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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

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.

Two Hypotheses About LotRO DPS

Every LotRO player has his favorite “Huntard” story, but I find far less of that then you hear about WoW DPS classes. Of course, you hear more of everything about WoW; that kind of thing happens with millions of players. I have two theories.

Hunters have no flashy effects. You can make your arrows look like tracer shots with light and fire oil, but you basically get arrows. Fwip fwip fwip. No fireballs, no glowing rays, no bear pets. Even if you two-shot some huge target, the default option is for you not to see your teammates’ damage. It is hard to have the braggadocio when you cannot show off.

LotRO group composition differs. The standard WoW group is 60% DPS. Grab three random people and you have a good chance of getting at least one idiot. If a LotRO group has more than one DPS, odds are that most are also providing support, debuffs, tanking, etc., and even Hunters toss in crowd control. (Parenthetical: a healer with five Hunters/Champions is an awesome group.) The center of the show is in the melee scrum; the Hunter is a half-off-camera damage source.

Except for those times when you have idiots who always pull aggro or over-pull. If anyone notices that there is a Hunter in the group, you probably have a bad Hunter.

: Zubon

Enedwaith

I may have underestimated the amount of new content since Siege of Mirkwoodâ„¢, but it is hard to tell because my week back in The Lord of the Rings Onlineâ„¢ has mixed that, revamped content, and old content that I had skipped. A week’s worth of content (or a hardcore weekend) still feels about right: one day per quest hub/sub-zone plus one for bringing Volume III to Enedwaith. It is almost entirely solo content, with repeatables for slow reputation grinding. I am not quite done with everything, but let me tell you what I have liked with minimal whining.

Continue reading Enedwaith

Volume III: Prologue Through Book Two

The story kernel of Volume III is a good one. We have a side story to the core Lord of the Rings tale: gathering the rangers scattered across Eriador and bringing them to their intersection with the main story. No-name rangers became minor personalities before, and now they are back. There is a brief Crowning Moment of Awesome after you have united the Grey Company when they dogpile on a couple of bosses. That’s right, buddy, this Hobbit has a pack of Dúnedain at her back.

The execution is mixed, neither the highs nor the lows being particularly extreme. You get to “nice” and “meh” but not “awesome” or “appalling.” Continue reading Volume III: Prologue Through Book Two

Black Friday Recettear

My apologies for announcing this with only three hours to go, but I had not noticed that the Indie story pack at Steam includes Recettear and 4 other games for $5. I said I would buy it for $10, so this is a great deal.

Update: that day’s done, but it looks like the deal is still available. The new $5 indie pack of the day includes World of Goo. Torchlight is $5, if you missed that with last year’s sales. The gift packs are a fun notion, but not one I have occasion to really use: a bulk discount on buying copies of a game to give your friends.

: Zubon