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Expect the Unexpected

It is very likely that something unlikely will happen. There are many unlikely possibilities, and many things happen, so at the meta-level you should not be surprised that you are frequently surprised. This is a probability refresher for players and fans of weighted random number generators with attached narratives, although it applies generally in life. In a world with seven billion people, one-in-a-million events happen all the time.

Many people see something suspicious, meaningful, portentous, etc. in unlikely occurrences because they are over-specifying the event and ignoring the population of possible events. There probably is no conspiracy against you, nor did they change the accuracy code in your game.

I call the event “over-specified” because you are pondering how unlikely the particular event is rather than the likelihood of a member of that class of events. What is the chance that the car in front of you will have your spouse’s birthday in its license plate number? Pretty small. What is the chance that at least one car in front of you today will have a number that is somehow interesting in its license plate number? That is a long list of possible unlikely events, and while it might be surprising to notice a particular one, we have a lot of winning numbers in that lottery. Remember that this particular unlikely event is not the only one that you would have found surprising if it came up.

The “population of events” is how many chances there are for something unlikely to happen. We forget how very, very many of these there are. My standard example is having streaks of misses in a game. If you have a 90% chance to hit, the chance of missing 5 times in a row is 1 in 100,000. That is pretty unlikely. But if 2 million people are playing WoW every day, and each of them attacks once every five seconds for an hour per day, several people should have that 5-miss streak every minute. If even a small percentage complain about it, it will sound like a constant cacophony about horribly buggy code in the game’s to-hit rolls, but it is just a perfectly normal result of a random process with a lot of trials. Flipping back a paragraph, the more you drive, the more chances you have to see unlikely license plates, and then add in everyone else who might tell you if s/he saw one. Given enough rolls of the dice, incredibly unlikely chances become absolutely certain.

: Zubon

For your linking convenience the next time someone indicts the developers for perfectly predictable streaks in random number generators without suggesting why this streak is meaningful, or for instances of “it’s a sign” more generally. Try not to stomp on anyone who finds simple joy in noticing license plate numbers, so long as s/he is not making major life decisions based on them.

Back in the Bucketseat

Sorry I’ve been quiet the past week or so. I just moved to the land of toasted ravioli, provel cheese, horrible wine, Brazilian beer*, and Cardinals baseball. Thankfully, Zubon held down the fort more than aptly. I feel that except for my eyeballs on Guild Wars 2 at the conventions, the remainder of this summer is going to be light on the MMO front. In other PC gaming fronts, I am really looking forward to From Dust, Rock of Ages, and Trackmania 2. All three games are well below the normalized $50-60 price point we seem to be faced with for so many “quality” games, and I am going to push all three hard over at Tap Repeatedly.

Hopefully some time next week, I will have digested my immense reader backlog as well as all the Guild Wars 2 news that has emerged. In the mean time feel free to share below what your summer gaming plans are below, and remember… Brazilian beer, like tequila, never does anybody any good.

–Ravious

*Praise all deities that Shiner, Texas has infiltrated this beer market.

Level Design Milestones

I recently played The Wonderful End of the World. It is a cousin to Katamari Damacy, with less depth, variety, and humor, but it is still whimsical and benefits from PC controls. It is inexpensive and has about 3 hours of gameplay, or at least that is how long it took me to complete the game, get an A+ rating on every level, complete all the achievements, and mess around a bit with modes and options.

There need to be more “roll up the world” games. There are a few points that you look forward to in a well-designed level, and these could fit well in our MMO world.

  • Barrier Becomes Fodder: If you start by picking up paperclips on a tabletop, hemmed in by books, you must later pick up those books. If you start in the garden, rolling over the garden gate to start consuming the city is a critical moment. In your MMO, if something stands between your newbie zone and the “real world,” the player should get a chance to destroy it. Slay the ogre at the edge of the valley or destroy the alien ship that is sending in the enemy forces. Show the first mini-boss from the first instant and crush him.
  • Rapid Growth: You change the scene by giving the player a line of things to consume very quickly. Depending on the size, this could be a line of gumdrops, a row of hedges, or a parking lot full of cars. You rampage over them, and suddenly you are playing on a different scale. The later, bigger levels may have a few iterations of this, moving from “smaller than a human” to “I wonder if I can pick up that volcano” in 3 minutes. The lines also serve to guide the player, steering them from one part of the map to a new one that provides new growth potential. It gives the player a moment of feeling really awesome, facilitates the scene change, and provides a trail of breadcrumbs. The player ends one phase of life on a high note and has a running start as s/he sees the next tier of available.
  • Return to Start: You broke through that barrier on your way out, but at some point you must go back so that you can see how much you have grown. You start out dodging ducks, but you come back for the boats in the pond. You pick up the table you started on. Some levels make this the finale, but others make it the half-way point, and the last level might do it repeatedly as you pick up the ducks, the boats, the entire garden, the entire block, the entire island… The earliest levels may be too short to do this, but the later levels should include going back over the same territory and picking up that house, garden, etc. where you played the first few levels. Besides highlighting how awesomely huge you have become, it makes the game world feel like a more coherent place. The hero’s journey ends with the return home.

: Zubon

Are Single-Game Players Happier?

Five or six years ago I went to a sake-tasting event in San Francisco called “The Joy of Sake”. About 140 sakes. In a few hours I became such a sake connoisseur that the sake I could afford — and used to buy regularly — I now despised. The only sake I now liked was so expensive ($80/bottle) that I never bought another bottle of sake.
Seth Roberts

What was revelatory for me at one point was that there were people who thought of themselves not as gamers, not as MMO gamers, but as WoW players. They are not interested in the genre, in seeing competing implementations, in the next MMO coming out… They just play WoW. Hardcore or casual, this is their game, done, the way some people are baseball or football fans (a perspective that had not occurred to me until I typed it, which suddenly makes “one game” make a lot more sense, although most seem to be “sports fans” who need a group of sports to make it through the other seasons).

Today I find myself wondering if my recent blasé with the MMO world is a result of becoming familiar with too many different ways of doing things in MMOs. No matter what game I am playing, at least half the features will have been done better somewhere else, and the failings of individual games and the entire genre stand silhouetted. Maybe if I did not know better, getting another boss further in the latest raid tier would be fulling absorbing entertainment. But that seems like a critical failure of fun theory.

I am not saying that WoW is a bad game. I’m more saying that if you have never played/studied EVE, you do not know how a game economy (and economic tools) could work; if you have never played A Tale in the Desert, your crafting ideas are probably disgustingly limited; if you are not familiar with WoW, you are probably willfully putting up with the far shoddier implementation that is so common in MMOs. And what has seen cannot be unseen.

: Zubon

[Hello Seth Roberts readers! Pork belly is in the fridge, flaxseed oil (capsules, not fresh) is in the pantry, and we have some lovely videos of faces on the DVD rack.]

Advancement

Commenter Naqaj asked me to check out a thread on experience point functions. I did not get very far before mentally classifying it as “discussing preferred ways to grind.” Right now, I am so over grinding. My reaction of the moment is that the genre has so thoroughly glutted itself on advancement that it has spilled over and infected nearby genres. Long-time readers will have repeatedly heard my rantings about “RPG elements” (read: character/ability leveling) in almost every game out there because people will play for longer and our meat-based brains will actually respond positively to unnecessary grinds as long as there are numeric and/or visual rewards attached. Video games really are better than real life at stimulating important parts of our brains, and now we are taking to improving how games stimulate us rather than improving real life.

I just don’t think I’m emotionally up to reading all 175 comments in that thread. I look at the grind in the genre and just shake my head. This is really what we have come to.

: Zubon

[Prime] Skills and Beginnings

Prime: Battle for Dominus is the MMO that just appeared, and it’s targeted to launch this year. In a genre where it feels like we wait for a good part of a decade for an MMO, it’s pretty refreshing to hear about a new MMO so close to launch. What is Prime? A 3-faction, sci-fi PvP-based MMO made by plenty of people that have made other MMOs. Check out their very concise, BS-free FAQ.

Today we learn about Prime’s skill system. Each class (six for each faction) starts with 5 skills, and as they level this maxes out to 15 skills. Seem pretty light in the MMO age where we need 5 skillbars each with 10-15 slots maxed out.  Except that each skill can be grown by allocating skill points. As skill points are allocated it seems that the skill itself will change in functionality, at least to the degree of effecting more people. Reallocating points is going to be an easy thing to do because Pitchblack Games, developers of Prime, want people to feel free to experiment.

I think this system sound pretty good. It’s like Guild Wars without a million-billion skills or like Rift without having to painfully construct and synergize three skill trees. I am all for simplicity with customization. I know traits in other MMOs do nearly the same thing, but it’s nice to think “I want to use these skills for my build, let’s pump them up.” I am hoping they steal Guild Wars and Rift‘s build-saving features though.

I must say that Prime has caught my attention because it appears so focused and agile, possibly even a KTR-vernacularized Chipotle MMO. I’ll definitely be on the lookout for more news on this one.

–Ravious

You Paid How Much?

Jaradcel writes up another great guest post. Enjoy! –Ravious

Stemming from the thoughts on micro-transactions and the use of freemium, I thought I would offer my thoughts on the parallels from another game that has recently gone freemium – Team Fortress 2 (“TF2”).

At first blush, the game does not have anything to do with Kill Ten Rats – It’s a hat-collecting sim/FPS after all. But what it is doing mirrors closely the models that Turbine are using on Lord of the Rings Online (“LotRO”) and Dungeons and Dragons Online (“DDO”), and which other companies like SOE and NCSoft are also moving into as well. That is, turning a pay product into a free model to attract new revenue via a cash shop. And TF2 does so by scratching the same itch that MMO cash shop users have – the need to have it all and look pretty besides.

Continue reading You Paid How Much?

Are you there, [playername]? It’s me, Kingdom of Loathing.

Our dear friends at Kingdom of Loathing sent out the following open letter, or rather a message to inactive accounts. It was sufficiently amusing that I thought I would pass it along after the break. Hey, I had not heard about ascension changes. Besides, some of you still have not tried KoL, which is strange. Continue reading Are you there, [playername]? It’s me, Kingdom of Loathing.

F2P Discussion at Tobold’s Place

Tobold ponders:

Imagine a Free2Play game with an item shop that offered both purely decorative items, and items which gave you some sort of advantage in game… Which one would you rather buy?
I have the distinct impression that previous discussions on the subject were influenced by the contribution of people who actually wouldn’t buy anything.

This is a very important point. If you do not spend money, your opinion does not count for much. “I want you to pay for the game and for me to get everything I want and for you not to get anything I don’t want you to.”

The excluded middle discussed in the comments is paying for content, the model from Wizard101, DDO, and LotRO whereby you pay to unlock quests and zones. Of course, those games also dabble in cosmetics and “convenience” items, some of the latter trending dangerously into “game advantage.” And then we have League of Legends, which sells content, cosmetics, and convenience with no further gameplay effects and hopefully is rolling in currency.

: Zubon