seems apt.

Or perhaps that is the nature of internet discussion. There is no word for “reduced in effectiveness but in a reasonable and non-alarming way, such that one might continue using it, whereas before its power was a potential balance issue.” If it’s your class, it’s “nerfed”; it it’s his class, it’s “fixed”; if you’re a developer, it’s “re-balanced.”

: Zubon

It Must Be Me

I’m apparently pretty bad at League of Legends, including the basic requirement of being able to field a 5-player team. I had 4 games in a row that went 4-on-5 for at least half the game. The funny thing is, in my entire time playing LoL, I can remember only a few times when the leaving player was on the other team. That is probably attentional or confirmation bias, and I know that randomness is scheduled to balance out over the course of 400 hours, but you lose the enthusiasm for those 400 hours after repeatedly losing due to perverse randomization in team composition.

I’m not suggesting that there is anything odd going on with a random number generator or anything like that. We should expect to see streaks in coin flips. And, given coin flips, there is no reason to expect the next series to be anything other than distributed according to binomial probability. But players can hit gambler’s ruin, get frustrated, and quit, which is a problem for the developers if this drives away paying customers. This is why many games have anti-frustration features like CoX’s streakbreaker that will force a hit after a sufficiently long string of misses.

No, I have no idea how to make that work (fairly) in a team PvP game where the problem is defecting teammates.

: Zubon

Comments of the Week: Guild Wars 2 in Summary

Responding to my gloom about MMO designs that make “Massively Multiplayer” mean “solo or be griefed (more),” Axiom comments:

You might want to check out Guild Wars 2, which is nearing the end of development and is slated for Closed Beta in November or December.

The game was designed from the ground up to eliminate a lot of the ways that typical MMOs fail to encourage cooperation and rather foster anti-social behavior.

Some of the ways they have addressed this are:

1. No mob tapping or kill stealing. Everyone, grouped or not, who does a minimal percent of damage to a mob (5% to 10%) gets full XP and their own individual loot, both at the same level as if they had defeated the mob alone.

2. Rather than traditional quests, the PVE content is mostly in the form of Dynamic Event chains that branch and cascade through out each game zone. Events scale up with more players, offering more challenge and reward. At the completion of the event, in addition to mob xp and loot, everyone gains a reward based on their level of participation vs. predetermined thresholds, adjusted for the number of participants. The rewards are issued whether players succeed or fail the event and you aren’t competing with others for a finite number of reward slots.

3. The game does away with the “holy trinity” of class roles; tank, dps, heals. Continue reading Comments of the Week: Guild Wars 2 in Summary

Avoiding the “Massively”

X is a problem with the community or structure of a game such that others can have a large negative effect on your gaming session. Usual recommendations: solo, bring your own friends/group, avoid potentially risky (i.e. anything involving gameplay) interactions with others.

I keep saying that if game Y is fun so long as you bring your own group of people, almost anything is fun if you are just using it as an excuse to hang out with your friends, so the game is contributing nothing. You could randomly pick any of dozens of options, and you will probably be better served by playing something other than an MMO. But most folks seem comfortable with this equilibrium in which we are contact with building gated communities within gated communities instead of pushing for pro-social game designs. This pushes me away from MMOs, because what’s the point without that first M, and into lobby-based games where we get up to 4 friends together, done.

On one hand, this is a natural consequence of the Hell that is other people. On the other, shouldn’t we expect better?

: Zubon