After all the chaos of having my Guild Wars account hacked dissipated, I began to reflect on some of the misgivings I should realistically have as a customer. That the system eventually works is a small consolation in a hoop-jumping exercise that would put an HMO to shame. You see, I felt betrayed. (Warning: a bit ranty.)
Category: General
General
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.A Near Life Experience
Every Tuesday before my Tuesday night MMO event, I usually go hit up Nicholas the Traveler in Guild Wars. Â I punched in my fairly strong password changed from the alleged NCSoft password snafu, and received notice that my account was deactivated (code=45)! Â A quick Google search of code 45 showed that it dealt a lot with bannable offenses, such as botting or PvP match manipulation. Â So many bad emotions flared through my mind, but at the bottom of the barrel was hope.
I knew I had done nothing wrong. Â My biggest rational fear (thought up after a dreamless sleep) was that I had transacted with a true [evil] botter in buying items for Nicholas. Â Otherwise, I don’t even use the unofficially allowed mods. Â I don’t bot. Â I barely PvP anymore, and only in pretty friendly arenas. So, I had a false confidence that all would be right in the end.
Pro-Social Design
The question arose last week: how do you design around/against people being idiots and jerks? “You can’t fix stupid.” There is no 100% solution, because some people really are that dumb and others will go to great lengths as griefers, but there are better and worse designs in terms of the behavior they reward. If the system rewards pro-social behavior, it promotes harmony. If the player must make sacrifices to help others, you will see destructively selfish if not predatory behavior. Economics in two words: “incentives matter.”
For example, consider Marks of Triumph in The Lord of the Rings Onlineâ„¢: Shadows of Angmarâ„¢. The epic quest chain is a big feature for LotRO, but it was punctuated with instances that demanded full groups. If most of the population had completed them all, how did newer players and alts get through the epics? You asked someone to repeat one. Repeating one was a way to help friends, but you got jack for it. Your friends had to give something up, and you would not meet new people unless someone was a very charitable stranger (or, lucky day, you find a few people who need it, a couple of whom have charitable friends). Game update: repeating one of those instances began to award (once per five days) a Mark of Triumph; accumulate several Marks to barter for various rewards. The rewards were rather nice for when they were released. Pro-social behavior increased.
Because of how Marks were awarded, you did not need someone new to repeat the quest. This has the further benefit of letting you repeat older content without completely sacrificing character advancement, and developers want players to pay for recycled content. The downside is that it is more efficient to get a level-capped group and cycle through all the Mark instances rather than actually helping near-cap players on their first run-through. On balance, however, Marks increased pro-social behavior more than they inhibited it.
How to #$*! your players
You there. Yeah, you, the dev with the plan. Put it down for a second. Considering going F2P, like all the other cool kids are doing? Well it won’t be successful until you learn how to properly #$*! your players. What’s that you say? The game? No, you got it wrong. This isn’t about games anymore. If you wanna make games then quit, start your own indie house and do it there for art’s sake. This industry is about making “interactive entertainment experiences with large potential to be monetized”, not “games”. Don’t be archaic.
If you’re still with me, some pointers on how to make sure you’re #$*!ing your players the right way:
– Is your virtual world very, very large and requires extensive travel? Make sure you #$*! your players by charging them to make this travel fast. Limit and sell, honeybear.
– Do your game and loot mechanics award gobs and gobs of items to players, both useless and useful? Do their bags get full easily? Then #$*! your players properly by reducing their bag space, and selling them unlocks. Limit and sell. Are you getting this?
– Use psychology! Remember, the more complicated and layered you make your F2P system, the more players will say “Aw, #$*! it” and just subscribe as usual. Throw mud into those waters! #$*! them all Freud-like!
– Your game virtual world thingie has tons of achievements? And lists, to make sure you’re constantly fingering that itch on OCD players? Great start! Awesome! Extreme! However, if your players complain that some of those feel way too long and grindy, then you have to do the right thing: Don’t adjust that length! #$*! them by leaving things inhumanely long and selling them stuff they can use to accelerate completion for a little while! Think outside the box and into the wallet.
– Every time you manage to squelch a little bit of fun it makes Bobby smile. #$*! ’em.
Buffing
Ravious’s trinity and beyond discussion reminds me: buffing is a lot more fun than healing. City of Heroes will always have a place in my heart because of how awesome Kinetics is, especially at high levels. Buffing is less visible than putting green numbers over folks’ heads, and you cannot slap a DPS meter-equivalent on it, but it is more fun for both the buffer and the buffed (than the healer and the healed).
You know the litany against healers, in design and in playing one and in needing one, so skip that. Apart from enjoying the resource management game of the little bars you watch, the big fun in being a healer is making your friends limitless gods that go toe-to-toe with Cthonic horrors and win. Sure, you could do that by pretending you are a battery and re-filling the little bars every time the big bad all but one-shots your tank, while your other friends plink away its health, but why not actually make your friends limitless gods? Buff their defenses so that they can take the hits without constant healing, buff their regeneration to cover the gap, and buff their attacks so they swing more often and put really big numbers over their enemies’ heads. Cut the umbilical cord. (Debuffing does about the same, although something within me loves helping my friends more than hurting my foes, even if I am helping my friends hurt my foes.)
But why should I go on at length when we have this view from D&D?
: Zubon
Recettear Demo
The English-localized version of Recettear launches today. I played through the demo, and I wanted to share a few thoughts. Put me down for “weakly recommends.”
Recettear is “an item shop’s tale.” You know those merchants back at town in your fantasy adventure games? Recettear is your shop, and you are Recette. Your father was one of those adventurers, and he went missing (presumed dead) after taking out a substantial loan with your house as collateral. Tear is your partner, an accountant fairy from the financial company who provides you with advice and collects periodic, increasing loan payments.
The basic game is an economic sim. Continue reading Recettear Demo
Manuals in an Age of Digital Distribution
MMOs broke me of reading manuals. I used to read them, all of them. I am a junkie for rules and design — I have read rulebooks for far more pen-and-paper games than I have ever played. I have read ~200 page manuals for 4X games.
I now rely on tutorials. Almost all games come with them. Even games without explicit tutorials have a way to ease you along the learning curve.
MMOs broke me of reading manuals because the manuals were wrong. I do not blame the manual writers. What they wrote was presumably correct when they wrote it. Then two classes were cut in the last month of beta, one was re-done, one changed its name, twelve abilities changed names the week before the game went gold (including several that swapped names), and half the numbers changed. Then everything changed within the first three months, so only the general class descriptions were correct. Then the vision of some classes changed a year or two later. The developers’ online documentation is rarely completely correct, so let us not even hope for the printed version that needed to be finalized a month before the release date. (And people buy printed guides as they would for single-player console games, ha.) Some MMOs learned this and made the manual uselessly vague, which is another non-solution.
Even a decade ago, you went to the fan sites to learn how the game really worked. Now every game has a wiki and multiple forums with new user guides. It has become a measure of how newbie-friendly a game/community is: you need some small number of helpful, literate people to write the guides, so either the game is popular enough to have several of those people (good sign) or a small game has enough concentrated awesomeness in its community to have several (good sign). If a game is worth playing, people will be encouraging you to get started.
Now I get many games via digital distribution. Do they come with manuals? A few games have something on the start menu that directs you there, but I do not know if they included PDFs of the manual. Maybe it is in a folder somewhere? It would be helpful if the Steam library included a “manual” button, but the prominent one is “play.” So I play, rely on the tutorial, and that usually sees me through.
: Zubon
User Error and Design Error
I really want to write about design that is forgiving of error, but a more basic point in The Design of Everyday Things keeps interfering: much user error is design error. If users keep doing the same things wrong, there is probably something about the design that is encouraging them to do the wrong thing. That is not their fault. Problems that keep arising are design problems; fix them, work around them, or admit that the problem is too hard for you. Do not blame users unfairly.
Veteran players forget this. You know what to do because you have done it twenty times, and maybe the current design even feels intuitive because you know what the developers were planning, how the system has evolved over several years, and how it interacts with or mirrors other systems. You will hear people decry the ignorance of newcomers; why can they not go through a simple 20-step process across only four screens where only two of the commands are undocumented? And look, if you just install these two mods, rebind these keys, and change these settings, that dungeon is easy mode.
This relates to my refrain from Gordon Walton that hardcore gamers will crawl through barbed wire to reach the fun while most of the market will not put up with that crap. There are virtues in that, as it allows quicker iterative development and lets players get a closer connection to the game and its development. But it means having an unpolished game with sharp edges and pitfalls. The new guy did not expect pits of broken glass on the path to the picnic. That you know the workarounds does not mean that there are not things to be worked around. That someone does not want to learn them all does not make him lazy, at least not in a bad way; I pay to play, I get paid to work.
Anti-social behavior in the game is also designed in. If players keep doing the same horrible things, game design probably encourages it. If the game rewards sociopathic behavior in groups, you will see more of it. Designers do not intend to reward people for acting against the interests of their groupmates, but game designs certainly do so.
If the players are not playing your game how you want them to, you should look at what the design encourages them to do. And remember that other design issues may also be giving people trouble in playing your game at all.
: Zubon
The Roads After PAX
For my small viewfinder, not much news came out of PAX. Perhaps the biggest thing was the announcement that ArenaNet was making an iPad/smartphone app for Guild Wars 2 with such neuromantic functionalities such as talking to guild mates, scouring the auction house, and watching guild mates play via an overworld map. I was going to write an small post just on that news alone, but it wasn’t very meaty. What it’s really going to do is allow those of us pressed for game time due to other obligations to keep tabs on our guild until they get to that event where 40 people need to take down a dragon (or sharktopus). Then we can sign on for half an hour to play a very intense event without having had to help with all the lead-ins. It might sound selfish, but if the other option is just not playing at all for fear of only having “lead-ins” then I think it’s a fair trade-off.
I severely digress… although there was not that much news, there was lots of design-level discussion. My favorite was a Guild Wars 2 Event workshop where a small amount of fans came to learn about the event system and then work together in a brainstorming session to create an event system. Oh, and some nice person recorded the whole thing. The developers at PAX seem very open, and it is refreshing hearing from them instead of through the marketing grist-mill.
Changing Times (1)
You used to suspect eBay when you met someone at the level cap with decent gear who did not know what half his abilities were, how to function in a group, or where common locations were. Now that is normal.
: Zubon
As a LotRO Hunter, I have contributed to that. Why find the dungeon when someone can summon from the campfire?