Kickstarter, older games, and the packaging up of gaming nostalgia

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KOTOR2 featured in the Steam Autumn Sale this week for the grand sum of £1.74. And you know what? I realise I never stopped loving this style of RPG.

Let it be widely known that the long-awaited Kickstarter gaming backlash has officially kicked off!

Oh, there had been stirrings in the blogosphere previously. People wondering if punters really thought about projects before they hit ‘donate’, projects that collected money for ‘tech demos’  or ‘demo videos’ on the backs of a zealous fanbase, projects that raised their funding but failed, projects that simply failed to raise the funding required (maybe the fanbase just wasn’t zealous enough.)

None of that indicates a broken system. When you throw money at a kickstarter you are taking a risk. And it is the nature of crowdfunding to favour creators with an established fanbase.

But the more recent trend is for old designers to come out of the woodwork with a shiny new kickstarter to produce some updated version of a nostalgic fan favourite. It worked when Double Fine reminded people that actually they did like point and click adventure games, or Jane Jensen reminded them that she was still writing and still liking these games too. Chris Roberts’ Star Citizen, aside from showing convincing video, reminded people that they liked open world space sims.

I’m an old enough gamer to have loved all those genres too the first time around, and to miss the lack of those genres in the current scene, so I wish the devs and backers all the best of luck.

But then we move to the pitches that just failed to convince. Brenda Romero and Tom Halls ‘Old School RPG’ kickstarter seemed to just remind people of all the things they didn’t like about old school RPGs. For once, even having big name designers didn’t stop punters from murmuring (check the comments on this thread) that it looked like a half thought out cash grab, not a fully realised project. David Braben’s Elite Kickstarter (currently just under halfway to its $1.25m goal)  made people wonder why someone with a successful studio behind them couldn’t get some funding together without going to the fans – or maybe Star Citizen just got to those fans first. And now Peter Molyneux is proposing a God Game kickstarter (aka Populous remake).

I liked all of these games back in the day – apart possibly from the old school RPGs which could get pretty tedious. There are genres that could use a remake with a modern sensibility for gamers who never played the classics of yore. Particularly because some of these games, being designed for old slow hardware, don’t require heavy twitch skills. And they date from before the era of everyone-has-internet, compulsory multiplayer features. (Obviously both of these features will probably get designed out to match more current trends.)

But I am down with letting the teams actually build and release the games before I buy them now. Some of these projects are way too ambitious in scope for my taste. By all means be ambitious, but when Tim Schafer says he’s going to build a single player adventure game in the style of the old adventure games he became known for, I believe him.  When Chris Roberts says he’s going to build a new Wing Commander with a huge sandbox online component as well as a single player game, I think “Good luck, I’ll believe it when I see it. And I’ll happily buy in once its done.”

Also the amounts being asked for don’t bear much resemblance to costs so much as a ‘how much can we get?’ approach. Kickstarters were once seen as a way for indies with good ideas to get some backing from people who liked those ideas too, and now we’re looking at some kind of nostalgia cash grab. Not only that, but as backers get bored of the endless stream of ‘hey pay us money to remake XYZ, we have a sketchy outline and we’re working on a demo’, other creators are going to find themselves on the downturn of a trend that once offered them an airing and a genuinely innovative way to do business.

Jeff Minter  (icon of my gaming childhhod!) commented on twitter that he’d love money to do a T2K remake but that people who are already rich have taken the wind out of the kickstarter sails.

Matt Barton has a particularly good analysis of kickstarter and gaming. I’m just not sure whether I agree with his conclusion that everyone who cares about games should be supporting kickstarters. I’m through that phase now, and would rather wait for a demo.

As an alternative, how about playing the actual older games?

As you can see from the screenie at the top, I’ve been playing KOTOR2 this week ( I’m using the restored content mod,  if anyone is interested). It cost a pittance, and I’m really enjoying it. I like story heavy RPGs, especially if they have combat that lets you pause. And while the graphics are dated, it makes surprisingly little difference to the basic fun of the game. Having good voiceover work and/or music is particularly effective at making an older game feel more convincing. That game is 7 years old, which makes it a spring chicken compared to Elite or even Day of the Tentacle, but the core gameplay is fine. It isn’t fine due to nostalgia or my memories of an earlier era, it’s fine because I was playing it this morning and thinking ‘this feels a bit old school but still pretty fun.’ (Although wtf with having  my character run around in her undies for the first hour or so, Obsidian?)

Older games have never been more accessible to gamers, via Steam Sales, GoG,et al. Even my local library has a load of PS2 games amongst its collection to be borrowed. Some of the older games date horribly. I picked up Ultima: Martian Dreams when it was a free download from GOG earlier this year. I know it’s a really cool game, I loved the steampunk setting back in the day. I couldn’t play it for more than 5 minutes before sadly laying that piece of nostalgia to rest. I’m pretty sure I would do the same with Elite.

An alternative – maybe even a happy medium — is the Balders Gate approach, where an enhanced version is offered. Not a complete overhaul and upgrade, but some new characters, a graphics update, and tweaks.

And now, if you’ll excuse me, I need to go sort my characters out for raiding in another game I’m still playing and enjoying that is 8 years old.

[GW2]What do you give the gamer who has everything? More progression!

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Someone is a bit enthusiastic about serving the Mad King

The Guild Wars 2 team have been wasting no time with pushing new content into the game. We have already seen a Halloween Event which included new quests, jumping puzzle, mini instance, mini PvP zones, and lots of cosmetic rewards. This weekend sees a slew of one off events and the introduction of a new zone (and free trials for the first time) and there is a new PvP map for sPvP also. Then there are the inevitable Winter/Christmas events which are doubtless in the pipeline.

But the latest announcement about this month’s new iteration of dungeons has been greeted with a 126-page threadosaur of outrage on the official forums. Why is that? Item progression. Entombed explains in more detail what the players are angry about. Some of his points look more valid to me than others – sure, a portion of the player base will care deeply about which site breaks the news but probably most don’t.

Truth is, in a game that was going to break open the MMOsphere by ditching all the conventions, this new content and gear looks very much like a traditional endgame gear progression. A new tier of gear is being introduced that sits between exotics and legendaries in terms of stats, and includes sockets for players to add a stat that will allow them to go further into future dungeons. Syp comments on the similarity with the unpopular LOTRO radiance mechanic.

And like the LOTRO radiance mechanic, none of this will impact on players who play the game more casually because they probably never had much intention of grinding cutting edge ‘endgame’ anyway. If I lack zeal for attacking Arenanet on this, it’s because I think their logic with the new content is sound. It’s just unfortunate that it goes against the entire spirit in which the game was sold.

To be clearer: The current dungeons are flawed, inconsistent, and not particularly fun. Let’s call it ‘inconsistently fun’; there are some cool encounters. There is also way too large a gap between exotic gear and legendaries, in terms of the amount of effort players need to put in. Legendaries stand at the end of an excessively long grind. Enough so that a player looking at the legendary requirements is likely to get sticker shock and end up playing the game LESS because they decide it’s not worth investing the time.

So a slew of new mini dungeons and introducing a tier of gear between exotic and legendary are both pretty good ideas. Introducing a classic MMO progression endgame grind into GW2? Nope, was never going to be popular. Particularly when the only way to get the gear is via dungeon runs. Particularly when players had become used to multiple pathways to gear so that dungeoneers, crafters, PvPers and dynamic event fans could all collect similar gear.

The outrage will get worse before (if) it gets better.  Yet still, Arenanet are putting a lot of effort into supporting their game with new content.

The problem with cosmetic progression

There is one huge sucking problem with the concept of cosmetic progression, i.e. letting players grind for gear that looks different/interesting/better rather than gear that has better stats. It is, “What if you don’t like the look of the grindy cosmetic gear?” Taste is subjective in a way that stat improvements are not.

And whilst you can transmute gear in GW2, who wants to grind dungeons so that they can buy some exotic gear with a new skin that they then transmute to looking like the old gear?

[Links] Pandarian musings, Brawlers Guild, cash shops, SWTOR F2P

Welcome to another links post!

Before I kick off some links to posts about Pandaria and how players are settling into the new WoW expansion (or not), here are some words of wisdom from Alexander Brazie, one of the designers. In this blog post, he discusses how and why players get bored, “Ennui is inevitable. It can only be slowed, never stopped.” And what tools game designers have available to work with this.

    • The first tool is to increase the stimulation provided to the players. You can see this in the increased quality of art, boss fights, questing and game systems.  By increasing the quality of the game, the novelty and learning reactivates the brain and helps keep the player engaged.
    • The next tool is to have a nigh-unreachable ceiling on the game, coupled with a steady sense of personal growth and progress. This sense of growth and mastery helps reinforce the player’s investment in the game world.
    • Finally, you can accept that players need a break and build systems that allow players to leave for a while and come back unpenalized.

I think Pandaria does very much reflect the use of these tools, and having now playing it for a couple of months, I also agree that that game itself is probably stronger than ever. Which doesn’t mean that it’s right for everyone who ever loved it in the past. Just that there’s some solid game and game thinking under the covers, a good balance of fun and that particular grind which is characteristic of good MMOs. Also the raids are good fun and they’ve got the balance between ranged and melee dps much better this time around.

Sheep the Diamond talks about the REAL barrier to raiding, which is finding a compatible guild. Truth is, playing an online game in a good guild (defined according to personal tastes) is a very very different experience to playing solo and it’s always been a puzzle to me why devs don’t put more time into good guild finding tools. The current trend as per GW2 et al is for more raid/sociable experiences that don’t require the player to sign up for a guild, which is a viable and different direction. But it still doesn’t give the same sense of being part of a community that a good guild would.

Kadomi also shares her feelings about looking for a guild in WoW, and why the official ‘looking for guild’ forum isn’t really helping.

One of the latest conversation starters in WoW is the new Brawlers Guild feature that is coming with the next patch.

Blizzard are playing contrarians with this one – it is content that can only be completed by one player at a time, although others can watch; access is limited and gated by buying tickets for gold on the in game black market. And you know what? I LOVE it. I love that they’re experimenting and trying out new ways to push interesting server content out into the community. Maybe the whole thing will go tits up and explore in a storm of ragequit, but you know what? It’ll be interesting to find out, both as a player and as a blogger. I’ll be curious to see who the best brawlers are on my server too.

Rohan shares his thoughts on the brawlers guild invitations (and concludes, like me, that it hasn’t been done before and is a low key way to experiment.)

BBB suggests another way that Blizzard could have distributed tickets for the brawler’s guild.

The Grumpy Elf also shares his thoughts on the brawlers guild, and agrees with problems that other bloggers have raised.

I suspect that the people who feel strongest on this issue play classes that are stronger in 1v1 PvE content. That’s my personal main issue with the brawler’s guild idea, it’s not really fair to expect a warrior to be able to perform as well as a hunter or death knight in that kind of scenario so my personal interest is pretty much tanked from the get go. I suspect they may end up having class based leader boards though, at least that is what I would do.

The Godmother writes a thoughtful post about alts in MoP, and particularly about how shared achievements and the rep grinds affect how much time people are prepared to spend on their alts this expansion. She also shares a considered, reflective view on crafting (the bolding is mine).

The main killer for me is the professions ‘gating': if I want that Royal Satchel recipe for my Tailor I have absolutely no choice but to level my Tailor to 90, get the Golden Lotus and Shado Pan dailies to a certain level and then spend however long it is on the Augusts. How on Earth am I supposed to do that when at this stage I’m probably a month away from being rep maxxed on the person I want to raid with? ((…))  I am still sticking by my assertion that this is by far the best way to prevent server economies collapsing, and to preserve the sanctity of professions saleability. Our #1 Tailor is now capable of making those bags, and it will be Quite Some Time (TM) before I see people flooding the market with them. That is the way it should be. I’ll just have to accept the fact that having a family that I can rely on for self-sufficiency takes more time this time around.

Kurn has written a lengthy series of posts behind his decision to retire from WoW. I’ve linked to the first post here but go to his blog and read the rest if you find this one interesting.

Anyhow, I’m not out to convince anyone to quit or that the game sucks or anything of the sort. Play or don’t play, that’s your choice and your choice alone. ((…)) I’ve become more interested in the decision to game/raid/etc than the actual content of the game and so exploring my own reasons seems like a good place to start.

Tobold discusses his decision to cancel his WoW subscription. As usual he generalises too widely from his own experience.

Klepsacovic takes a farewell from WoW blogging. I will miss his posts, but I agree that it is a struggle blog about a game that you’re not enjoying. (You can do it, but it will tend to be a chronicle of burnout.)

You may be thinking, gentle reader, that all these links are about people burning out on WoW or deciding its no longer for them so that must indicate something larger. I can’t answer that question (the sub numbers will do that) but I personally am enjoying the game more than ever at the moment so expect more upbeat posts on WoW in the future.

Liore has a rather different angle on things.

So here’s my hypothesis: for various reasons WoW got extremely popular and suddenly lots of people were playing MMOs. But that was just a fluke of the times as much as anything. The fact is that MMOs are a niche genre that appeals to a smaller group of players, and the genre is now sloughing off those people who were just kind of along for the WoW ride.

Make a commitment to a social group or an activity or a hard challenge or whatever, or go find another genre.

Time for the 2 minute hate on cash shops

ausj3w3l shares his feelings on buying gold from the cash shop in GW2, and using cash shops in general.

I think the reason I feel so dirty and why the experience irritates me so much is that in a way I am now essentially paying more than a sub for basic quality of life things. I go to TSW and I have repertoire that is more than suitable to the game and never once made me feel like I was being purposefully limited so as to nudge my wallet further to the store.

I also don’t understand why upgrading an account to be more useable costs more than purchasing an entire new one ((…))

NB. It’s only more than a sub if you do this every month. But the sense of feeling purposefully limited to encourage use of the cash shop is endemic in F2P games. On the other hand, the sense of feeling purposefully limited to encourage grinding is pretty much a part of old school MMOs too.

This dynamic is driving a lot of the reactions to SWTOR F2P scheme as well, I think. People who might have been fine with grinding for some of the extras are not fine with being directed to the cash shop. (It also obscures the amount you might need/want to pay for your game.) But also, some of their restrictions are not equivalent to ones that have been placed on non-F2P games. I don’t recall any game that ever asked you to grind for extra skill bars or for the ability to turn off your hat graphic or raise the amount of cash you can hold in your wallet. Grinding for extra bag space isn’t the sticking point here.

Green Armadillo muses about currency caps and cash shops.

Rock Paper Shotgun discuss microtransactions in Assassin’s Creed 3.

All things Star Wars!

I’d have to give in my geek credentials if I didn’t include a link on the news that Disney has recently bought Lucasfilm and announced that they intend to produce and release new Star Wars films. I’m down with them making more big budget epic space fantasy, especially if they throw out the expanded universe stuff that tends to revolve around original film characters being raised to godlike status.

Shintar answers the question, “Should I play SWTOR?” with her review after 10 months in the game. I would say yes if you like Bioware games and WoW type games. It is pretty much what you might expect from a marriage of the two genres and I had a lot of fun in my 7 months or so in the game.

Syp shares his thoughts on the recent State of the Game blogpost.

Targeter takes a look at the new cash shop and finds something he hadn’t expected, that some of the items look quite fun.

And the best of the rest

Every games blogger should read this post by Tadhg Kelly.

It’s a rite-of-passage thing. Also an age thing. You’re probably around 25, have jumped, slaughtered and strategised your way through at least 1000 games, and found them amazing and entertaining. Then something happens.

You start to get bothered by the sameness. You start to notice that games recycle the same ideas on a generational timeline, that every 5-7 years or so game developers repackage the same concepts for new platforms. And also keep making the same mistakes.

Over time, you start to think that games need to be saved.

Rampant Coyote predicts that the AAA Games Industry is Screwed.

Unsubject writes a typically thoughtful, analytical post about gaming projects on Kickstarter. He is analysing how many gaming projects have actually delivered so far.

ausj3w3l writes about the culture of gaming journalism, looking at a specific article that kicked off a whole furore about the ethics (or not) of the whole arena.

Doone has a very powerful post on one particular Kickstarter game, iBeg, which is about being homeless (sort of).  He shares his own experiences of being street homeless, and this is another post that everyone should read – particularly if you are a developer who is thinking of using the experiences of vulnerable people as the basis for a game.

It’s very difficult to write this article without being at least a little upset about how this iBeg project is being sold. All I keep seeing in my mind is the words on Kickstarter saying all the money is going into the making of the game. Nothing is mentioned of contributing to homeless people or shelters (unless you buy in-game items, only *some* of which will go to help the homeless). You might be asking: why should they? To that I say, they proclaimed concern for the homeless and they claim to want to do something about it. No, it’s not ok to profit from the stories of the deprived.

Garrosh writes the best article I’ve seen on the US elections from the perspective of Garrosh who is still playing Earth Online.

Anyway, as much as it was annoying having to hear about this world event, like, CONSTANTLY, it actually WAS kind of fun to see it play out.  The event had a lot of parts to it, going on for months, but it all capped with the big Election Day world event earlier this week …

Jacob at tl-dr is trying to make a list of non-violent video games, feel free to add suggestions. I’m wondering whether Fruit Ninja would count or not, it’s quite violent when Arb and I play it (to be fair, so is Monopoly). I’m also not convinced by Skyrim being on that list – sure you could play it without fighting but that’s not really what it is about.

Another post from Jacob is on Riot Games and how their methods to clean up the LOL in game community have been bearing fruit.

Good on ya Riot, you’re implementing systems to get rid of trolling, griefing, harassment, racism, and many other bad things in your game. Keep it up.

It has also been the week/s of quarterly reporting, which is how we know that WoW now has over 10 million players again (and Diablo 3 sold over 10 million copies!), and Arenanet has a guarded success on its hands with GW2. Syncaine comments that he is surprised GW2 didn’t perform better given the amount of hype, and like him I’m curious about the drop off from here on in.

Werit notes that the company formerly known as Bioware Mythic is now just Mythic again, just a name change.

Azuriel describes the recent GW2 Halloween event from the perspective of someone who just jumped straight in.

Talk to a Pumpkin-Carving NPC that says I need to carve an unspecified number of pumpkins before I can get a title or join his order, or possibly both. On my way to the Commander icon I see a toilet paper roll go flying through the air. After clicking on a table, it looks like a Candy Corn monster appears, but I keep walking.

Jeromai discusses WvW in GW2, and particularly why some of the big guilds on his server have just server swapped elsewhere. What does this say about  the future of WvW?

Bernard wonders whether one time events are a good investment of time/effort for developers, considering GW2 in particular.

… my main interest is whether one-time events offer a good return on investment for developers.

If this is not the case, Arenanet is burning money and will have to stop at some point, removing any good will generated by failing to meet the expectations they have created in the player base.

Does easier content make for friendlier MMO communities?

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A pretty WoW screenshot, being able to fly does give you a good choice for perspectives

It has become a truism in MMOs that behaviour in random pick up groups can be really atrocious. There will be elitist jerks urging everyone to gogogo, pulling extra packs of trash mobs themselves if they think the group isn’t moving fast enough, there will be people acting like idiots purely to annoy the rest of the group, there will be insults, aggression, rage quits,  intolerance towards newbies. It’s like a war out there, put on your kneepads and body armour before venturing into LFG!

It’s also widely held that smaller, more coherent communities tend to be nicer to each other. I’m not so sure this is always true, but guild groups certainly tend to be nicer and more successful because of being willing to work together.

And yet, while I’ve been running at least one heroic a day in WoW, and LFR raids every week too, I just haven’t seen much of the horrible behaviour that gives PUGs such a bad name. The worst I’ve really seen is people leaving the group mid-instance, possibly even mid-pull (which is bad behaviour, yes), and a bit of frustration on raid/party chat which is as often countered by people telling the speaker to chill. It isn’t just that I’m on a more chilled out RP server because LFG/LFR is cross server. Although the world boss groups (Sha of Anger et al) on my server have tended to be particularly chilled out and willing to welcome any warm body who is able to help, even when people are annoyed at being beaten to the pull by Alliance – which happens reasonably often because they outnumber us on the server.

So while it’s not possible to change human nature, I think PUGs have become nicer in MoP than they were in Cataclysm. While this isn’t great for having funny ‘it came from the PUG’ stories to relate in blog posts, it probably does mean that the player base in general is having more fun (where being in aggressive LFGs counts as less fun). The only factors I can put this down to are:

  • People who left because they didn’t like pandas were some of the really annoying folks so the game is nicer without them (I don’t really see why this would be the case but you never know)
  • The instances and LFR are generally easier in MoP and less dependent on every individual performing well. Easier content means that there’s less stress on a group. If people just settle down, chances are they’ll get through it in reasonable time.
  • Less odd trash pulls which need specific tactics (Shado-Pan excepted). If you are looking up instance tactics, they tend to focus on boss fights so making these the main content in instances means there is less for new players to learn.
  • The more hardcore players are still motivated to do regular LFG/ LFR for the tokens, but less gated by inexperienced/ bad players. ie. If you are a decent dps player, chances are you can pull a group through a heroic even if the other two dps get themselves locked out of fights, die in the fires, etc.

I also think Blizzard has done a good job of making the boss fights generally fun, even though the group difficulty is a bit lower. There’s lots of movement, add switching, things to dodge, and all the other stuff that generally switches games up from pure tank and spank fights.

But really, random groups need easier content to make up for the fact that they won’t have as much experience at working together, are less likely to communicate, and are likely to contain players of widely differing skill and experience levels. We’ve seen this in the GW2 dynamic events also – they’re easy, and there’s no group size limits, so any warm body is welcome. I am glad Blizzard have twigged this, because their group content is one of the strong points of WoW and making PUGs more fun for everyone (newbies and hardcore alike) is a huge win for the game.

Bashiok actually says as much on the official forums:

While you may go in with a ((random)) group and all learn something, that a specific mob needs to be CC’d, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you’re matched with ((…)) and most people don’t want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren’t matched together: normal and Heroic raids.

Do you think the WoW community has become more pleasant in PUGs in this expansion?

[WoW] The mastery curve, holidays, and it came from the PUG

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Hallow’s End is my favourite of the WoW holiday events. This isn’t just because the Headless Horseman talks in rhyme like a pantomine villain, but because it’s the only event which feels more meaningful in the game world than in real life.

In real life, Halloween in the UK is a  hodge podge which is currently drawing hugely on American customs. It is kind of taking off, but I think we have a much softer spot for the home grown Guy Fawkes Day with its fireworks, anti government themes and politically incorrect  history. It may not be the world’s greatest festival but it’s all ours, dammit.  In game, Hallow’s End is the holiday on which the Forsaken celebrate their freedom from the Scourge. (A fairly brilliant concept from Blizzard which keeps the spooky feel but fits nicely with the lore.) So as my main is Forsaken, it is quite meaningful to me. This screenshot shows the daily ceremony in the Undercity where Sylvanas walks out and gives a speech/ pep talk in front of the Wicker Man. You can see that there are a few other players standing around, even though I don’t think you get any buffs from watching the event. They just wanted to come and see.

As players, we are probably all used to seeing thinly veiled lore-based excuses for having Xmas events. Players like them. But I much prefer the approach that imagines what type of holidays the in game races might have, what events might they celebrate? LOTRO does a good job with these, tying their holidays to the seasons and harvests. Anyone else have favourite events with game-specific lore that just really works for you?

Yesterday you were the noob, today you are the master

In any MMO, you can imagine a kind of learning curve where you begin as an inexperienced player and end up achieving the sort  of mastery where random strangers ask you for tips about your gear/ playing style in PUGs. OK, in my dreams maybe, but every player takes a journey from feeling new and awkward and unconfident to feeling comfortable with the content, confident, and capable in their role. This includes collecting gear, exploring the zones and instances, learning the fights and learning the class.

In particular if you want to take part in group content at max level, there is a trial by fire where you start queuing for PUGs as a nervous, barely geared level 90. Then as you get more experience and better gear, you don’t feel so nervous any more. Your tanking/healing/dps is fine and you know it.

That learning curve seems to get shorter with each expansion, but I suspect that is partly my being generally familiar with the game. It is, however, one of my absolute most favourite parts of WoW. That sense that every dungeon run is exciting because you can still make daft mistakes, help your group narrowly avoid a wipe, or just barely heal a fight and keep everyone alive. And more than that, the sense that you are still learning something with every run, still hoping for that cool drop, still engaged with the content.

I know not everyone likes excitement or that skin of the teeth feeling, but I do enjoy the learning curve. I feel that with Spinks I’m pretty much at the end of it now, she’s geared for the next LFR when it turns up, is generally top dps in instances, and I have most of the gear I really wanted.  When I run heroics now, I feel far more laid back about it. DPS warriors hinge on the very basic fun of hitting stuff with big weapons and putting up big numbers and that never really pales.

The main alt this expansion is a priest and I’ve ended up taking her down the Holy (healing) path. This was initially because queue times were so short, but I also really enjoy it as a spec. It feels like a spec with a lot of depth, and though I can heal competently, I still feel that I’ve barely scratched the surface which is pretty cool.

Undergeared healers can be challenging to play because they tend to run out of mana very fast. I think the priest has particular issues with this, but since I don’t plan on raiding with her, I am reflecting that this actually makes the instance learning curve rather more fun for me. Or rather, it’s more fun because sometimes I have really struggled with healing an encounter, which makes it so much more rewarding when I can go back later to the same instance with better gear/more experience/better group and see that I’ve improved. I will almost be sad to be over geared on her.

But there are still Challenge modes ahead. I look forwards to more exciting razor edge victories/failures.

It came from the PUG

A couple of positive examples this week, both from instances where I was healing.

I had struggled to heal Shado-Pan Heroic, there are encounters where the group can end up taking a lot of damage without much warning. But I am getting better with practice, and also noticing how much of a difference it makes when players can keep out of the avoidable damage. This is something Blizzard are really pushing with the MoP heroics, and I think healers are in a good place to notice it. I realised I was getting more confident as a healer when after one of the boss fights in Shado-Pan, one of the dps who had died during the fight said “pay attention healer.”  And my kneejerk response was to say “no, you pay attention and keep out of the bad stuff.” And no one in the group complained, I like to think this was because I was right.

Another, similar, healing moment was in Jade Temple Heroic. One of the (dead) dps said to me “where were the heals” and I said “you need to keep yourself out of the bad stuff”. There was a pause, and he said “yeah sorry.” THIS NEVER HAPPENS (i.e. people apologising), BUT IT HAPPENED IN MY GROUP!! Cognitive dissonance follows.

I imagine that once I am overgeared I’ll be better able to heal people who stand in the fire, but I quite like the playing style where it’s just not possible to do that and  healing decisions have to be made based on keeping enough people alive to beat the boss, which means triage on people who just take too much damage.

Different types of fun, and is SC2 really doomed?

Melf_Himself quotes from an entertaining rant by reddit user Neodestiny on the subject of Starcraft 2. More specifically, why he thinks the game is doomed (bold font added by me).

“((Blizzard)) are continually proving themselves utterly incompetent when it comes to managing a game as a competitive sport backed by a casual community.

People, ESPECIALLY people in this community seem to fail to realize that a game’s competitive success lives or dies by its casual accessibility. Yeah, in a dream world we all want this ULTRA CUT-THROAT COMPETITIVE FUCK YOUR FACE game where OH MY FUCKING GOD SKILL CEILING SO HIGH NO MULTIPLE BILDING SIELECT FUK AUTO-MICRO OH MY GOD SO COMPETITIVEEE!1111…But in the real world, no one wants to play that game except competitive people.

Competitive games are not fun.

It’s not fun to play ranked matches that affect a ladder ranking. Why on earth would you play a game that gives you ladder anxiety? Why would you play a game where 11/11 or 6 pools or 4gates can kill you in under 4 minutes? Why would you play a game that punishes mistakes so cruelly?

The average, casual player wouldn’t.”

There are a lot of players for whom competitive games are very fun. So his statement that they aren’t seems a bit obscure. Yet, at the same time, anyone who has played a competitive game against people who take it very seriously, where a loss will seriously affect your ranking,  will probably find themselves nodding along. It might be fun, but it’s not Fun. Right?

It doesn’t take much thought to start wondering whether there are just lots of different types of fun. The fun of being in a new relationship is different from the fun of writing a story or playing music, or the fun of playing a particularly tough game of Scrabble. And there has been a fair amount of research into theories of fun. I thought it might be interesting to explore a few ideas and see how they might apply to MMOs and their players.

Nicole Lazzaro writes about 4 keys to fun:

  • Hard Fun (involves challenge and adversity)
  • Easy Fun
  • Serious Fun (meaningful accomplishments, real objectives)
  • People Fun (socialising)

These aren’t exclusive, she explains that people often shift between them in a single play session.  She also posits that the most successful, best selling games offer at least three of these ‘keys’ to players. This matches Bartle’s argument that virtual worlds need a mixture of different types of player (although his player types don’t tend to switch types several times in a play session.)

I like this model because of the Serious Fun category. The most compelling MMOs can feel meaningful in play, maybe because of the persistent elements. But meaningful play isn’t always fun because it can feel like work, it can feel like having to grind out something you don’t really want to do in order to get to the thing you do, it can feel like having to be on your best form always so as not to slip down the PvP ladder. It may be though that the sense of having to work is one of the things that helps make a game feel meaningful.

And very few players want to play a game that is purely Serious Fun, we have real life for that. Sometimes you want to let off steam, either by zoning out with some easy fun or chatting with guildies for some social fun. The other smart thing is that she’s separated Serious Fun from Hard Fun. So for example, in EVE you might have longterm goals which mean you need to mine. Making those plans and executing them might be part of your Serious Fun, but that doesn’t mean mining is Hard in the sense of top LoL matches.

So for your favourite game, do you think it engages at least three of these keys? I would argue that WoW offers all four keys, although  the Serious Fun aspect of the game felt stronger back in TBC, and you have to look for the Hard Fun via Challenge Modes, Arenas, and hard mode raids, or making up your own difficult achievements. EVE, in my brief explorations, lacks easy fun, so maybe one of the ways CCP could make the game more appealing is to make the basics of flying around and mining more fun to do. And it’s interesting to ponder whether even a single player game can offer social fun if you talk to your friends/community about your experiences and strategies for playing afterwards.

Marc LeBlanc describes 8 types of fun:

  • Sensation
  • Fantasy (RP, immersion, escapism, make-believe)
  • Narrative (story)
  • Challenge
  • Fellowship (social)
  • Discovery (exploring)
  • Expression
  • Submission (he describes this as ‘a mindless pastime’)

I’m not sure these work as well as Lazzaro’s categories for MMOs, but he does bring in the idea of stories being fun for some players and the escapism of being in a fantasy world as another source of fun. Sensation might also include games with great visuals, or the feel of flying or swimming in a virtual environment.

As for Starcraft 2, I couldn’t really say how it is doing, although the momentum of eSports is clearly with League of Legends now, a game I’ve never tried because I don’t much fancy the hard, challenging, social fun of being abused by the playerbase while trying to learn it. And that matters too, because it plays into Neodestiny’s argument that competitive games aren’t fun for average, casual players. I would say they could be fun for those players, but they might need to learn some skills first. If the process of learning those skills isn’t fun, then your average player never becomes one of your core competitive gamers and I suspect that this may be where SC2 misses the mark.

EQ Next to be “the largest sandbox MMO ever designed”

In 2010, SOE announced that they were working on a follow up to EQ2, code-named EQ Next. There was some muted excitement from Everquest fans, but after that we didn’t hear much about the project. Yesterday, John Smedley announced at SOE Live that they’d trashed their original design and now plan to bring EQ Next to market as a sandbox style MMO game.

I had been wondering whether Blizzard would end up taking this route with Titan (or going for a FPS MMO), as the trends simply aren’t towards large subscription MMOs and ‘more of the same’ isn’t going to cut it.

As it happens, with Planetside 2, SOE along with CCP’s Dust are both shaping up as good options for FPS MMO fans. And with this EQ Next announcement, suddenly a lot of old school MMO players will again be very very focused on what SOE is doing. I think this was a momentous announcement for them, it’s the day they became relevant again. And now Blizzard is on the back foot. Check out the link, there were quite a lot of announcements and statements about how they see the industry.