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[GW] Tooth Enamel and the Aging Adventurer

This weekend, as I was taking a chocolate bunny from the remains of a land-going fish assassin, a man carrying 1250 ingots of iron in a belt pouch remarked to me that it was unrealistic that he could salvage wood from charcoal. I had trouble hearing him speak from a different continent, partly because of the way 13,507 gold coins were clinking in my pockets, but he strangely evoked another worry in me.

My character has not consumed anything but candy and alcohol for the past three months. “Not even skale fin soup?” No, allergies. To some, this just sounded like college, but he is getting on in ranger years, and I became seriously worried about the state of his teeth. Perhaps the alcohol will kill the bacteria?

: Zubon

[GW2] The Late Fool’s Guild Wars 2 Contest for the Insane

There’s a definite disturbance in the Mists when it comes to the Guild Wars 2 in-game store. Until people get comfortable playing the game the theorycrafting on this subject is just going to enrage many people. Serene minds prevail here and there, but it’s like breathing less to stop global warming.

So, on this humble blog let’s theorycraft, I say. Let’s theorycraft some crazy. ArenaNet is stockpiled with people of multitudinal imaginations, and there must be white boards filled with gem store crazies. Let’s help them add more from across the internet.

What are some crazy or fun gem store items you would like? Let’s make this fun too. Whichever comrades come up with best crazy, cool gem shop items [decided by me], they will win prizes (must have valid email with entry) from Kill Ten Rats. The current prizes are: (1) a sealed Guild Wars platinum edition, (2) a never been opened Art of Guild Wars hardcover, (3) two original [“official”] prints of artwork created and signed by Katy Hargrove* (4) 8 Guild Wars skill pins**, and (5) some amount of gems/gold on Guild Wars 2 launch***.

First place gets first choice, second place second choice, etc.  ArenaNet employees are not eligible; go write on your own white boards. Non-North American people, I will do my best to cover shipping costs. You might have to work with me if you win and default to (5) or help me with shipping costs.

You may enter as many times as you wish. Please one comment per entry. Important note: You are not designing an item that will go into the game, this is purely conceptual. Deadline is April 25, 2012. Continue reading [GW2] The Late Fool’s Guild Wars 2 Contest for the Insane

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

I’m Back!

Greetings Rat Slayers, I have returned…  Not that I’ve been anywhere exciting or exotic, quite the contrary, I have been wandering about in a bewildered MMO malaise for the past few years and suffering from a general apathy regarding the titles that have been produced.

That’s not to say that I haven’t kept abreast of the goings on in the industry, and I have continued to test and trial games, and I’ve even gotten excited a few times about features and innovation, that later turned sour and left a bitter taste when the ‘innovation’ failed to deliver or amounted to old mechanics re-skinned to appear revolutionary.

Thankfully, 2011 brought about the F2P revolution and gave me something to pass the time until I could get excited about something again.   From a retail release perspective, Guild Wars 2 has done that for me, finally.   More importantly, I see trends in the trenches, that suggest we are starting to see developers breaking out of the misguided meta that ‘a better WoW’ is the future of the industry.

I see more indie developers taking risks and pushing new paradigms and that is exciting.   I can’t wait to share my experiences in several exciting projects currently in early stages of development, as well as whatever else comes along.   Kill Ten Rats has always been an epic quest, and I am glad to be back with all of you brave adventurers as we carve out our destinies and push this MMO universe in new and exciting directions.

~Cyndre

 

Rumors of my demise…

… have been more or less accurate. You all have to thank (or complain to) Zubon for poking me and dragging me out of my hermit’s cave to post again. Work has sapped most of my will to write and free time, which combined to 2011 being not really that exciting game-wise, contributed to a lack of things I’d be remotely interested in posting about.

What I’ve been doing all this time: After growing bored of Rift I went back to LOTRO for a spell, since it was free (as in beer), but soon enough my old issues with the game peeked over the corner and off I went in search for something new. Which I found, curiously enough, in a place where had it not been for boredom I would have skipped entirely; Champions Online. I had the good fortune of finding an excellent roleplaying supergroup and it’s been good times since then. I’ve also started recently dabbling in Star Trek Online since it went F2P (notice a trend here?) so I’ve been splitting my time between both of Cryptic’s offerings. At some point I’ll have to sit down and post some impressions, since these two seem to be two games few people talk much about.

Incidentally, I’ve discovered that it’s pretty much official by now: A game won’t hold my interest unless I can get a good RP kick with it. So that’s the player I’ve slowly turned into.

More to follow soon. I’m trying to escape Zubon’s whip here, so there’ll be some stuff coming.

Of Checklists

One reason I like achievements is because they give you a checklist of things to do. I like seeing the entire game, and large, complex games have facets I would not even think to look for. There are many ways to direct players to that content, but an easy one is just listing, “Hey, have you tried X?” In Guild Wars, the Hall of Monuments and the wiki are helping me find all the things I can do.

Honestly all I can think of when I start reading this kind of stuff is… work. For some reason, it just all seems like too much effort for not enough reward. To me, when I feel like I need to read a guide about how to make something happen, it feels like the game designers really messed up. I have like 3 points and I guess that is about all I’m going to get.

Bah.
Ethic

I obviously differ, but let me point out that, if you have played through Guild Wars and have Eye of the North, you already have more points than you may know. If you have completed any campaign, you have at least 5 points available (3 for linking, 2 for first Honor monument). A level 20 Ranger pet is another 2. Any miniature is another 1, 2 if rare or unique, 3 if you have both. Any fancy armor or weapon is another 1-4. If you already ran through the campaigns and have your Monumental Tapestries up in Eye of the North, you just need a few minutes to figure out how to cash in your checklist. And from there, you can see if there is anything else interesting you forgot to try. Getting a lot of points is work, but you can get a dozen on accident.

: Zubon