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It’s All Cosmetic, It’s All Mini-Games

I have one social networking game left, and as I clicked things in my imaginary restaurant, I remarked to myself that I use my imaginary currency for gameplay-relevant items rather than cosmetics. Then it struck me that there was only vaguely potentially gameplay benefit from perfecting my 132nd recipe, even though that is pretty much what you do in the game. I look at some of the cosmetic items and wonder why you would spend that much (real money) on something that does nothing for you, then I wonder what good it does me to be at the level cap. Heck, I have so many “gourmet points” beyond the level cap that I am instantly at the new level cap whenever they raise it. So what does that do except for putting an 85 next to my name in a game relatively few of my friends even deign to notice?

I am rigidly gameplay focused. I am not visually stimulated enough to care about most cosmetic options. But there are no meta-ethics that privilege gameplay over other aspects of the game, nor any that say you should care much about any game. Why should anyone be impressed that you have 6 level-capped WoW characters? You know there are people who will actively look down on you for it.

I am not much of a raider. I have dabbled, but I am not drawn by what boils down to online choreographed dancing. I am drawn to crafting, but I do not expect you to be terribly impressed by my ability to grind out 600 fields of imaginary strawberries. I do not hang out at the Prancing Pony, and while I appreciate in the abstract that someone might be one of the most respected RP leaders on the server, it will not mean much to me, nor might you much care about my time writing for the events team on A Tale in the Desert a few tellings ago.

Viewed as a mini-game, MMO combat is usually pretty poor. Tab-1-1-2-1-1-4, next. Bejeweled requires more thought than solo WoW. But it is the central mini-game supported in WoW, with most of the other mini-games contributing to it. There are crafting mini-games that are even less dynamic. RP is a mini-game that can be entirely independent of the game mechanics. The economic mini-game of the auction house is probably the most thought-intensive, and that is a skill that carries over between games (and potentially into meatspace). But does it do you much good to hit the gold cap in WoW, or is it just decorative once you are past however much money you “need”? Well, does it do you much good to be at the level cap in WoW, or is it just decorative once you have enough levels to do whatever amuses you in-game? I suppose the combat and gear optimization mini-games help you with the other mini-games like completing achievements, collecting mounts and mini-pets, and having resources to buy your way to the end of some other mini-games.

Yay?

: Zubon

Randomness Helps the Weaker Party

I am still playing several rounds of Elements per day, and the perverse randomization really strikes me at times. If I could just have the expected value of my deck, I would win a lot more than I do. As it is, I have seen a 1/12 chance fail to come up 54 times in a row. Which has a 1% chance of happening, so it must be happening more often than I notice.

If you do not understand the math on why randomness helps the weaker party, it requires the assumption that “losing” and “losing big” have no different consequences. Let’s say the other person is 20% better than you, however you would measure that. On average, he should win every single time you two are opposed. Now add some randomness: if you both do better or both worse, it is a wash and you still lose; if he does better than usual and you do worse, you get crushed; if he does worse than usual and you do better, you win at least half of those games. Adding randomness lets the worse party win what would otherwise be a guaranteed loss.

This was first driven home for me in pen-and-paper RPGs. Randomness benefits the monsters, as do things that exploit it like critical hits and fumbles and auto-hits/-misses on 20s/1s. The average goblin may have a life expectancy of six seconds, but he still hits on a natural 20, and depending on your system/edition/house rules, that may also be a crit. If you just checked the attack bonus against your armor, every goblin would always miss. Similarly, if you hit a goblin with a critical hit, so what, it was dead in one hit anyway; if you hit a PC with a critical hit, that could matter. If the goblin fumbles, it dies unarmed instead of armed; if a PC fumbles, that could matter.

This is great for the player if something is really hard and you only need to do it once. You can keep throwing yourself against that wall until the dice come down ridiculously in your favor. “Achievement unlocked!” and you can move on. If you want to beat the last StarCraft II mission easily on the highest difficulty, you can save and reload every time the Nydus Worms appear somewhere inconvenient; those are random from a limited pool, so you can eventually get them to appear in spots where they will instantly be destroyed. It’s not sporting, but there are surely many who thought that mission was trivially easy, others who thought it was near-impossible, because of the randomization. On the other side, this is horrible for the player if the difficulty is high and then you add randomness. That can make it randomly impossible, with the added bonus of making you wonder whether you actually earned that victory or just got the lucky equivalent of that Nydus Worm save-scumming I described.

If you have a fair amount of randomness, adding more trials brings you closer to the expected value. This is why you play best-of-whatever. Over a large number of attacks, that critical hit chance might come to a 5% damage bonus. The longer the fight and the more trials, the more skill can overcome perverse random events. Compare basketball to soccer/football or hockey. Basketball games have scores like 96-84; if a referee messes up a call, oh well, that’s few-point swing, which is upsetting when it matters but it usually balances out or does not matter. World Cup games frequently end 1-0, and more than 10 goals would be a ridiculous game. One odd occurrence, one bad referee call, and that changes the entire tournament.

You will occasionally see books or movies that recognize the high randomness, high consequences nature of real life combat. These tend to be dark and jarring, but you would have thought one random bullet would have caught Batman in his utterly unprotected mouth by now. You will not find many games with one hit kills and no respawn (feel free to refresh).

: Zubon

Inexact Parallels

LotRO goes F2P. I think, “The game is about to get a huge funding infusion.”

EQ2 goes F2P. I think, “I always meant to try that, but I would hate to jump onto a sinking ship, and it looks like SOE wants to milk the last dollars from a dying game.”

This is even before considering their differing price shop models. I cannot promise that it is a fair pair of reactions, but I do not think I am in the minority in my estimation of whether each game is headed up or down.

: Zubon

Rarefied to Extinction

Gordon wonders to what extent MMOs are fun versus habit-forming. We have addressed this before, but I find it always a healthy question. For anything you do often, pause and ask yourself how much you are really enjoying it. A favorite book applies that to spending your money: was that worth it?

When I was experimenting with social media games, I found them immediately absorbing. It was an entirely new area to Explore, and it obviously appeals to the Achiever without all that messy “gameplay” getting in the way of watching bars fill up. Quite a few of them are very good at that structure encouraging habitual play. So one day my wife asks, “Are you enjoying that?” Huh. Good point. “That’s all it took?”

The core gameplay of many things is, quite frankly, poor. We cover it with distraction and decoration, but when anything reduces a game to its purest mechanics, you laugh for a bit then ponder how much an entire genre sucks. Progress Quest and Cow Clicker are important thought experiments. It is very easy to be busy with things to do, a digitally refined archetype of the unexamined life. You have your daily quests to do, some things to gather now that the timer is up, maybe a bit of grinding or a few scheduled and structured activities, maybe repeat that on a few alts, and oh goodness it’s past bedtime. Busy busy busy.

There are many games that get the crap out of the way and let you play. They remove the inconveniences and streamline everything. Some of those are some of the best gaming experiences around, minute-for-minute unbeatable. Some of them are just horrible, as you realize just how many fig leaves the genre needs to be presentable. And either way, its purity limits its ability to be habit-forming, so you find yourself back amidst the distractions, “getting your dollar’s worth” from a game where the content is dragged out. And that is where the dollars are, so that is where the industry trends.

: Zubon

Cash Shop Dreams and Nightmares (GW2)

Set off once again, the Guild Wars 2 communities are going manic over the PC Gamer article that misinterpreted ArenaNet. PC Gamer thought they heard that microtransaction dungeons were confirmed and ran that “exclusive” pigskin to the freakin’ endzone.  Except there was clearly a failure to communicate, and it turned out to be the wrong endzone. Still, all manner of speculation arose over how much allegedly game-destroying products would be for sale in the cash-shop. The biggest culprit? The terrible XP potion. (This is going to be a long one.)

Continue reading Cash Shop Dreams and Nightmares (GW2)

Casual Destruction (Vindictus)

For a “review,” this is as good as it gets. I’ll have my caveat first. I don’t really care about Vindictus. I am not vested in the game. If devcat became a sentient monster-machine and in a pyrrhic victory destroyed Nexon, Maple Story, and Vindictus, I’d pour a little off the top and move on. I mean, I named my character “Shingshing” for Eru’s sake. So take my ramblings for what they are worth.

Vindictus starts out as a fantastic game. I step in to this ridiculous dialogue starting out the tutorial with my nameless, faceless soldier, and then I find myself carrying a princess-girl-person while kicking gnolls in the face.  I end up fighting a bus-sized tarantula on top of a crumbling bell tower while ballista bolts rain down on the just and unjust a like. Then I feel bad for the dead tarantula in an empathetic Ol’ Yeller kind-of-way.

Continue reading Casual Destruction (Vindictus)

LotRO Harvest Festival

It is pretty cool, especially the new Haunted Burrow. A Casual Stroll to Mordor has a full guide. And, thanks to F2P, you don’t even need to be a subscriber to see it. The main events are all in lowbie-safe areas.

They keep adding more to the festivals each year. I like that. I also like when MMOs keep adding more little festivals. The long-run goal is for something special to be going on all the time.

: Zubon

Of Cabbages and Kings

Things have been a little up in the air right now. I still have a little time to game after the event, but right now I am finding I have less time to blog. Or rather, time is not the issue so much as the sheer force of will required to transcribe thoughts in to coherent blog posts. Anyway, right now I am actively playing Vindictus, Guild Wars, and Minecraft.

Vindictus, I’m finding, has supplanted Dungeons and Dragons Online action-y, quick bite of an MMO in my stable. Not only does it have that fresh feeling, but each dungeon takes 15 minutes or so. It is a little grindy, but it seems that some forward movement can be accomplished somewhere in any small play session. I have been mostly playing alone due to the horrendous lag I get whenever I try and join a pick-up group. Occasionally, I’ll work up the gall to start a party myself, and with my connection it works a little better. I am hoping some Vindictus blog posts make it through the will barrier in the coming months.

Guild Wars is actually slowing down. I am beginning to get that warm feeling of perfect satiation. My Hall of Monuments sits at 36 points, with a hard day’s work to get to 40, where I suppose I will stay. Flameseeker, they will call me. Still, there is plenty of “play” left in the game. The Guild Wars Live Team seems to have a full plate of updates ready to be served. The next course is Halloween with my always loved Costume Brawl and more Mad King goodness. I am really excited to see both the old and the new for my favorite Guild Wars festival.

Finally Minecraft. Many MMO gamers and bloggers have stared in to that abyss. I’ve been kind of taking a break, though, in anticipation for their Halloween update. In the meantime I will have to argue with my so-called real-life friends over whether we should reset our world and use monsters (if damage is fixed for multiplayer). Might be a dark Halloween.

–Ravious
it would be grand