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Browser Versions

At IMGDC 2.0, Gordon Walton said (paraphrase) that Star Wars: The Old Republic should be the last MMO (or perhaps online game) made with a standalone client. His logic was that everyone has a web browser, and the web browser does not require a multi-GB download. As a developer, every barrier between your customer and the game costs you customers. (Back to that post from Gordon Walton: you, the self-identified “gamer,” will work hard for a bit of fun, but most paying customers will not.) As a player, I have lost interest in the time it takes to download, install, and learn how to play. As an observer, I would attribute some of the rise of flash and mobile games to the convenience of automated downloads, streamlined installation, and the business brilliance that is the modern app store.

Maybe it takes more than six years for that idea to spread, but there are definitely reasons why you might want a standalone client: the need for gigabytes of content, security controls, and (most importantly to me today) a uniform development platform. “Web browser” is not one thing. One of the drawbacks of developing for the PC (not consoles) is that PCs differ widely in terms of hardware and software, and web browsers create more levels of differences. Are you using Chrome, Firefox, Internet Explorer, Safari, or something else? Maybe still using Netscape Navigator? Which version are you using, both major and minor? There are dozens of different ways users could have that one thing configured, and your game needs to work in all of them, with every other hardware and software configuration that goes along with the browser. I can see why you might want to say, “Our client, our world, under our control.”

I spend some days playing tech support for an online system. Some users genuinely have a problem with our system. Others could not remember which password was for our system, remembered the password but had typos, forgot the password for their Windows logon, had trouble with an internet connection, had trouble with Internet Explorer, had trouble using a function that worked slightly differently in Internet Explorer and Chrome, or needed the finer points of using a mouse explained. And those are the questions I remember off-hand from one day. When you are supporting a product on the PC, you are supporting the entire PC. At a previous job, our FAQs included how to update browser settings and how to troubleshoot problems with printer settings. Their printer problems were not our fault, but they were our problem if we wanted customers to make full use of our site.

When you run a hotel, you also get to explain to people how to find your hotel. If they cannot get to your service, they cannot use your service. The construction down the road may not be your fault, but it is still a barrier between you and your customers.

: Zubon

Loss Versus Failure to Gain

Game developers manipulate player desires by presenting the same options differently. Player reactions are empiricably testable with cash shop setups.

I frequently cite the example of having a “hunger” debuff versus a “well-fed” buff. These can be designed to be numerically identical, where the character has higher base stats that are debuffed by hunger or lower base stats that are buffed by food. You balance content around the higher number in either case. Players will complain about a hunger debuff but feel like they have been given something extra with a food buff. Even if the numbers are identical, humans are unhappy if you tell them you are taking something away from them, whereas they barely notice if they fail to gain something.

Many cash shops have some sort of lottery option. You can give the developers $X for a chance at items or whatever. What you see at least as often these days, because we would predict that it works better, is giving you a lottery ticket or prize you can pay $X to unlock. In the former case, you can play the lottery by giving me $X; in the latter, this lottery ticket is now yours, but you cannot redeem it unless you give me $X. Same lottery, same prize, same $X. If you doubt which implementation yields more sales, look at where the developers are betting. Team Fortress 2? Locked crates with keys in the cash shop. Guild Wars 2? Black Lion chests with keys in the cash shop.

Developers can make this more concrete by adding time pressure: the box/ticket expires in a week or after the event. Some players might still see a locked chest or lottery ticket as a failure to gain, but if it is going to disappear in a few days, they have definitely lost something, even if only an opportunity. The perception of scarcity also plays in here; you always have access to thousands of TF2 crates and GW2 chests for a few cents, so it is harder to instill the idea that you are losing any opportunities, while other games might make those drops less common (but still give the player frequent opportunities to buy things). Hence TF2’s time-limited crates, and doesn’t GW2 have occasional seasonal Black Lion chest items?

: Zubon

[RR] Advantage and Disadvantage Calculations

At Origins, I played in a couple of D&D 5th Edition playtest sessions, for a module and for the online tools. Two mechanics stuck out for me: the new system for preparing spells and advantage/disadvantage.

Advantage and disadvantage are simple to describe and powerful in their implications. If you have advantage, make the roll twice and take the higher number; if you have disadvantage, make the roll twice and take the lower number. Done.

3rd Edition had a similar intent with its “+/-2” default rule. If the DM was not sure what sort of bonus or penalty something imposed, just go with “2.” That is a 10% difference on a 20-sided die. How does “advantage” differ?

Quite a bit. Several people have run the numbers (I think “enumerate the 400 possibilities” is a better method than running a simulation). As noted, the effect of advantage is small at the extremes and huge in the middle. If you are nearly certain to succeed or fail, advantage is +1 or +2. If you have a 50/50 chance, it is +5. Out of 20, that is really, really big.

Players will also feel advantage and disadvantage very strongly because of the perceived gain/loss of the second die roll. If you roll two 18s, “eh,” you say, “advantage didn’t matter.” If you roll an 18 and a 2, that’s a success with advantage and a failure wit disadvantage, and you can see fate hanging in the balance of that mechanic. It’s a psychologically powerful factor.

: Zubon

“Gaming”

I was recently in Las Vegas for a library conference. “Gaming” means something rather different in Las Vegas than in our world. One of the evening events was about (tabletop) gaming. I wonder how many people were disappointed after arriving at an event labeled as a night of gaming at Caesar’s Palace.

: Zubon

…and whether that was intentional.

[TT] Zombie Games

Critical mass of zombie games has long since been reached. We are now at the point where the pit of E.T. Atari games was dug up to create a hole big enough to hold all the excess zombie games being made.

I had not realized how bad the problem was until I went to Origins and walked through the vendor hall. There were at least 100 advertisements for zombie games in the first row I walked down, including zombie tabletop games, zombie dice games, zombie RPGs, zombie survival, surviving as a zombie, zombie superheroes, zombies vs. pretty much everything, everything except a zombie cookbook, which Google tells me also exists.

Someone could surprise me with a zombie game that brings something new to the table, but it would surprise me.

: Zubon

Persistence and Mutability

We want our games to present both persistence and mutability in certain degrees and certain forms, but that varies from person to person and time to time. When those factors are not in balance, we can be left thinking, “What’s the point?”

We want the effects of actions to stick around, but not for too long. You want the game to keep track of your score, but it should reset between games. You could completely empty a world where enemies never respawned; you could scarcely progress through one where they all respawned instantly; you could certainly find yourself “done” with either in short order.

In an MMO, character advancement is more persistent, while your effects upon the world are very mutable. Monsters respawn within the minute. The dungeon resets as soon as your group leaves. Your levels and equipment stay with you, and you tend to exploit mutability to farm monsters and dungeons and thereby increase your levels and equipment.

Outside our MMO world, game persistence is largely bound by the unit of a “game.” Little carries over between games beyond a win/loss record. You would not play a “new” game of Monopoly if the previous winner still had all the money and properties s/he ended with. Sports would be very different if winners were determined by cumulative score over an entire season. You reset the world for every game of Civilization, and you reset the story to start over a single-player game. “New game plus” adds more of that between-game character advancement.

Finding the right balance can be hard outside of established norms. Adding a bit of the right kind of persistence is hard, as is mitigating it with mutability. You want your actions to have an impact on the world, but you do not want to be forever bound by others’ actions. You want to be able to reasonably counter other players’ actions, but you do not want them to trivially counter yours, and I think you’ll find that your perceptions of “reasonable” and “trivial” can depend on whether they are your actions.

Sometimes, I feel like fighting that boss again or running that dungeon again. Other times, I really want save the kingdom and have it stay saved after I log off. Luckily, we are not bound to play the same game all the time forever, so we can seek the mix that suits us each best at the moment, but the movement between games is itself a form of mutability.

: Zubon

[TT] Tokens of Affection

Love Letter comes with cards you use to play the game and tokens you use to keep score. That there are 13 tokens is elegance in game design.

Love Letter is a game for two to four players. If you have two players, the game is played to seven tokens. The most tokens you will need is seven for the winner and six for the loser. 7+6=13. If you have three players, the game is played to five tokens. The most tokens you will need is five for the winner and four for each other player. 5+4+4=13. If you have four players, the game is played to four tokens. The most tokens you will need is four for the winner and three for each other player. 4+3+3+3=13.

It is a simple thing, but it makes me happy.

: Zubon

Vocabulary 2

This comic happens. There was an old Gen Con sketch from decades ago in which a couple of gamers get arrested after recounting their game of Top Secret (an old spy game) without considering their surroundings.

In Ingress, folks occasionally need a reminder to watch how they phrase things. You are not going to “go blow up the Capitol” or some churches. Leading “an attack on campus” is borderline. Going on a “gardens (or zoo) raid)” is probably abstract enough to be safe.

: Zubon