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	<title>Comments on: What makes choices fun in games?</title>
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	<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/</link>
	<description>MMOs and game design</description>
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		<title>By: &#187; Fun The Stories of O</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-16958</link>
		<dc:creator><![CDATA[&#187; Fun The Stories of O]]></dc:creator>
		<pubDate>Thu, 22 Dec 2011 21:10:48 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-16958</guid>
		<description><![CDATA[[...] I like having something to work for and to work towards.  I was raised with the notion that if I want something in this life that I have to go after it and take it for myself, that I have to make it happen.  Nothing should be given to you.  Nobody owes you that.  Some people may not find this to be fun, but I do.  I just wish others felt the same way.  Maybe the game would be in a different place if everyone took a step back and really thought about the motivations for why they do what they do and how reali.... [...]]]></description>
		<content:encoded><![CDATA[<p>[...] I like having something to work for and to work towards.  I was raised with the notion that if I want something in this life that I have to go after it and take it for myself, that I have to make it happen.  Nothing should be given to you.  Nobody owes you that.  Some people may not find this to be fun, but I do.  I just wish others felt the same way.  Maybe the game would be in a different place if everyone took a step back and really thought about the motivations for why they do what they do and how reali&#8230;. [...]</p>
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		<title>By: Game Design: &#8220;Newton&#8217;s Third Law of MMOs&#8221; or &#8220;I love playing MMOS, I Just Hate What I Have Available to Play Right Now&#8221; &#171; Are We New At This?</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15929</link>
		<dc:creator><![CDATA[Game Design: &#8220;Newton&#8217;s Third Law of MMOs&#8221; or &#8220;I love playing MMOS, I Just Hate What I Have Available to Play Right Now&#8221; &#171; Are We New At This?]]></dc:creator>
		<pubDate>Wed, 24 Aug 2011 18:13:53 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15929</guid>
		<description><![CDATA[[...] has a great post up on what makes choice fun in video games. Spinks postulates that choices that have unclear outcomes, no outcomes or unwanted outcomes are [...]]]></description>
		<content:encoded><![CDATA[<p>[...] has a great post up on what makes choice fun in video games. Spinks postulates that choices that have unclear outcomes, no outcomes or unwanted outcomes are [...]</p>
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		<title>By: Stabs</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15923</link>
		<dc:creator><![CDATA[Stabs]]></dc:creator>
		<pubDate>Wed, 24 Aug 2011 08:33:59 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15923</guid>
		<description><![CDATA[I expect most players who want to play socially but don&#039;t enjoy minmaxing will take the two minutes to look up a cookiecutter build. The people who have it tough are people who are interested enough in the mechanics to want to experiment. (And people who don&#039;t even think to check third party sites but I doubt there&#039;s many of those).]]></description>
		<content:encoded><![CDATA[<p>I expect most players who want to play socially but don&#8217;t enjoy minmaxing will take the two minutes to look up a cookiecutter build. The people who have it tough are people who are interested enough in the mechanics to want to experiment. (And people who don&#8217;t even think to check third party sites but I doubt there&#8217;s many of those).</p>
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		<title>By: Eccentrica</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15920</link>
		<dc:creator><![CDATA[Eccentrica]]></dc:creator>
		<pubDate>Wed, 24 Aug 2011 01:02:00 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15920</guid>
		<description><![CDATA[Dusty,  I think in the late winter/early spring of this year there was a discussion about the concept of multiple guild memberships over at the Pink Pigtail Inn.  Interesting.  I will have to back and see if it can&#039;t be found somewhere.]]></description>
		<content:encoded><![CDATA[<p>Dusty,  I think in the late winter/early spring of this year there was a discussion about the concept of multiple guild memberships over at the Pink Pigtail Inn.  Interesting.  I will have to back and see if it can&#8217;t be found somewhere.</p>
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		<title>By: kiantremayne</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15918</link>
		<dc:creator><![CDATA[kiantremayne]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 19:41:33 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15918</guid>
		<description><![CDATA[I disagree about the current approach to talent trees - but that&#039;s because I&#039;ve always been a fan of hybrids and generalists, whilst WoW has steadily moved towards greater specialisation in character roles. To start with, &quot;I&#039;m pretty good at A and can do quite a bit of B as well&quot; was a valid choice in WoW... then it became possible but pretty clearly signposted as a bad idea (what you refer to as a trap)... and then they took the freedom to make that mistake away from players.

For me, a choice is only a choice if both answers are valid - otherwise it&#039;s a trap or a waste of time. I&#039;m happy with a choice that might not seem optimal for some players, as long as it&#039;s optimal for others, such as a class that doesn&#039;t perform so well in raids but is a strong solo player (as long as the game offers a robust solo experience).]]></description>
		<content:encoded><![CDATA[<p>I disagree about the current approach to talent trees &#8211; but that&#8217;s because I&#8217;ve always been a fan of hybrids and generalists, whilst WoW has steadily moved towards greater specialisation in character roles. To start with, &#8220;I&#8217;m pretty good at A and can do quite a bit of B as well&#8221; was a valid choice in WoW&#8230; then it became possible but pretty clearly signposted as a bad idea (what you refer to as a trap)&#8230; and then they took the freedom to make that mistake away from players.</p>
<p>For me, a choice is only a choice if both answers are valid &#8211; otherwise it&#8217;s a trap or a waste of time. I&#8217;m happy with a choice that might not seem optimal for some players, as long as it&#8217;s optimal for others, such as a class that doesn&#8217;t perform so well in raids but is a strong solo player (as long as the game offers a robust solo experience).</p>
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		<title>By: Dusty</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15917</link>
		<dc:creator><![CDATA[Dusty]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 17:22:13 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15917</guid>
		<description><![CDATA[There are two really good, key concepts here that quite well deserve blog posts on their own merit.  The first is Eccentrica&#039;s comment about finding you&#039;re own group of like-minded people to play with.  And the second is Spink&#039;s comment about LFG tool really damaging this notion, because the it&#039;s the most convenient method to group, but it exposes you to the entire playerbase.  
 
Having the ability to make &quot;interesting&quot; choices about the play style and advancement of your character in an MMO are really viable only under 2 sets of circumstances.  1.) You play in a vaccum - that is, you solo only.  2.) You play with a group of friends that don&#039;t mind or are willing to work with sub-optimal builds/specs/whatever.   
 
The problem arises when you don&#039;t want to solo, (or the game&#039;s requirements don&#039;t allow you to), and your circle of peers suddenly evaporates for whatever reason.  At that point, you&#039;re forced to find non-friends/associates to group with.  The LFG was designes specifically to assist in that role.  But the moment you do that, you open all of your &quot;interesting&quot; or eccentric or flavorful choices to be called into question.  
 
I can&#039;t claim credit for this idea, but I saw someone mention it somewhere (it may even have been here), but instead of forcing you to play with the unwashed masses, as it were, what if our social organizations in MMO&#039;s - guilds, were redefined.  What if instead of one guild that you could only join at a time, and were essentially married to until it dissolved or you moved on, guilds were more like social organizations, and you could join any number of them at the same time. 
 
In fact, not only did the game allow you to join multiple organizations within game, but encouraged you to.  So you could join an alchemists&#039; guild to swap recipes and components, a Wednesday-night raiding guild because you can only raid on Wednesday nights, and a Pig &amp; Whistle social club to sit around and socialize with on Friday nights.  I think if guilds allowed more ebb and flow of their memberships and players were allowed to participate in many of these organizations, it would help offset the inevitable dissolution of this organization or that one, and help to keep the player engaged in the game.
 
Apologies for hijacking your comments thread with blog posts of their own, lol.]]></description>
		<content:encoded><![CDATA[<p>There are two really good, key concepts here that quite well deserve blog posts on their own merit.  The first is Eccentrica&#8217;s comment about finding you&#8217;re own group of like-minded people to play with.  And the second is Spink&#8217;s comment about LFG tool really damaging this notion, because the it&#8217;s the most convenient method to group, but it exposes you to the entire playerbase.  </p>
<p>Having the ability to make &#8220;interesting&#8221; choices about the play style and advancement of your character in an MMO are really viable only under 2 sets of circumstances.  1.) You play in a vaccum &#8211; that is, you solo only.  2.) You play with a group of friends that don&#8217;t mind or are willing to work with sub-optimal builds/specs/whatever.   </p>
<p>The problem arises when you don&#8217;t want to solo, (or the game&#8217;s requirements don&#8217;t allow you to), and your circle of peers suddenly evaporates for whatever reason.  At that point, you&#8217;re forced to find non-friends/associates to group with.  The LFG was designes specifically to assist in that role.  But the moment you do that, you open all of your &#8220;interesting&#8221; or eccentric or flavorful choices to be called into question.  </p>
<p>I can&#8217;t claim credit for this idea, but I saw someone mention it somewhere (it may even have been here), but instead of forcing you to play with the unwashed masses, as it were, what if our social organizations in MMO&#8217;s &#8211; guilds, were redefined.  What if instead of one guild that you could only join at a time, and were essentially married to until it dissolved or you moved on, guilds were more like social organizations, and you could join any number of them at the same time. </p>
<p>In fact, not only did the game allow you to join multiple organizations within game, but encouraged you to.  So you could join an alchemists&#8217; guild to swap recipes and components, a Wednesday-night raiding guild because you can only raid on Wednesday nights, and a Pig &amp; Whistle social club to sit around and socialize with on Friday nights.  I think if guilds allowed more ebb and flow of their memberships and players were allowed to participate in many of these organizations, it would help offset the inevitable dissolution of this organization or that one, and help to keep the player engaged in the game.</p>
<p>Apologies for hijacking your comments thread with blog posts of their own, lol.</p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15914</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 16:47:52 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15914</guid>
		<description><![CDATA[I agree with you, and I do think that the current WoW talent tree layout  was a good design choice by the Blizzard team. It preserves the basic &#039;what playstyle do I want&#039; choice without loading people down too much in complex and obscure talent choices. I feel this paralysation in making choices in every new game I try -- you only have to get burned ONCE when your class/ spec turns out to be weaker the whole way through the game to get a lot more cautious when it comes to irrevocable choices. Sure, this simplification comes at a cost, and other games like Rift have a lot to offer players who like tinkering with interesting combinations (although there are still some choices that are flat out better in that game too).

I think there&#039;s more to be said about uninformed choices too, because I&#039;m with you on that. Because there are different ways to give out that information. You can foreshadow (ie. if you line the route to the monster&#039;s cave with the corpses of dead adventurers, hopefully they&#039;ll twig that it&#039;s dangerous), you can use some labels (eg. &quot;class x is the primary healer class in this game&quot;), or you can let players explore and find out for themselves (eg. allow easy class/ talent changes so that people can easily experiment.) But if you go with the last option, then people need a way to get some feedback from the choices they make -- talent A gives me an extra ability B, for example. Or this change gives better damage. Or this one gives interesting AE options. 

And the other information needed is about the game itself. There&#039;s no point offering a really good AE dps spec if none of the game&#039;s monsters ever come in groups, but players aren&#039;t going to know that.

Truth is, though, that complex systems to work through really do appeal to theorycrafter type of players. And they&#039;re only really compatible with players like me when I can either figure out how to play well enough via play (frex, I had no major issues speccing my warrior competently with the old style trees, I knew the class very well even if I might not have been minmaxed out) or when some theorycrafter presents me with a build and says &#039;use this.&#039;]]></description>
		<content:encoded><![CDATA[<p>I agree with you, and I do think that the current WoW talent tree layout  was a good design choice by the Blizzard team. It preserves the basic &#8216;what playstyle do I want&#8217; choice without loading people down too much in complex and obscure talent choices. I feel this paralysation in making choices in every new game I try &#8212; you only have to get burned ONCE when your class/ spec turns out to be weaker the whole way through the game to get a lot more cautious when it comes to irrevocable choices. Sure, this simplification comes at a cost, and other games like Rift have a lot to offer players who like tinkering with interesting combinations (although there are still some choices that are flat out better in that game too).</p>
<p>I think there&#8217;s more to be said about uninformed choices too, because I&#8217;m with you on that. Because there are different ways to give out that information. You can foreshadow (ie. if you line the route to the monster&#8217;s cave with the corpses of dead adventurers, hopefully they&#8217;ll twig that it&#8217;s dangerous), you can use some labels (eg. &#8220;class x is the primary healer class in this game&#8221;), or you can let players explore and find out for themselves (eg. allow easy class/ talent changes so that people can easily experiment.) But if you go with the last option, then people need a way to get some feedback from the choices they make &#8212; talent A gives me an extra ability B, for example. Or this change gives better damage. Or this one gives interesting AE options. </p>
<p>And the other information needed is about the game itself. There&#8217;s no point offering a really good AE dps spec if none of the game&#8217;s monsters ever come in groups, but players aren&#8217;t going to know that.</p>
<p>Truth is, though, that complex systems to work through really do appeal to theorycrafter type of players. And they&#8217;re only really compatible with players like me when I can either figure out how to play well enough via play (frex, I had no major issues speccing my warrior competently with the old style trees, I knew the class very well even if I might not have been minmaxed out) or when some theorycrafter presents me with a build and says &#8216;use this.&#8217;</p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15913</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 16:39:02 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15913</guid>
		<description><![CDATA[In this example, I did mean Cataclysm because tanking was improved a lot in that expansion (IMO). Also with the gear thing, in TBC you generally needed critproof gear for tanking (or to have a bombproof healer and be lucky, or to be a druid because they had a talent for it.)

But I hear what you&#039;re saying that you found your hybrid class more fun (and more hybrid, even) before the trees were streamlined.]]></description>
		<content:encoded><![CDATA[<p>In this example, I did mean Cataclysm because tanking was improved a lot in that expansion (IMO). Also with the gear thing, in TBC you generally needed critproof gear for tanking (or to have a bombproof healer and be lucky, or to be a druid because they had a talent for it.)</p>
<p>But I hear what you&#8217;re saying that you found your hybrid class more fun (and more hybrid, even) before the trees were streamlined.</p>
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		<title>By: Jamin</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15912</link>
		<dc:creator><![CDATA[Jamin]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 16:12:25 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15912</guid>
		<description><![CDATA[I had a similar post lined up myself! (Based around cookie-cutter builds in WoW) Will have to link to this when I do.

Really good outlook on the topic. I especially agree that a call for more &#039;choice&#039; is needed. Not choice as in - &quot;anything but this will gimp you&quot;. But choice which allows you to develop a particular style with it&#039;s own perk and pro/cons.

New subscriber,

- Jamin]]></description>
		<content:encoded><![CDATA[<p>I had a similar post lined up myself! (Based around cookie-cutter builds in WoW) Will have to link to this when I do.</p>
<p>Really good outlook on the topic. I especially agree that a call for more &#8216;choice&#8217; is needed. Not choice as in &#8211; &#8220;anything but this will gimp you&#8221;. But choice which allows you to develop a particular style with it&#8217;s own perk and pro/cons.</p>
<p>New subscriber,</p>
<p>- Jamin</p>
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		<title>By: Delurm</title>
		<link>http://spinksville.wordpress.com/2011/08/23/what-makes-choices-fun-in-games/#comment-15911</link>
		<dc:creator><![CDATA[Delurm]]></dc:creator>
		<pubDate>Tue, 23 Aug 2011 15:45:59 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5785#comment-15911</guid>
		<description><![CDATA[&quot;I still see Arms, Prot and Fury trees that play differently from each other and have a similar feel to the way they played in Cataclysm.&quot; 

I&#039;m assuming you mean pre-Cata.  I&#039;d agree with you - my point wasn&#039;t that it was a shocking change from WoTLK - only that the old trees pre-BC even - had alot more variety and flavor - and it was possible for you to talent build yourself into a role that wasn&#039;t &#039;intended&#039;.

I never had as much fun as I did *tanking* on my shaman.  I had threat spells... a threat weapon enhancement (rockbiter gave threat in those days) and even in chain I could rival plate AC.

These days you pick a pre-determined role and you are stuck with it.  I personally think the choice to do &#039;off the beaten path&#039; types of things are what made the game fun.  

&quot;the way stats on gear worked never really supported it &quot; - This I disagree with.  Stats on gear was all over the place and many set pieces were horrible for the stat you actually wanted.  Back when the stats were not loaded for your class/role you could pick up gear for a rogue/hunter and change how your class played.

In BC for instance an enhancement shaman would go for leather raid drops all the way into BT.  Chain options would actually *lower* dps in most cases.

Yes gear is now tailored to your role - but I thought the point of this article was the fact that less options reduce the fun :)  That&#039;s my point - sure the game is hyper tailored now - sure the talent trees are synergistic.  Sure the gear supports your role and stats.  But all that hyper adjusting and focus took something away from the game (IMO).]]></description>
		<content:encoded><![CDATA[<p>&#8220;I still see Arms, Prot and Fury trees that play differently from each other and have a similar feel to the way they played in Cataclysm.&#8221; </p>
<p>I&#8217;m assuming you mean pre-Cata.  I&#8217;d agree with you &#8211; my point wasn&#8217;t that it was a shocking change from WoTLK &#8211; only that the old trees pre-BC even &#8211; had alot more variety and flavor &#8211; and it was possible for you to talent build yourself into a role that wasn&#8217;t &#8216;intended&#8217;.</p>
<p>I never had as much fun as I did *tanking* on my shaman.  I had threat spells&#8230; a threat weapon enhancement (rockbiter gave threat in those days) and even in chain I could rival plate AC.</p>
<p>These days you pick a pre-determined role and you are stuck with it.  I personally think the choice to do &#8216;off the beaten path&#8217; types of things are what made the game fun.  </p>
<p>&#8220;the way stats on gear worked never really supported it &#8221; &#8211; This I disagree with.  Stats on gear was all over the place and many set pieces were horrible for the stat you actually wanted.  Back when the stats were not loaded for your class/role you could pick up gear for a rogue/hunter and change how your class played.</p>
<p>In BC for instance an enhancement shaman would go for leather raid drops all the way into BT.  Chain options would actually *lower* dps in most cases.</p>
<p>Yes gear is now tailored to your role &#8211; but I thought the point of this article was the fact that less options reduce the fun <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   That&#8217;s my point &#8211; sure the game is hyper tailored now &#8211; sure the talent trees are synergistic.  Sure the gear supports your role and stats.  But all that hyper adjusting and focus took something away from the game (IMO).</p>
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