I was wrong. /ignore does work in Town of Salem. I expected a menu interface. I have no idea where that is documented, but it works. I don’t know if it works permanently for an account or just for the one game.
: Zubon
Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.
.I was wrong. /ignore does work in Town of Salem. I expected a menu interface. I have no idea where that is documented, but it works. I don’t know if it works permanently for an account or just for the one game.
: Zubon
Minor virtue of Card Hunter: the end of round steps put “check victory squares for points” and “check if someone has won” before “discard excess cards.” It is a small thing, but it saves annoyance. It is a good practice to check “is this necessary” before “has this been done.”
: Zubon
Call me if they finish porting this to the PC. What I saw made Arkham Origins look good. Oh hey:

Maybe it will be ready in the fall.
: Zubon
We know that Heroes of the Storm went through multiple names over the course of its development, and those were just the ones mentioned in public. How does a company have both “Heart of the Swarm” and “Heroes of the Storm” in the development pipeline at the same time without someone stopping that? I type at least one thing wrong every time I spell out either name now.
: Zubon
Dear Bookah,
In the new Lion’s Arch. Much to tell, but currently dealing with baby karkas. Satisfying splat. Running rooftops when I can. Don’t know when I will bleed some world boss. So much still to see. Wish you were here.
–Ravious
Image courtesy of Jay Sher
To return to not making your content fun, I believe MMO content should be designed on a scale. On one end you have rewards, and on the other end you have fun. The more fun said content, the less rewarding it should be, while the less fun something is, the more rewarding it needs to be to stay viable/relevant.
— SynCaine, Fun vs Reward
In terms of designing a subscription-based game that retains players and makes efficient use of content, it makes a kind of sense to design a Skinner Box that rewards your players for spending time on the least fun content. This is where Moloch drives MMOs.
Pay to play a game designed to minimize fun per hour. The main thing we seem to learn from playing MMOs is that you will have more fun not playing MMOs.
: Zubon
We have previously discussed the differing needs of people who play an hour every day versus one big weekend binge. Heroes of the Storm gives you a semi-random daily quest rather than a first win of the day bonus, and your daily quest sticks around between days if you do not finish it today. You do not even need to log in to refresh this. If you have not played in three days, when you go back, you will have a full quest log.
: Zubon
The end of last week was a huge info dump in Guild Wars 2 with 6 blog posts detailing the guild system that is coming with the Heart of Thorns expansion. I admit with the extent of this information, I have not been able to process the entirety of it, but my gut reaction was that “they are bringing ‘guild’ in to Guild Warsâ€.
Prehistory
Guilds have been part of the lore since the pre-history of Guild Wars 1, where they were so powerful they started shaping the flow of kingdoms. The kings were not able to control them. They fought against one another. There was no peace across the land. It was in a way ironic to name the game after such a dark time. I wonder what some original concepts of Guild Wars 1 looked like; EVE Online perhaps? Finally, the charr invaded and the human kingdoms crumbled since the guilds, more powerful than any kingdom’s army, were already embroiled in conflicts of their own.
The power of the guilds never reached any similar level in the gameplay of Guild Wars 1. The closest it may have come to this prehistory might was a huge reputation grind in Factions, where a guild could “own†an outpost. The GvG system also helped a little in that a guild was an entity that fought on the leaderboards. It appeared that whatever powerful mechanics guilds would have imagined by early ArenaNet, they really did not culminate.
Guild Wars 2 had this inside joke: “where are the guild wars?†Guilds could claim objectives in World vs. World, which had little meaning to the attackers. Guilds joined teams for competitive PvP, but they felt like a shadow of Guild Wars 1 where people would sell off guilds that had won championships just to be able to have a cape trim. In Guild Wars 2 PvP teams will merge, separate, rename themselves and boot someone out without thought for the brand of that guild. A guild was a pretty bare social construct in early Guild Wars 2.
Finally, ArenaNet is going back to the earliest fiction and game concepts of what it meant to be a guild, and they are implementing those ideals in game. Continue reading [GW2] Meaningful “Guild†in to Guild Wars
Expansions are intended to reinvigorate games, but they are also what usually convinces me that I am done with an MMO.
When I am into a game, every new thing is exciting. Changes may or may not be good, but I am passionate about them. Revamping major systems is a learning opportunity, a whole new batch of Theory of Fun fun for a spade like me who is an Explorer of design and mechanics. Every set of patch notes is the seasonal menu at a fine restaurant, and an expansion is a smorgasbord of new content.
When I am not into a game, I can coast for a long time. Sometimes that is just downtime, waiting for something new to revive that spark after I have done all the things. Other times, it is a misguided sense of commitment and loyalty, not yet ready to admit that I am done. The current free to play trend lets one drag that out for a long time, logging in for a quick daily to keep a faint spark alive when a subscription fee could force an “is this worth it?” decision point.
An expansion forces that decision point on a grander scale. You need to buy something. Large mechanics are changing. The level cap is probably going up, and if not the population will still be moving to the new areas, so you must follow or be left behind.
And so I look at my emotional reaction. Do big changes inspire interest or dread? You have already made your decision, you just need to recognize it.
: Zubon