Just before Christmas, a major ice storm swept through Michigan. More than 400,000 people lost power, some of whom still do not have power. This is a story about the power company and the cable company.
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Category: General
General
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.Small Scale Pay-to-Win
You see the title. I have been pondering it at the player and game levels. Let me give you a few examples so we’re on the same page here.
Continue reading Small Scale Pay-to-Win
“A Good Fight” Part 2
A good fight brings evenly matched opponents together in an environment where superior skill will prevail. If one side is obviously going to win, no matter what the other side does, it is not a good fight. If randomness prevails, it is not a good fight.
I would not demand that it be a fair fight. Luring your enemy into a situation where they are going to lose is an element of superior skill. Setting up a good ambush takes skill, as does understanding the meta-game to counter-build. It can also be a component of a good environment that one tactic is favored in A while another is favored in B. It is a bad game environment if ambushes always lead to victory or one class has no chance in A but will always win in B.
I think “evenly matched” is the key component to discuss here, and the two major components are quantity and quality. Continue reading “A Good Fight” Part 2
MMO Player vs. Assassin’s Creed
I have completed 4 games in the Assassin’s Creed series. I did not get all the flags in Assassin’s Creed 1, but I achieved 100% in Assassin’s Creed 2 and direct sequels. Assassin’s Creed 1 had some progression in that each chapter I got an upgrade, and the more objectives I completed the higher my health (to a cap). It was rather slight all told. Assassin’s Creed 2 had a much more varied progression, and it went up to what felt like a lot of progression in Ezio’s finale in Revelations. And, I’m not sure I played it as intended. Continue reading MMO Player vs. Assassin’s Creed
Questing
After playing Guild Wars 2, going back to the standard structure of quest NPCs is like driving a car with a hand-crank starter. It does not seem like a big thing, but PvE theme parks have been quest-based ever since World of Warcraft became the trope codifier, so your metaphorical car stalls at every pause and needs to be hand-cranked again.
: Zubon
[GW2] Fractured Storytime
With the Guild Wars 2 Fractals update, there is also a bit of the Living World going on. The first time players enter the Mistlock Observatory (fractals hub) they get to go in to story mode to experience the new Thaumanova fractal. It’s story mode because Kiel attempts to commandeer Mistlock Observatory and make Dessa use the technology to figure things out. Story spoilers abound beyond.
The fractal itself, even though I have only done story mode, is well-designed. It’s a big puzzle that is mostly combat light. The goal is to cool down or shut off the Thaumanova reactor, which is being invaded by Scarlet’s (proto-?) armies. The end boss is an anomaly, which appears to be a godlike energy being. The fight is all about keeping as much of the disappearing platform available as possible as players get hit with the energy and cause the platforms beneath their feet to disappear for a short time. Spreading out is the key tactic. I think I will enjoy it as part of the Fractals lineup.
However, as far as the story instance goes… it was a mess. I will give a nod to the pain caused by a bug, which prevented wiped parties from reviving, but only a quick one because this bug has been fixed. Otherwise, it was really tough to get pieces of the story. Here we are in a puzzle dungeon that we’ve never played before, and story dialogue is happening while we are racking our brains with in-game mechanics. Who knows how much conversation I missed. Continue reading [GW2] Fractured Storytime
Adaptation
High self-monitors are social chameleons. They ask themselves, “Who does this situation call for me to be?” Low self-monitors have a more fixed self-image, instead asking, “How can I be myself in this situation?” Low-self monitors are prone to see high self-monitors as two-faced and inconsistent, while high self-monitors may see low self-monitors as social incompetents. You probably know some people who could get along just as well in a biker bar as at high tea, and then others who are very good in their comfort zone but completely inappropriate outside it.
I found myself thinking of this in a gaming context based on how people adapt to their circumstances. Loosely, “how can I play my character in this situation?” versus “what does this situation call for?” I think we all want players to display some adaptability, but the range of what you think is reasonable for a game to demand probably varies in a way similar to degrees of self-monitoring. People with lots of alts are generally displaying more adaptability, but people with three alts of the same class (“Alice runs dungeons, Bob is my crafter, and Cindy PvPs”) are adapting on a different scale than someone who feels comfortable respecing the one character four times in a night.
Continue reading Adaptation
Impairment
Why is it okay to play multiplayer online games in a state too impaired to play well, when you would be slapped and sent away for doing it in meatspace?
If it is your own group of friends, and you all know you’re messing around, that seems fine. You all implicitly agreed on the level of play, and you had disclosure up front of who was drunk. When you play with strangers, that is the equivalent of joining the local pickup basketball game or sitting down to play chess in the park. If you are too drunk to make a shot, you will be forcibly removed from the game. Even chess players may get violent if you get a dozen moves in and then decide to giggle about horsies and how high you are instead of making a move.
In online gaming, people queue up or LFG while too drunk to realize that it is a bad idea to talk about how drunk they are. That’s not quite true; they have enough restraint left to avoid mentioning it until you are committed. It is a rare group that advertises “drunk DPS seeks understanding tank and healer to carry him.” League of Legends players wait until they die a few times to start talking about how high they are, rather than mentioning it during champion select. And they generally have enough sense left to pick a system like LoL’s where you cannot avoid with their choice to ruin your game without suffering some punishment or significant inconvenience. After all, the joke’s not funny if you don’t have anyone to play the joke on.
The usual refrain at that point is “it’s just a game.” But no, most people have the good sense not to do that where other people are in physical proximity, so they know it is not socially acceptable. Except apparently it is socially acceptable, because very few people seem to attach any stigma to it, and the drunk troll is not the only one who will go with “it’s just a game.” So maybe it’s me, but I cannot see an ethical system that supports making a negligent, unilateral decision that worsens the entertainment of most people around you.
: Zubon
Fan Art Shout Out
A while back we received an awesome fan email with some cool art attached and, well, I thought it was really awesome so I wanted to share it.
I want to thank Jonas from Foxygamer for creating it and also for being a fan. You rock!
– Ethic
Exit and Voice
A principle sometimes used to contrast economics and politics is that exit is more powerful than voice. That is, the capacity to take your business elsewhere has a stronger influence on most companies than asking them to change things. This is contrasted with politics because your exit options are smaller in political situations: you might leave your town, but things need to get pretty dire before you leave your country. (It is a related truism that you can quickly judge the freedom and prosperity of a society by which way the border guards face. No one was trying to sneak into East Germany.)
Gamers treasure voice. I mean, here we are on an online gaming blog, so we talk at length about what we like and would prefer. The advantage of voice is that you can send a more precise message. “I think it was a bad idea to add the Living World PvE content to the WvW zones. Please remove it.” Exit is a blunt weapon: you leave, and the company can draw its own conclusions. Of course, the discerning company is going to draw its own conclusions anyway, because what people say and what they do often differ (another major economic principle).
Continue reading Exit and Voice