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The Opposite of Grind

Timeless MMO topics are worming their way, yet again, around the ‘sphere. Oh, I can definitely take part of the blame since I strongly dislike subscription games, and what I feel they entail. Clearly, I am neither alone, nor am I objectively correct. Julian, KTR lurker in the threshold, threw down an excellent comment, which in part reads:

The question is why are we seemingly unable to, after 10+ years of designing these things, to avoid the grind? It is generally accepted as un-fun. It’s been a major player complaint since forever. Why are we still operating under the design assumption that grind is somehow “needed” or “part of the flavor of the genre”? Why are we unable to come up with something better?

Which made me think, okay, grind equates to gameplay, but we hate it (mostly). So, what else is there?

“Content,” is what one of my little resident voices said. If defined in such a way, content is the opposite of grind. (Random Google’d website Wordhippo tells me the opposite of “grind” is “joy.”) Yet, from another standpoint grind is content. Our blog would have a completely different name if that weren’t the case.

Continue reading The Opposite of Grind

GuildFans Skill Design Results

Yesterday, GuildFans posted the results of their first contest. The contest was a “Design A Skill” contest for Guild Wars 2, where Guild Wars 2 designers Isaiah ‘Izzy’ Cartwright and Jon Peters would be the judges. Cartwright and Peters gave some excellent commentary on why they chose the winning skills. Peters also shed some light on the criteria he used in sifting through all the skill entries, such as simplicity, versatility, and whether it feels like a Guild Wars 2 skill.

I always enjoy hearing from game developers from a design standpoint. The “why” of design decisions can really help players understand the game they are playing. Sadly, I could not get my Spiteful Spirit re-make in as an entry in time, but the winning skills choices are great. I think my favorite is Plasma Shackles, but they are all pretty good.

There is no word on whether any of these will absolutely make it in to the game, but ArenaNet seems to enjoy using fan-driven suggestions to help build the game.

–Ravious

LotRO F2P Update

Back when LotRO announced its non-subscription pricing option, we had some of the best MMO blog drama of the year. If you want to see your favorite blog-folk being mean, spewing hate, and accusing each other of ruining the industry, I recommend Keen’s post and many of the responses to it. I promised to circle back to the topic after six months. Where are we now?

If you are a regular reader, you know that I have been unhappy with LotRO’s content development pace. It is a quest-based theme park game that has released three zones in two years, one of them as a paid expansion. This is not to say that LotRO’s development has been on hold. Those two years saw a re-vamp of early content, retrofitting of content to make is useful across greater level ranges, and several entirely new systems. So we have seen improvements in quality, if not much growth.

Economically, LotRO looks to be doing great. More servers, higher population, and every indicator I have seen suggests that the cash shop is making good money and subscriptions are up. I do not know if the result was as extreme as with DDO, but I am always struck by having subscriptions increase when a game goes F2P. The economics also recommend working on the lower-level content, rather than expanding at the cap, because the new income sources (players) are going through the early content, while the non-income sources (lifetime subscribers) are at the cap and can hardly pay less.

My current judgment is “too soon to tell.” In a business sense: so far, big win. We will see if that holds up after the initial surge from what is effectively a re-launch. In a game sense: so far, not great. The game has not gotten any worse, nor has it sunk into adding problems just so that you pay to make them go away, although I imagine the restrictions are pretty harsh on anyone trying to hit the level cap for $0. My biggest problem with the cash shop is the frequent advertising for it. “Let’s add a cash shop button to every screen in the game, even if the subscriber/lifetimer already has everything you could buy there! Let’s add a pop-up alert for the store every time we give the player a nickel worth of points!”

The main reason it is too soon to tell is that we have not seen what Turbine is doing with their new dollars yet. If revenue is put back into the game, with development in year 4 more like year 1, this will be a big win for the players, whatever it might mean financially. I would like to think that the re-investment would pay off, but for the moment, I am thinking only about the question of whether more $$ -> more designers, programmers, and artists -> more game. If 2011 sees “free” updates with at least two each of new zones, raids, book updates, and skirmishes, plus continued class updates, I will call F2P a win for the players, existing and new. If content development continues to limp along, neutral. If all the crunch goes into the paid update in late 2011, negative. And if things actually get worse in all the cash shop ways we know and fear, I may need to get my own torch and pitchfork.

: Zubon

Hmm, by that measure, how positively does Blizzard’s development rate speak for the subscription model?

Love Over Gold

My first bit from Clay Shirky’s Cognitive Surplus is one of the hardest to quote without going to great length. He cites Edward Deci’s experiment with a puzzle game called Soma. Subjects were shown the Soma puzzle pieces along with how they could be reconfigured to make new shapes, given some sample shapes to make, and then given a break.

During his absence from the room Deci observed the subject through a one-way mirror for exactly eight minutes. The subject’s behavior during that break was the experiment. … Even with [a variety of distractions] readily available, many of the students kept playing with the puzzle on their own, spending on average about half of the eight minutes working on it.

[Deci had the students back for a second session. Half]…were told that they would be paid a dollar for every shape they assembled [$5 today, after inflation]. … The paid subjects, who now thought of the cubes as a potential source of income, experimented with them, on average, for a minute more of their break time than they had previously. Deci then ran a third session, where he simply repeated the experiment exactly as he had run it initially: all the subjects were asked to assemble shapes, with no pay for anyone. In this session, even though each subject received identical instructions, the ones who had been paid in the previous session showed markedly less interest in the shapes during the break than in the session where they had been paid; their average time spent dropped by two minutes, which is to say it fell twice as far, when the payment was removed, as it had risen when the payment was added in the first place.

Continue reading Love Over Gold

Poker Night at the Inventory

This is a fair enough review that I do not feel the need to comment further.

Poker Night at The Inventory is basically a game which simulates playing poker with people you don’t like (if you do like them then the game will change that) and who aren’t very good at cards. … the AI is as erratic and foolish as you’d expect 3/4s of the characters to be…a fact proven every time you see one of them go ‘all in’ on a pair of twos or fluking hands on the river.

Valve has a brilliant little promotion going right now, kind of like the Kongregate badges I often mention when I try the game of the week, except they are selling the games. At a few bucks (plus some TF2 items), Poker Night at the Inventory seemed like a small risk. It’s just not a very good game, and I imagine it is worse if you like poker more than I do.

: Zubon

Cognitive Surplus (intro)

I read Cognitive Surplus by Clay Shirky this weekend. My next series of posts will be quotes from it, with or without the need for additional commentary.

This speech became the first chapter to the book. It serves as a summary for the whole thing, so if you read nothing else I post from the book, it is worth spending 15 minutes listening to it. (You can watch if hand gestures help you understand speeches, but the content is almost entirely verbal.) Come back if you feel like chatting about details as we go along.

: Zubon

Hat tip from 2008 to the sadly departed Jeff Freeman.

Rift Away

First off, congratulations to all the beta holders for Rift. I hope you guys have a lot of fun and help make Rift a better game. Remember that even if the mob in beta forums does not respond to your beautiful, constructive feedback, it will have much more impact on the development team than some “lol fire is so OP, this game sucks”-flamebait. Sadly, I will not be joining many of you golden ticket holders.

Continue reading Rift Away

[GW2] Energy Blast!

Since I had the unfair advantage of tempering my opinions on the twopart Guild Wars 2 interview for 1.5 weeks while I was on the road, I asked frequent KTR commentator and Guild Wars 2 community celeb, Vulturion (or Vorsakan depending on where you stand), to write a follow-up guest piece. He graciously accepted. Enjoy! –Ravious

It’s been a big week for Guild Wars 2 here at Kill Ten Rats, with two huge servings of information and insight. Hang-up your hang-ups, and enjoy some musings on the role of energy and potions in Guild Wars 2.

Spamalot?

If the energy bar loves offense and hates defense, will we be spamming attacks 24/7?

No, quite the opposite.

Firstly, ArenaNet has not strayed too far from the bold position they began development with – no resources, only cooldown to constrain skill use. In the convention build, the cooldown times we saw on skills were predominantly higher than we are used to in Guild Wars 1 – disturbingly higher in some cases. Consequently even absolute beginners (traditionally one of the most spam-happy demographics) were taking control of level 47 charr and working their whole skillbars for 40 minutes, because (by and large) there simply isn’t the option to spam anything besides the autoattack surrogate in the first skill slot.

Continue reading [GW2] Energy Blast!