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Platform Independence

Say what you will about their product, Taco Bell is serious about getting people to take customer satisfaction surveys. The back of the receipt asks you to visit this website, or call this number, or scan this barcode to connect on your mobile phone, or text them “TACO” to have the link sent to your phone. The survey is asking you to do something for them for the minute chance of a reward, and they are making it convenient to do so. Most companies make it more difficult to give them money.

: Zubon

#takeyourmodelswhereyoucangetthem

[GW] HoM Check: 25/50

The Hall of Monuments provides a convenient way of summarizing how much “stuff” you’ve done in Guild Wars, at least to completion. I am at 25 points. I have done almost everything there is to do in-game at least once. I still have two Eye of the North dungeons I have not visited, a few Factions challenge missions I have never run, and I have only tried the solo-queue PvP options. I also have not run every quest, but the only one left that seems strongly recommended is the titan-clearing chain at the end of Prophecies. I have repeated some but not all on hard mode.

Touring Hall of Monuments categories: Continue reading [GW] HoM Check: 25/50

The Community You Create

Moderating is hard. Community managers have the difficult task of taking anonymous internet mobs and channeling them into groups that are socially worthwhile (and financially remunerative). The great failure of this would be EVE Online, a game with a surprisingly strong community given that structures of both the game and the community have fostered sociopathy to the degree of suggesting or plotting the rapes and deaths of players and their families. Not characters, players. As I recall, online game-related murder has actually happened in South Korea, but I had always presumed that was an isolated incident rather than a reasonable expectation of where the game was headed.

(The outcome of that particular EVE situation? A 30-day in-game ban on the leader of the largest group of organized sociopaths, who can still lead them just fine without logging in. This will be about as effective in curbing the community’s excesses as telling Al Capone that he is not allowed to personally brew beer.)

At root, the glory of consequence-free internet anonymity is also its downfall. One of the most important points in internet law is Section 230 of the Communications Decency Act:

No provider or user of an interactive computer service shall be treated as the publisher or speaker of any information provided by another information content provider.

(See the link for similar laws outside the US.) This has become a building block for the internet: with very few limits, you are not responsible for anything anyone posts on your website, forum, whatever. Even the limits are limited, so if you could reasonably claim not to know about X, you’re clear. This has led to the tendency not to moderate anything: if you take responsibility, you are liable, but if you let it all run wild, you retain plausible deniability. Hence the number of internet cesspools.

Upcoming legislation would make a simple change, and you know the programming power of flipping the sign on a variable. Just cross out that “No” and suddenly anyone setting up an internet forum is responsible for what happens there. That will need some amending, because you need a reasonable chance to respond when someone goes off on a rant while you’re asleep, but ultimately you are responsible for the community you create. If you are running the digital equivalent of a crackhouse or vermin pit, you will no longer get to say that you have no control over your customers. Barring hackers, you have complete control over who can post on your website, so take the legal responsibility along with the moral responsibility.

I want to mourn the death of online anonymity, but I don’t really expect it to happen. There will be international hosts to which something like 4chan or Something Awful can move, and there will be few cases in which it is worth the effort for the US government to impose itself upon another country. But if you can impede the lazy and the stupid, you have solved 90% of the problem.

: Zubon

Hat tip: Popehat. It’s a big hat to tip.

The non-Americans are presumably chuckling about that “US government not imposing itself upon other countries” thing. You cannot imagine how much it frustrates American politicians that they do not control the entire world.

Update: This was a bracing April Fool’s post. Wilhelm in the comments has the appropriate reaction to calling for the death of the anonymous speech under a reasonable-sounding cover. The annual debriefing is live. I think I’ll need to skip next year’s prank, since you have at least basic pattern recognition skills. (Also, sorry Maladorn: I put your comment to pending because I didn’t want the very first one to mention the date. It’s back!)

Economic Models

Looking outside MMO-land, here is a good example of how an economic model can undermine a game. Excerpt from the GameSpy review of Gotham City Impostors:

The real catch though is how long it takes to earn these unlocks. Want to jump in and create your own Boy Wonder or Jokerette? You need to level to unlock any customizations, then unlock the slots, then get keys to unlock individual items, then level more to get their mods and level more to create extra loadouts… endlessly. Unlocks aren’t inherently a bad thing, but Impostors takes it too damn far — especially when it’s selling a $3 “XP booster” as DLC.

Clothing yourself is an even bigger nuisance…

The game advertises “1000 levels of player advancement overflowing with upgrades and unlocks” which is how you get the game’s other advertisement of “More customization than you can shake a shotgun at.” That becomes encouragement just to buy the unlocks rather than waiting for 1000 of them, plus more costume bits to buy with tokens, plus “premium” items.

Safe Design

When I worked in traffic safety, a critical point was that systems need to be forgiving. A momentary lapse in attention or judgment should not lead to disaster. Granted, we live in the kind of universe where that’s just the way it is, but your design should seek to minimize that rather than to wrap people around trees.

In terms of game design, I am thinking about UI rather than combat here. Most games have figured out that one-click character deletion is a Bad Thing. Most games let you lock items or bags so that you cannot accidentally sell or deconstruct an important set of gear. Another aspect is that these need to be sufficiently customizable: if there are too many “click OK to confirm” screens, you start automatically clicking OK without thinking, which is just a more tedious version of not having the warning. As a player, I want to be able to pick what is hidden, what gets a warning pop-up, etc.

In terms of hardware design, I need a computer case whose power/reset buttons have a panel over them. I want it to be like the self-destruct button you’d see in a movie, with the clear plastic cover you need to flip before hitting the big red button. I’m not worried about myself in this case. I have a cat.

: Zubon

[GW] Artifical Intelligence and Natural Stupidity

Computer-controlled characters do some things better than humans can. They have complete battlefield awareness, so they can see someone start a spell with a 0.5s casting time, switch targets, and interrupt with a 0.25s casting time spell. (Of course, a human can occasionally interrupt a 0.25s spell with a 0.25s spell by just firing at random, “I’ve got a hunch he’s about to cast…”) NPC healers never whine about needing to be the healer, and they never get tired of staring at hit point bars.

The hard part can be making it so you want anything other than NPC companions. There is a narrow space between “completely useless” and “good AI,” and then between “good AI” and “better than the player.” In a FPS, the only limits on how aware and accurate an NPC is are computer-defined. One balancing factor is that NPCs exhibit perfect tactics but absolutely no strategy. Another is that you can just stop trying to improve the AI at some point; if it is already competitive with the humans, you don’t need to improve it, and you may have gone too far. GW also PVE-only skills, which are overpowered and not available to heroes and henchmen.

Another is letting the computer do completely stupid things that humans do. This also adds a sense of verisimilitude when playing with them. I used to joke that my heroes needed advanced “don’t stand in the fire” lessons. Then I watched a hero run past me into a sandstorm to start casting his spells, and it stopped being funny.

: Zubon

[GW] Diminishing Marginal Utility

Man, that’s a great spawn you’ve put together. I bet our players will want to fight it 15-20 times in one sitting.
— GW1 design meeting minutes

I am open to the argument that Prophecies PvE content was good when it came out. Maybe if you start in Prophecies and play through, this seems fine. If I grant you that, I need you to grant me that whoever put together Prophecies hard mode did what could very charitably be described as “the best s/he could, given the circumstances.”

I would love to help you VQ Eastern Frontier, but I promised my mom I’d quit cutting myself for Lent.
— guildmate

It is not just that the content is poor and not much fun. It comes in huge doses that the game encourages you to choke down. Guild Wars encourages its players to go kill all 300 enemies on that map. There are only 4 or 5 different spawns on that map, and you get a small team size, so go have fun killing those 4 or 5 groups for an hour or two. It is a bad sign when the wiki recommends starting 6+ zones away as a time-saver because it you can run a large team from a distant zone faster than you can vanquish a zone with a 4-person group.

Vanquisher runs of this area without active quests requires defeating around 350 foes. Including quest influences, it has been reported to range from 271 to 393.
Guild Wars wiki

I’ll discuss sometime soon why balancing Prophecies hard mode is nigh impossible.
: Zubon