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Achievement Nomenclature

Can we agree to call them “achievements”? I know we mostly do, but some games seem to re-name things in the interest of being special snowflakes. Now that the largest systems in the North American market are using the same term, let’s accept that as the proper English word for those gaming account celebratory decorations.

Giving your new game a different term for the sake of being different creates verbal confusion and is just asking for really annoying forum discussions in which simpering trolls rack up post counts by “correcting” everyone for not calling them “trophies” or whatever. Double points are deducted if you have multiple and similar terms, triple points if you use “achievement” as a subset of “trophy.” You get a pass if there is a good reason for using a different word. Games that pre-date this consensus can keep calling them badges, deeds, etc.

I do not think we have a similar consensus on “guild” yet, especially given the range of games in which “guild” feels inappropriate. It would be fine in The Lord of the Rings Onlineâ„¢ (“kinship”), but not so much for City of Heroes (“supergroup”) or EVE Online (“corporation”). Maybe for some instances in each. “Group” seems pretty standard; CoX’s “supergroup” unfortunately leaves them with “team.” “Clan” seems a strong competitor between games but rarely within them. Let us not get into “character,” “avatar,” and “toon.”

: Zubon

Achievement Categories

Achievement screens need some way to indicate that some achievements you will get in normal play, some involve wacky circumstances, and some involve playing for a really long time. As it is, everything gets grouped together, and the fact that you get quite a few suggests the others may be nearly within reach.

This annoys teams in multi-player games in which one player is trying to take 5,000 damage in one life, another needs to kill eleven people with a fish, and everyone else is trying to win. This haunts completionists who see “39/40 achievements” when the last one is “have 1000 levels of characters.”

I like the common division of achievements into categories like “exploration,” “monster slayer,” “fishing,” or whatnot within games. I would just like to see them also classified according to the sanity of achieving them, so you might have:

  • 10 benchmark achievements, earned at various points in a normal playthrough
  • 10 difficult achievements, earned by doing some things well, quickly, etc.
  • 10 epic achievements, earned by doing things 100 times
  • 10 wacky achievements, earned by selling all 12 types of rare fish to the pelican; by dying from falling damage 1 higher than your hit points; by defeating the end boss using only paint and sandwiches; by winning a multi-player round without drawing your weapon; …

That way Alice can have her sense of closure from meeting all the benchmarks, Bob can showcase his mad skills from beating it all on hard mode, Cindy can demonstrate how hardcore she is with 6/10 achievements that each took 500 hours to earn, and David can find a server or group that supports wacky achievement-acquisition rather than causing strife with folks trying to play the game non-perversely.

: Zubon

TF2 Item Shop

Team Fortress 2 has decided to sell the random drops you can find, along with some new cosmetics (dye) and miscellany. They also added 17 new items, composing sets (with set bonuses) for 5 classes, conveniently available as one bulk package. And some new rare items (you may need to buy a key to get them; I have only seen the boxes drop) and item trading. There is some question about whether everything can really be found or crafted, but that will mostly be speculation given the few days the new toys have been around. I have found one of them so far.

So far, I have heard “Korean MMO” only twice, plus one guy shouting about kids who waste money on useless crap. Personally, I sympathize with their accountants in the blog post “who — after watching with tooth-grinding irritation as we shipped over 120 free updates to a three-year-old game — gently suggested that we ‘make some f$*&ing money already.'”

I am torn at times with respect to encouraging potentially negative revenue models with wanting to reward publishers whose content I enjoy at great length and low cost. I know people who have maintained (sometimes multiple) accounts to niche games mostly as developer charity. TF2 has been worth more to me than most purchases that did not include the rest of the Orange Box. So I do not mind the idea of passing them extra money, ostensibly for the new toys but really for several years of ongoing development and nigh-free fun. I just want the store to have a box where I can say, “I am not encouraging you to make this a cash cow, but I thought the game was worth far more than it cost, so I wanted you to get a share of that consumer surplus.”

The game can now have a de facto subscription fee, in that crates (with potentially rare items) drop but keys cost $2.49. Open one a week and you are paying $10/month.

: Zubon

Player Skill in WoW

Player skill is mostly irrelevant in a gear-centric game. SynCaine makes this point with respect to why players obsess about eking out the last percent of benefit from builds. I think we are mostly familiar with this argument, and it is 90+% true, but this comment from Sean Boocock is a well formulated statement of the counter-argument: some people are so ridiculously good that they break the curve, we dismiss them as aberrations, and forget that they are examples that demonstrate how sufficient skill can overcome most anything short of a hard gear check. (Most of the other comments are “WoW sucks,” “Darkfall sucks,” and “you suck,” so skip them; poor signal-noise ratio.)

: Zubon

Of Sticks, Carrots, and Wallets (Guild Wars 2)

Last night the ArenaNet blog updated with a post by John Hargrove, Guild Wars 2 game designer, presenting an overview of some of the reward and upgrade schemes in Guild Wars 2. There are five main design points followed by a look into how they incorporated that point. These are some pretty cool concepts incorporated in to the game. For example, a player’s loot roll is personalized. If there is a dungeon boss chest, the player gets her own roll on the loot table to find out what that she earned.

This one concept is resounding, and can be a dual-edged sword. The loot distribution at the end of a dungeon was almost a kind of bittersweet celebration. It was exciting to see what we as a group had won, but then often times others would get some of the loot I wanted. Instead they use a system similar to Dungeons and Dragons Online where the group after-event is gone in place of a personal moment with the chest. Hopefully they can find some way of taking back a little of that group reward by perhaps allowing a person to donate an item in-chest (before it gets bound) to another player.

The blog post then leans heavily in to the most iconic rewards in the MMO genre, gear. With gear players become walking trophy cases of accomplishment, and coming off of the excellent dye post, we know ArenaNet wants players to look exactly how they want to. However, this luxury is not without cost anymore.

Continue reading Of Sticks, Carrots, and Wallets (Guild Wars 2)

New Rig Bleg

It has been a couple of years, and this computer has seen more abuse than most of my PCs, including physical damage to the motherboard. It still runs mostly fine, but the loading times are getting to me, so I am moving to 64-bit and gorging myself on RAM this time.

I would like to get a new system sometime in the next five months. Sadly, I know jack about current hardware and price points, since I need that information once every few years. Conveniently, some of you know a lot about hardware and good deals on it. So I turn to you. Any recommendations? (“Let’s see what’s available on Black Friday” is a fair recommendation.)

My goal is a system that will be able to play the next holiday season’s games on high (not necessarily ultra-high) without issues, although the most demanding games on my list right now are StarCraft 2 and Guild wars 2. I suppose that is mostly a graphics card question, an area where I know even less than usual, since meeting their recommended specs is not too hard. I do not take my PC on the road enough to justify the higher costs of moving to a laptop, although maybe I would start doing so if I could (plus a docking station for full monitor and keyboard at home).

My previous rig came from CyberPowerPC, which was a good mid-high end PC at a sane price. The only downsides were the huge Coolermaster case and problems resulting from the failure of the liquid cooling system; I am pretty sure that I caused most of the damage troubleshooting it and poking around afterwards. That is a separate story.

: Zubon

Peek at Guild Wars 2 Dungeons

The November issue of the UK PC Gamer came with a handful of pages on Guild Wars 2. One of the posters at Guru went above and beyond in tracking down a copy of the newly released magazine to disseminate any exclusive info to the masses. Big thanks to Lyssa for taking that time, and then taking the time to do a “live”-posting of info as he read. I would expect a couple official dungeon articles from ArenaNet in October, but in the meantime, let’s look at this new information.

Dungeons are instanced content nodes in Guild Wars 2 that tie heavily in to a player’s personal story and then branch out into repeatable content. It seems that to attune to the dungeon, the player has to get to that point in their personal story. The dungeon’s first phase overlaps with the personal story, and the player is joined by a NPC’s (and any supporting players) to finish this phase. Once the personal story phase is completed, the dungeon opens up into an explorable mode with follow-up adventures that are designed to be repeatable. It is unclear now, but I would expect the explorable areas to mostly be group oriented and not part of the personal story.

Continue reading Peek at Guild Wars 2 Dungeons

Online Game Backup

The hoarding and collecting impulse is deep in the gamer heart, driving us to get that last achievement or finish out a dungeon, character, or game after it has stopped being fun. One tool I like for reducing my meatspace clutter is having an online distribution channel. As long as I can trust them to stay in business and available, an archive somewhere will hold my stuff. All the things that can happen to your physical copies no longer matter, from losing them in the move or house to soda and pet messes to figuring out how to read 3.5″ floppies these days. Someone out there, with better backup practices than me, will let me download a copy if I ever need them again.

The same applies to the Steam Cloud and my saved games. Horrible things happen to my computer more often than they happen to my Steam access.

I had not explored Battle.net before StarCraft II. They have a place to input your keys for Blizzard games. Conveniently, I still have every CD and every key; I am best situated to use the service because I do not need it (irony). But I do not need to bring my CDs to LAN parties “just in case.” I need this service for all my old games, so I can input a code and stop hoarding physical media, although I am likely to keep and protect my Master of Orion CD and manual forever.

: Zubon

Guild Wars 2 Dye-atribe

The puns abound in the latest ArenaNet blog post. I love Kristen Perry’s enthusiasm though. I just can’t help but smile and be excited as well, even if the information is small or tangential. In blog post we get a pretty thorough review of the dye system along with a lot of new and confirmed information.

The biggest advancement, in my mind, is that dyes will no longer be physical items that are crafted or dropped by mobs and then sold on the auction block. Instead, each account gets an unlockable palette of colors. Automatically from the start of the game, when centaurs are attacking and you are supposed to be saving villagers and killing big earth elementals, you can stand there for ten minutes playing around with your unlocked starter area colors. There is a great video from GuildMag of some player “wasting” gamescom demo time doing just that (more colors, etc. were unlocked for demo purposes).

Continue reading Guild Wars 2 Dye-atribe

Opportunistic Actions

Opportunistic actions are less precise and certain than specified goals and intentions, but they result in less mental effort, less inconvenience, and perhaps more interest.
The Design of Everyday Things by Donald Norman

This is a throw-away line that contains much, particularly in the “perhaps more interest.” He is talking about running errands and “oh, if you stop at the grocery store, could you pick up some plums?” but by now you should be familiar with the parallels between MMO quests and chores and errands.

“While I’m here” has long been the reason I get to bed late. Because we are finishing up this dungeon, oh maybe one more run to finish the achievement, and a resource node just respawned near the exit, and ooh is that a rare mob over there, and then I want to hit the vendor and the vault, and I can pick up another quest while I am here, and maybe I should process those crafting resources I picked up, and just two points to the next tier, and my plans ended before bedtime but it is now much later. A couple of those steps are embracing the illusion of scarcity, because you never know when you are going to find that rare spawn or when you are going to find such a good PUG, so gather ye rosebuds while ye may.

Opportunistic actions prevent the feeling of grinding. Even if you run through 20 of them, they are 20 unplanned opportunities to exploit. When you have a plan, you have a “to do” list, a set number of times to run the dungeon and earn badges or an expected 2% chance of getting that rare drop. You know what you are doing tonight, and it is just a matter of getting through it. “Getting through it” is not a mindset you want in your entertainment.

Of course, we are MMO players. Given events or public quests in random starting states, we will plan out grinds to make the night more efficient. You have these four events to complete to fill the bar and get the achievement, and you are really annoyed about needing to wait another 4:30 for the bandits to reset so you can get those wolves.

: Zubon