I was wrong. /ignore does work in Town of Salem. I expected a menu interface. I have no idea where that is documented, but it works. I don’t know if it works permanently for an account or just for the one game.
: Zubon
General
Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.
.I was wrong. /ignore does work in Town of Salem. I expected a menu interface. I have no idea where that is documented, but it works. I don’t know if it works permanently for an account or just for the one game.
: Zubon
Call me if they finish porting this to the PC. What I saw made Arkham Origins look good. Oh hey:

Maybe it will be ready in the fall.
: Zubon
To return to not making your content fun, I believe MMO content should be designed on a scale. On one end you have rewards, and on the other end you have fun. The more fun said content, the less rewarding it should be, while the less fun something is, the more rewarding it needs to be to stay viable/relevant.
— SynCaine, Fun vs Reward
In terms of designing a subscription-based game that retains players and makes efficient use of content, it makes a kind of sense to design a Skinner Box that rewards your players for spending time on the least fun content. This is where Moloch drives MMOs.
Pay to play a game designed to minimize fun per hour. The main thing we seem to learn from playing MMOs is that you will have more fun not playing MMOs.
: Zubon
Expansions are intended to reinvigorate games, but they are also what usually convinces me that I am done with an MMO.
When I am into a game, every new thing is exciting. Changes may or may not be good, but I am passionate about them. Revamping major systems is a learning opportunity, a whole new batch of Theory of Fun fun for a spade like me who is an Explorer of design and mechanics. Every set of patch notes is the seasonal menu at a fine restaurant, and an expansion is a smorgasbord of new content.
When I am not into a game, I can coast for a long time. Sometimes that is just downtime, waiting for something new to revive that spark after I have done all the things. Other times, it is a misguided sense of commitment and loyalty, not yet ready to admit that I am done. The current free to play trend lets one drag that out for a long time, logging in for a quick daily to keep a faint spark alive when a subscription fee could force an “is this worth it?” decision point.
An expansion forces that decision point on a grander scale. You need to buy something. Large mechanics are changing. The level cap is probably going up, and if not the population will still be moving to the new areas, so you must follow or be left behind.
And so I look at my emotional reaction. Do big changes inspire interest or dread? You have already made your decision, you just need to recognize it.
: Zubon
Mafia (also known as Werewolf and a dozen other variations) is a piece of gaming literature, for which I knew the rules but never got around to playing. This weekend I tried out an online variant under the name Town of Salem and proceeded to play 17 games in a row.
Mafia is a PvP game of social deduction. You have a town of people, a few of whom are secretly the Mafia. The Mafia kills someone every night in their plan to seize power. Every day, the townspeople (including the hidden Mafia) can vote to lynch someone. Night follows day until one side is eliminated.
The town has numerical advantage. They will definitely have some losses, but when there are three Mafia members out of 10-15 in the town, having more bodies means not only more longevity but also more people watching for suspicious behavior. The Mafia has a coordination advantage, because the Mafia members know who is in the Mafia.
Variations include changing team composition, whether notes are allowed, and giving players special abilities. Online games allow more options for secret communication or abilities that might be awkward in physical games. Town of Salem gives every player a role with a special ability and includes neutral roles, such as the Jester who wants to by lynched. I am torn between enjoying the additional flavor and wondering whether it spoils the purity of the original game. The default game only uses about half the roles, with limited variation, but other options can use them all.
As my 17-game binge suggests, it is immediately engrossing and addicting. I can see why some conventions have continuously running games that successfully sell “all you can play” passes.
: Zubon
I rarely pass along press releases or advertisements except to mock them, but Stardock gets a nod for this one:
Come see what’s been keeping our players busy ruling their galaxies, with over 41,538 games completed, 7,158,087 ships destroyed, and 1,706,224,660 credits awarded since Galactic Civilizations III‘s May 14 launch.
Granted, we mock MMO PR for statements like “accounts” or “characters created” instead of “subscriptions,” and Stardock is providing these numbers instead of trumpeting something like a #1 sales rank, although you can get anything to #1 if you define your sub-sub-sub-category carefully enough…
: Zubon
Because all of your experiences happen from your perspective, it is common to generalize and assume that others’ experiences are more or less like yours. Over time one learns that this is often not the case, from different life circumstances to different preferences to different brain configurations and chemistry. This last is the subject of one of the most interesting discussions on the internet, where some people have well known but uncommon mental experiences (synesthesia, photographic memory) and others explain their realizations that either they have experiences most people do not or (the topic of the original post) they lack experiences everyone else has, like a sense of smell. “Wait, people don’t just mean that metaphorically?”
At one point, the topics wanders to video game achievements. Commenter Doug S covers a lot of ground:
I don’t know exactly why I feel compelled to earn Achievements or Trophies when playing video games, or want to see my characters level up, or things like that, even if I don’t actually enjoy the process of doing it. Must be that “wanting†vs “liking†distinction.
Sometimes I wonder why I should bother getting every little thing in a game. This frequently leads me to wondering why I’m playing the game at all, or playing any game, or choosing to do anything at all rather than nothing. Then I suffer from depression symptoms. Having come to the conclusion that questioning these impulses reliably leads to depression symptoms, I’ve stopped doing it.
Others report similar senses of differences between compelling gameplay and enjoyable gameplay, which is somewhat of a recurring theme around here.
: Zubon
Richard Bartle had a recent post about the pre-history of MMOs.
I’ve read so many histories of MMOs that are just plain wrong, that I myself always try to get it right to the best of my knowledge and understanding. This is why when people introduce me as “the man who invented online games” or whatever, I always mention that I co-invented them with Roy Trubshaw. If I’m able (which isn’t always possible in live interviews), I’ll also correct the focus (it’s just virtual worlds) and point out that plenty of other people independently invented them too: Roy and I did MUD; Kelton Flinn and John Taylor did Island of Kesmai; Randy Farmer and Chip Morningstar did Habitat; Bruce Maggs, Andrew Shapira and David Sides did Avatar; Rich Skrenta did Monster; Alan Kleitz and Bob Alberti did Sceptre of Goth.
He goes on to talk about the genealogy of games and the allocation of credit.
Worthy reading for folks who care about the world before the World of Wacraft.
: Zubon
The flip side of intentional gaming is that many things are compelling but not entertaining. You feel driven to complete the level, get the achievement, do the thing. You do not actually like the game (anymore?), but it appeals to your brain chemistry in a way that keeps you going, keeps you coming back.
That was my experience with social media games. The gameplay is usually crap, although you can create your own interesting time management game out of juggling a half-dozen of them. During college, my wife did not really enjoy Civilization II but played many late nights of it because its “just… one… more… turn” gameplay is that compelling. You can get remarkably engrossed and engaged without stopping to think, “But do I really like this?”
I approach this from an Achiever point of view, because treadmills and achievements are often how games keeps people hooked, but it applies to all approaches. In my Explorer guise, I have frequently given games, books, and shows another few hours to “get good” even after recognizing I was not enjoying myself. There is always a steady stream of Killer content to keep you fighting for the top of the hill even after you stopped caring about that hill, and few things activate your brain’s instinctual programming like the illusion of mortal danger mixed with status competitions. Of course, since we come from a species of social primates, huge swaths of society are effectively traps for Socializers, engaging our socializing brain modules while providing no real content, emotional satisfaction, or other recompense.
Our brains evolved in a physical environment. In a digital environment, we are still executing all the adaptations that got us here, even if they no longer provide value or even make much sense.
: Zubon