WoW, backtracking progress

Commenting some of the issues about World of Warcraft latest patch. The mantra “we are reading bug and suggestion reports for the players” doesn’t have anymore a value. All these issues were repored months ago, with solutions to fix them. With this new patch they addressed nothing and pushed in brand new problems and breaking the game systems more.


This was a joke. Now in the PvP this is REAL. PvP now directly cost a fee if you want to take part.

Aside this. There were three big issues that where reported over and over by the players during the previous beta:

1- The experience in instances was too low
2- The item decay forced players to interrupt the gameplay to go back to towns, becoming the second cause of “group breaking” after the quick quests
3- The PvP need a different death system to address the various issues

Now. FOR ALL THREE, Rob Pardo came on the boards to type three answers. The answers were basically the same:

1a- Don’t worry, we are fixing the exp in instances next patch
2a- Don’t worry, the item decay is indeed a moneysink but it isn’t suppose to interrupt the gameplay and become annoying, we’ll retune it properly next patch
3a- Don’t worry, the PvP system isn’t finished and it will adjusted to address the problems

The patch arrived and we had three new anwers:

1b- Fantastic! We have increased the exp in the instances as we said. Woot! But we also increased the exp requirements! Teehee!
2b- Superb! Not only we didn’t change the item decay system, but we have consolidated it, now you take a 10% durability hit each time you die!
3b- Awesome! The death system for PvP is unchanged, but we added the item decay to it as well. Want PvP? No money? No party.

Now the fun part is that all these three changes not only break the previous problems that were reported, But they CREATED A BUNCH OF NEW SERIOUS ISSUES:

1- The increase in experience in the instances comes with an increase of the experience requirements, making any change at all. The fun part is that solo players are, by definition, out of instances and so for them the “present” is a +20-25% for each level. Fun!
2- The decay system wasn’t broken because it was a (perhaps needed) moneysink. It was broken because it broke the gameplay, forced you to stop in a middle of an instance or a quest to return to a town. It was broken as a boring timesink. Now they even improved this by adding another 10% for each death. As a consequence this becomes a major *game breaking* for new players that use to die often since they need to get use to a new genre.
3- The PvP was broken, who cares? Instead of implementing a different death system to address the issues, they broke it even more, adding problems. Now it’s the grief paradise. Normal players will have to avoid PvP if they don’t want to loose money, while organized grief guild can have way more fun because now not only they can corpse-camping, but they can also inflict money penalties to their victims, forcing, at best, a res at the spirit healer and a 100% item decay.

Want solutions to have fun, not-broken PvP? Here:

The “incentive”, about which you write, shouldn’t be “excused” by a penalty. But it should involve a *purpose*. Give the players and groups objectives to achieve, give them reasons to fight for. *This* will make the combat meaningful because there will be a structure that tells you what you should achieve and why.

If the reward is about the rejoice for the winning group because they made the other group face a downtime and a moneyloss, well, the game is really weak.

A better idea, spawning from your graveyard solution, could be about building a very simple CTF (Capture The Flag) system. I agree that both Horde and Alliance should respawn at their own graveyard (no corpse run if you die in PvP, *just a respawn* at your graveyard. No choice.). But we also build a system so that EVERY contested zone has “generic” graveyards that can be “conquered” and flagged. Once the Horde (for example) own the graveyard, they’ll be able to respawn there, while the Alliance will only able to respawn at their nearest “owned” graveyard (which can be in a zone nearby).

In this way we start to offer something to fight for and with a purpose.

I also DO NOT accept this. It’s a PLATE armor.


While I was writing Blizzard posted two updates:

– They announced that they’ll take away the durability hit from PvP.
– The release policy to respec talents is a new moneysink. Each time you respec the cost goes up.

So we are back to the previously broken state. Fun. Bad signs coming from this game, these glaring mistake at the base of the design aren’t acceptable.

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Races in WoW and their role

I’m copying here a message I wrote where I try to defend the last changes to World of Warcraft about the racial traits system that they finally completed and patched into the servers.

Olaf:
I think its another example of the game being made worse by trying to balance PvE and PvP under one ruleset.

PvE? Where exactly the new changes impact the PvE? It was a PvP-only mechanic before and the change is again about PvP only.

From the system point of view they “healed” a not cohesive mechanic. The previous behaviour of the undead race was an exception inside the system. It was unbalanced already in the design level.

What they did is complete the design and remove the exceptions in the previous system to make it more stable and understandable. Now not only the undead have their “perks” but each race provides differences. In this case the undeads can:

Will of the Forsaken: Activate to become immune to fear, sleep, and charm effects
Cannibalize: Increase health regeneration while consuming a corpse
Underwater Breathing: Underwater breath increased
Shadow Resistance: Increase Shadow Resistance

This is what makes them undead. Along with their shape and the role they have into the game (the classes they can access and being part of the Horde). Undead have their specific equipment graphically and still have specific animations.

Both graphically and from the gameplay point of view, they have specific traits that make sense and are part of the lore and the roleplay layer of the game.

Each other race follows this path and what is built is a coherent system.

Look instead to SWG. They recently added two new races and these races simply add *zero* to the game. From the gameplay point of view they are still exactly the same aside minor changes to the stats (and we have this in WoW too). They don’t behave in the game in a different way, there aren’t race-specific gameplay elements. They are simply “shapes”. And from the graphical point of view? Even worst. Sure, they look different. But they still wear the same pieces of clothes (aside exceptions) and their animations are generic and shared between *all* the races (and this brings to frequent clipping issues and bad animations).

A wookie run in the same way of an Ithorian and the Ithorian run the same way as a human.

This while in WoW a race has a meaning and a specific identity BOTH in the gameplay (faction, access to classes, racial traits) and in its graphic (shape, animations, equipment).

So where the style has relevance? In WoW or in SWG?

What you are doing, instead, is the common whining when a beta REALLY behaves as a beta. Presenting an unfinished game that WILL change as the development goes on. The undeads were like you saw them exactly because the system about the racial traits was INCOMPLETE. Now each race has its own perks and the undeads have been tweaked to fit in the new, complete system.

What makes sense, instead, is the fact that priests and paladins now have spells that don’t have anymore an use. This is why something will change because this will bring up again a problem with the balance.

It’s not perfect but it is going in the right direction. Since this is a game what is important is how these changes will PLAY. And I really don’t believe that the change makes the game less fun. The design is about how the game PLAYS. Nothing else. It’s a translation of a myth into a game. The design is an adaptation process, like transforming a book into a movie.

Reductionism and godlike development

Fancy title for a cut&paste comment I write on Jeff Freeman’s blog. He explains the new approach to the design that the team tried to have with JTL, space expansion of SWG. The original article is here, my comment is here below.

The fun is that all this has its origin on Big Bartle’s article. I’m trying to write something about it, but it isn’t coming out easily. Most of the points I underline here below are similar to my critics to Big Bartle.


My first impression after reading what you wrote is that the mistake was the consequence of a start directly from raw, abstract design theories.

It’s true that we can draw a line between content and systems like Ubiq and Raph did, but this is useful only if we still consider, and never forget, that they are still two aspects of the same “unit”.

You can dismantle something to analyze it but then you cannot start from the pieces and hope to create the unity. This is also know as “reductionism”. Considering that a game is a complex system, by definition, the reductionism will never work to understand it.

I’m starting to believe that the problem in this genre is about having too many specialists about math and logic problems. When, instead, the genre itself would need a sociologic approach. To be analyzed as a complex system and not as an array of elements.

Interesting read anyway. What you did is EXACTLY what I explained a few months ago on Grimwell when I strongly criticized Raph. My main theory is that he broke the “third wall”. He let the design shape the game instead of the game shaping the design. This is basically a broken approach and there are theories (not mines) explaining this.

We are building a world. The “design” isn’t really a creation from a blank page. Instead it is way more about “reading”, “observing” and shaping what was already codified. In particular when we have to deal with a game about Star Wars, something that has its first quality as: a symbolic/social structure. But the same even if we are in a generic fantasy world. There’s still a MAIN component that is about “myth”. Something that has a strong and deep-rooted definition. Even before we consider the game aspect. This is also what the mistake in what Big Bartle wrote recently. There’s nothing new in the genre. We are dealing with something that was already there. We have different mediums and shapes but we are still dealing with myths and simbolic social structures that we fill with meaning.

At this point we cannot revert the system. We cannot start from a raw theory and build a world because the world itself, in it’s “being a world”, has already a long list of rules that MUST be respected and not simply discarded. Observing and shaping. Re-reading a genre that is ALREADY codified and not trying to build a theory from scratch because the genre is completely new. Like Raph is saying. This genre is OLD as much as the world. The structures and the content is the same. It is the SHAPE to change. And I agree that in a virtual space the shape is also the content, so relevant. But we cannot negate and discard all the rest.

So if we build a game, about a shared symbolic system (in particular Star Wars is a STRONG symbolic shared system way before Raph put his fingers on it). We need to RESPECT it. We need to shape it from the inside so that the frame is not shattered.

This is why SWG feels too faked. It’s a meta-game, speaking more about design than a real fictional space inside which the players makes an experience. What the player experiences is the meta-language. The design itself. And this obviously breaks the third wall, the immersion, the relationship between cause and effect and so on.

Designers need to stop to be gods shaping stuff on a blank page. These games are strongly typified and a lot can still be done by observing what they are and want to be already. Rediscover the fictional aspect, rediscover the relationships, rediscover the adventurous dimension. And rediscover all the feelings involved.

All already codified, with a strong identity that MUST be respected. What we should do is about studying the medium to see how all this stuff can be shaped in the best way.

But our studies about the medium CANNOT replace the respect of the content that is already there.

> From a development standpoint, it ensures that you don’t have more canvas than paint.

Because the canvas isn’t a result. The canvas is a tool. There’s dependence. There’s a strict priority system that must be respected and not violated. We build already inside a frame. This frame for us is fictional and with preexistent, codified rules. What we are going to paint must exist (must be seen) from the inside, thought from the inside. And only THEN, shaped.

Okay, I’m done.

Too fun to be true

Ultima Online may be considered dead from the perspective of “having something left to say” but it’s still a gold mine if you are in search of a good laugh. With the recent launch of their new expansion about ninja they had to push out an embarrassing apology.

All, please find the official apology message from the EA Store regarding the Pre-order issues with Ultima Online: Samurai Empire.

We must regretfully inform some of our EA Store customers that their order for Samurai Empire was delayed due to the great demand for the title. The orders will be fulfilled as soon as additional inventory arrives. We are expecting more copies to arrive for shipment next week.

We understand that some who did not receive their order may choose to purchase the game from a local retailer.

“Pre-orders”. By the name you should assume that a preorder exists exactly so that a shop can know in advance exactly how big is the demand and so fulfill all the orders with no risk.

They surpassed themselves again. Score!

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Lum flies high into the hearts (or: Lum the Bee)

Countdown to my ban from Corpnews is started. Now!
It is fun to see what happens when their bitchness is reversed against their rules. That thread deserves therapy.

Lum:
I don’t generally talk about MMOs using specific examples (Mythic or others) because (a) anything that can be construed as talking negatively about competitors is wildly unprofessional, (b) anything that can be construed as talking positively about what I or coworkers work on is at at best somewhat biased and at worst taken out of context six months later. And finally (c) most of the time when I’ve said something substantive about MMOs on my blog I’ve been forced to regret it – not by management but by people quoting me out of context on message boards, most of whom cannot seperate what I say on the web from the company I work for, no matter how many snarky disclaimers I post.

Mannerism. “Hey chevie, I’m someone now. I cannot speak youv cvude language anymov.”

That post was so defensive that it was obvious he was begging for more excuses and actual confirmations that what he portrays is, indeed, true, that peoples are mean and use his words against him and against his position and against his morals, that he is always misunderstood. And he cannot defend himself without more misunderstandings! A victim!

Particularly funny in the light of his recent appeal about not take stuff too seriously. Perhaps missing the point that it’s not just about “stuff”. But also about taking yourself not too seriously as well.

But wait, that’s not Lum’s fault. Blame the community for that.

I really couldn’t resist that flame-bait, Flambe, F-Lum-bee.

There. Now you have one more reason :)

(I provoke, I provoke! Teehee!)

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Guild Wars – New tabards

Just a quick news I should have posted yesterday. One of the things I hated the most during the “world preview” was the guild bibs. Being part of a guild means that you’ll have to go around with an horrid a bib (yes, like those for the children) with your guild symbol stamped on.

The good news is that the day after the preview there was a patch and one of the changes was about a new “tabard” system that is way, way better than bibs. Basically now the guilded players will bring around a japanese-styled flag on their back.

If you want to get a better idea about this change you can check this image.

I think we moved from ridicule to silly. An improvement.

Bush wins

This site will mourn the loss and will be quiet for the next 24 hours.

The world has lost another significant battle.

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No beta for yoo, bah..

I don’t know why but I was actually looking for an invite to DAoC’s Catacomb beta. I always applied to *every* beta they had and *never* got accepted. Not once. This time the fact that my account is canceled probably didn’t help but I was ready to reup it if I was able to “do something” and provide what I consider useful feedback.

Today they sent the second wave of invites and I cheked my mails. I was hoping to have a bit of luck this time since the beta application was up just for a weekend but it didn’t happen.

I also don’t expect to join later because I’d still need a few days to get the whole client with my ISDN connection and joining a beta for the last two weeks before release is simply useless for what I’m interested about. So I guess I’m giving up (aww, poor betrayed fanboy).

I don’t know why but I have the impression that they carefully handpick my applications and deliberately toss them away as far as possible :)

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