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Borrowed Memories of Raiding

I have found the solution. If you have been following our series on what is wrong with your primate brain, you already know that the brain does not record and re-play memories so much as keep a sketch and then reconstruct them each time. Human brains are known to insert untrue things. And, here is where we get the solution, our brains will incorporate vivid imagery and not realize that the relevant “memories” never happened to us.

Here is the other half of the solution: some game developers make really awesome trailers, and some players make really awesome gameplay videos. MMO gameplay has a really lousy rate of fun per hour spent, except when you are in the mood for grinding and repetition, so why don’t we get a few really good videos of people playing, perhaps with some voiceover work about how fun it is, and then watch those a few times instead of playing? Fast forward a few weeks, and you will have opinions about how much you enjoyed that game you never played. It is like the sci fi stories about recording sensory experience and playing it back on some sort of experience machine, except that your brain will merrily mock up the whole process for you!

Granted, the economics do not quite work out, as we all get enough enjoyment from the trailer without actually buying the game, but we will work on that problem next. Also, my great respect to the many who figured this out ahead of me, hallucinating quite devout opinions about games while they are still in development. I think we can all appreciate the amount of love and hatred already inspired by Guild Wars 2, Star Wars: The Old Republic, and Dawn.

: Zubon

Previously from Jonah Lehrer

Gold In Perpetration

The Guardian, a fairly reputable United Kingdom newspaper, came out with a story about Chinese prisoners forced in to gold farming for MMOs. There are questions about the truth of the matter since it appears that this is coming from one ex-prisoner whose incarceration was from “illegal petitioning” of the government, but even if true, I am not sure anything new was really learned.

(1) The Chinese government uses prison labor, or laogai (“reform through labor”) as a lucrative means. It’s pretty rough in comparison to U.S. and E.U. prisons that have prison labor systems. Check.

(2) Chinese factory labor, regardless of whether it is used to create virtual gold or real-world jeans, is usually pretty rough in comparison to U.S. and E.U labor standards. Check.

(3) Buying virtual currency on a gray-to-black market fosters negative secondary effects such as viruses, account stealing, and, in this case, use of any “inhumane” labor. Check.

Wrapping up all three things together in one story really doesn’t change much does it? I guess the one thing this story could be used against is the argument that the consumer is altruistically supporting the life of a poorer human by buying virtual gold. I haven’t seen this one used yet, but I guess I now have this response in my pocket.

–Ravious

EDIT: Here’s a video version for those interested. It pulls from many journalistic sources, rather than just The Guardian.

[Rift] Character Transfers and Old Marketing Plays

I don’t know whether Trion Worlds has been holding this ace-up-the-sleeve for the perfect time or whether the serendipitous moment just fell in to their lap, but the result has been very effective. Basically, Rift will give players free server transfers to characters to try and hook up with friends, get away from a busier server, or change to a different rule set. Fans are happy. Cynics are cynical. And, business goes on, much as usual.

Two heavyweight MMO bloggers, looked at it from differing perspectives regarding the marketing approach. Tobold noted that the inclusion of some weasel words could turn this amazing feature into what every other struggling MMO has done at the three-month mark: merge underpopulated servers. Wilhelm at TAGN takes the same premise, but broadens the focus a little to remark on server architectures and Blizzard’s premium service allowing subscribers to do the same thing for a price.

Continue reading [Rift] Character Transfers and Old Marketing Plays

Steampunk Superheroics

Don’t we all support the City of Heroes microtransactions model? They sell “booster packs” of themed costume pieces. The only item of dispute is that they usually include a power that ranges from trivial to pretty cool, and people sometimes object to needing to pay for a pretty cool power.

The latest pack is Steampunk, and the trailer is great fun. At least, I am amused by steampunk antics. When goths discover brown!

: Zubon

[GW2] New World Profession – Engineer

Like I thought, Guild Wars 2 will bring with it a profession iconic of all the change that 250 years brings from the original Guild Wars. Meet the engineer, no not that one. More like this one. This profession might be one of the most complex yet taking the elementalist’s attunement mechanic to a whole new level. What is the engineer? Adaptability, preparation, and control.

Continue reading [GW2] New World Profession – Engineer

Quote of the Day

The most succinct summation of my thoughts on the World of Warcraft player-gouging news:

Since people who actually form their own groups are likely to be the more social players anyway, Blizzard effectively will be going the opposite way from Valve and charging the people who most want and are able to build social networks for their friends.

–Spinks

To get up to speed in one corner Blizzard who wants to charge people to play with friends in different servers, and in the other corner Valve who wants to give more free-benefits to those that are more socially influential. N.B. players are also charged a subscription for accessing Blizzard’s servers; what extras that subscription is paying for any more, I am not sure.

–Ravious

Reflecting on Outcomes

We frequently pick what to do in-game based on the rewards available rather than on what would be most fun. Stumbling on Happiness suggests that this might not be a horrible idea in terms of remembered enjoyment.

The two things you remember most about an experience are the most extreme event and the last one. Take the biggest emotional peak or trough, take your last thoughts, and those will stick with you long after the details have faded. If the best part of a movie is the ending, you will likely remember it fondly, even if an inventory of the moments finds it lacking.

This suggests the game design wisdom of giving out candy at the end of every quest/dungeon. If the experience ends with your receiving a shiny, you will remember it more fondly. (This also argues against making looting take less time, because you want the player to dwell on that shiny moment at the end.) This is an evolutionarily powerful meme that designers do not even need to pursue intentionally; all things being equal, games that give out candy at the end of each unit will be more popular just because human brains place emotional weight on that.

This also suggests the game design folly of risking disappointment. When faced with a loot slot machine, human brains will tend to value the high of winning more than the expected value suggests, but you are still having quite a few people end the dungeon with disappointment. Maybe they will take the boss kill as “ending on a high note,” or they will be happy for the loot roll winner, but that loot roll at the end will not be a high note for most. This suggests the rise of tokenization as a strong meme, because everyone gets a unit of candy.

It should also suggest that the common model of wiping on bosses for days/weeks before passing them is a horrible design. Multiple tries in a night could still mean ending on a win (high note), but every night that ends in a wipe is a raid full of disappointed people, except for those who take solace in “we’re making good progress.” Perhaps this falls under the loot slot machine principle, whereby the occasional wins are valued more than the frequent losses.

: Zubon