Raph’s book arrived here

This morning I found the Amazon’s package with Raph’s book into it. I’m quite happy. It’s actually the first book I buy and read in english aside some school-related stuff. But what is important is that it’s a real book, it is solid. All this time I passed discussing and playing online games is simply virtual. It’s a virtual life that right now is near the totality of my life. It’s like a dream, I really wake up in the real world and I can assume nothing I do exists. Instead this book is solid, like a sign that the dream was somewhat real. It’s a proof.

So the book has an “horizontal” shape, 240 or so pages. I like having it in my hands, it’s well organized. On the left page there’s what Raph wrotes, organized in paragraphs and with an easily readable font. On the right there’s what Raph draws, with the role to illustrate a concept.

The concept he used is rather good. It’s not an “hard to understand” book, that requires you an effort of concentration just to grasp the logic sense. Instead it lures you in, it is pleasant so you go after it. Accepting the ride directly as a fun ride. The language is simple and essential and it mirrors directly the approach: reaveal the simplicity as something where the secrets are held.

From the other side it’s still a solid (in the material sense) book, as I said. This time we aren’t on a message board with a shifty attention span and active filtration and selection. A book, even when simple, still requires some dedication, you have to allow it to lead you in, with its own time and rules. So here Raph has a new advantage. Writing book is surely about having a power. This just to explain that I’ll need to give it its time before I’m able to finish it, digest it and perhaps comment. But I’m really happy to have this possibility and I’ll surely have fun. Having the book in my hands made me notice how much I like this sort of studies and activities. Like something I’d really like to do. Fascinating in a personal way. I love it.

For now I just skimmed it, read something here and there, looking at some of the comics. I also started to glance at the first pages, but I did that in front of a window, standing still. I only read books while I’m sitting, so I’ll surely go back and start again from the first word.

Just a few considerations about what I read in a few minutes that could be completely off-track but I still want to archive.


Back at the end of the last May we were already discussing “fun” in games in a thread at Corpnews. After some posts I wrote my own, simple idea:

Learning is the key of the whole process:

+ We have fun when we are able to learn.
+ We are frustrated when the learning process is hard or forbidden.
+ We are bored when the learning process is missing.

So I identified three different statuses, plus I focused on the learning process as the core of the “fun”.

This isn’t different from Raph’s approach. He also focuses on the learning process and he starts to deal about the language and the cognitive studies. But before starting the real considerations he still feels the need to define what is a “game”. With my superficial attitude on the issue I never felt the need to properly define what a game is. So before reading further I stopped a second and asked myself how I would define it.

For me a game is always a “let’s pretend”. It’s a “what if”, a simulation. Something like a legend, with a tie to the reality about an aspect. Then moving to the essence of that aspect. Like linking a symbol to a meaning. A game has always a system of rules that is set, big or small but always “finite”. Then there’s a goal. Within this environment there’s a path to follow, or to discover that brings you to accomplish the goal.

These are more or less my own considerations about the definition. A simulation within a closed rulesystem with a goal and possible paths to reach it. At this point I continued to read and I was happy to discover that various “high-profile” academic guys more or less underlined the same idea, like:
Sid Meier“A series of meaningful choices.”
Ernest Adams and Andrew Rollings“One or more casually linked series of challenges in a simulated environment”
Katie Salen and Eric Zimmerman“A system in which players engage in an artificial conflict,defined by rules, that results in a quantifiable outcome”

Not far from my concept. The difference is that I still (once again since I criticized Raph on this many times) link the simulation with the reality as something important. It is a formal system, like Will Wright says, but it’s still linked outside the formal aspect. Raph starts to talk a lot about tic-tac-toe but this is not only a “dumb” game, as he defines it, it is also too abstracts to be enjoyed. As a kid I didn’t like these kind of games too much. Kids in general like a lot more to use the body, do sports, challange each other, roleplay TV movie or comics and all the rest. What I mean is that the “formal” aspect is indeed an aspect, but there’s also the roleplay, the simulation as something tied with a reality that is still meaningful aside a “formal theory of fun”. If you describe the cross and the circle signs in the tic-tac-toe game as knights fighting for a kingdom (just to explain.. not a great example), the kids are way, way more interested, because aside the formal system there’s the culture with its myths having a strong role in the dynamic known as “fun”.

But this was a side thought that popped in my head and following various critiques I wrote in the last months, against Raph, against Big Bartle. Instead Raph continues the ride focusing on “patterns”. This is interesting because it links to the idea of fun I wrote and pasted here above. I’m always superficial but I wasn’t wrong. I link the “fun” with the frustration and boringness. Like three possible statuses depending on the learning process. If you can learn and it’s viable you are having fun, if you cannot learn because it’s too hard you are frustrated and if you’ve learnt already everything you are bored. Raph descibes the same attitude melting my boringness and frustration together. When he plays a game that is too hard he is still bored:
“That’s not just me saying, “I can’t cut it in Internet play! Damn 14-year-old kids.” My reaction isn’t mere frustration; it’s also got a tinge of boredom. I look at the problem and say, “Well, I could take on the Sysyphean task of trying to match these guys. but frankly, repeated failure is a predictable cycle, and rather boring. I have better things to do with my time.”

This is interesting because it leads directly to go a bit deeper in what I only scratched with my own idea. It’s not just an homogeneous, indistinct (and undefined) “leaning process”. As I said I’m lazy and superficial. Raph analyzes better and focuses the attention on the “patterns”. At this point we can go back and consider what a game is. Again I define it like a medal with two sides that (must) melt together. There’s a context (that is too much ignored and trivialized) about the simulation itself, the myths, the culture. And there’s the algorithm. The solution of the puzzle, the “series of meaningful choices”. It’s this that Raph defines as “patterns”. And it’s the relationship of peoples with these patterns that regulates my frustration/boringness/fun distinction more or less accepted by Raph.

And that was all I was able to read and consider in a small span of time. Perhaps I’m already completely off-track but as I said I didn’t even really started to read the book. That’s something that will require a different attitude. And I’m really looking forward to sit down on a comfy armchair, with a pencil, and start reading with lot of time ahead :)

“Overreacting” and “Being Bored at Work”

“Overreacting” and “Being Bored at Work” are two titles of stuff I was planning to write. Since I’m not sure if I’ll be able to do that I’m going to write here a few notes for myself about the content of those two unwritten ‘articles’ (perhaps for an imminent future).

Basically “Overreacting” is me. “Being Bored at Work” is the community. The Lummies or Lummites are for example the “Being Bored at Work” category at its finest. I write this exactly to explain why I’m so Ab(alien)o to them, why they laugh at me and all the rest. The point is that I’m definitely Out Of Character, considering the Internet as a big roleplay. I don’t respect rules, or better, I’m Out Of Reality. I’m odd ab-normal like a Frankestein Jr. movie. Not integrated, Out Of Context, somewhat ridiculous, speaking an incomprehensible language. A stranger, a “WTF?!”. I’m outside, still I annoy with some sort of brag about a legitimation (Hey, I know these games better than everyone else).

So? So it’s simple. I have a quite common psychotic attitude. I focus too much on a few elements. Focusing too much brings naturally to give them (too much) a lot of relevance. You (I) take them too seriously. Because if that’s all you see, what you see is also important. From the other side this is also some sort of advantage because you develop an uncommon dedication and passion that is even too sincere (and so cannot be understood or shared with others, aside other fools). Perhaps you can be lucky and also develop something useful, a point of view that is valuable because not many others are able to keep staying so obsessed and survive. It has some sort of originality and competence, somewhere.

Now the point is that all of this is Out Of the Reality. It has no really concrete use and it’s also why it’s the origin of frustration. It’s an infinite path bringing nowhere and you can see that there’s no end, nor a progression. From the other side it’s Out Of Reality because even in the “community” it is an odd, absurd behaviour for the reasons I explained. So it becomes obvious that in this comminity it’s not important *what* you write. Because not everyone shares this somewhat sincere and dedicated obsession. Instead we have a group of “Being Bored at Work”. A place where the simple social aspect is more important. There is an identity in the group and this identity is about *how*, not *what*. It’s how you write, not what you write. It’s demagogy rather than learning. Popularity. Characters.

This are the messages boards. A virtual bar where peoples form ties. Not FOR the object but around the object and for themselves. While there’s an Ab(alien)o outside that instead is completely focused on the object, completely focused about *what*. I do not stop talking about *what*. And it’s the only dimension of my attention. I speak a foreign language. Speak about stuff noone sees. A fool!

This is why they often kick me out of the bar. I overreact. Out Of Place.

“What The Fuck are you doing here?”

Posted in: Uncategorized |

Plans

World of Warcraft’s plans in the near future:

– They plan to tweak Auction Houses , put them in every major city and link them
– The battleground zones will be level restricted and it’s where you’ll gain honor
– The honor decays with time so you need to keep doing PvP to mantain the rank
– In the battlegrounds you can conquer guard towers and graveyards
– They are happy with the classes and the balance and they don’t plan any major tweak
– Some high level content in the work

The honor system based on time doesn’t sound that compelling and fun, but I’ll need to see the details to judge. Level restriction in the battlegrounds is finally a good choice and conquerable graveyards and guard towers is what I suggested back in the beta.

It’s not heaven but I’m pleased overall. I still dream about the developer side of things but considering just the game-level I’m satisfied.

Quoting my own idea:

A better idea 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). But we can 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 graweyard, 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).

I really hope they’ll also implement the obligatory respawn without the silly corpse run in the battlegrounds. Instead I would keep the current system in all the other zones of the game.

Posted in: Uncategorized | Tagged:

Too retarded even for the standards

If you are one of those (like me) spending time to send detailed /bug reports in World of Warcraft …well, I hope you are having a lot of fun.

The /bug report is a fake feature that no longer sends anything to Blizzard. Yeah, it goes right into the void and this was confirmed by both the community managers and Game Masters in the game. After an extremely creative brainstorming session they decided that the Game Masters directly report the bugs, not the players. So you need to open GM tickets and explain to them the bugs you want to report.

After the retarded answers to the PvP complains on the forums I though they reached the bottom in customer support, but they are full of resources.

The /bug command is due to be removed, and is not currently functioning. To report in-game bugs, petition a GM. To report software bugs, please email WoWTech@Blizzard.com.

Have fun

Posted in: Uncategorized | Tagged:

Raph Koster keeps going

I have just read the “tease” he wrote on F13 and cannot avoid to notice that he keeps moving on repeating the same mistakes:

Raph Koster:
I do have an R&D group in which we do Cool Stuff ™ that I can’t tell you about.

(Yes, I’m being a tease. It’s cool stuff though.)

We’re trying to focus on stuff that is cool immediately and obviously. A big part of why I wrote the book was because of wanting to get back to basics and focus on fun. So far what we have is cool and fun in a sort of shallow way, but you can see how it can be fun in deeper ways. That’s why it’s R&D though, it’ll take some iterating to get there.

Again trying to design starting from the raw theories, again putting the mind ahead of the body.

It didn’t work, it doesn’t work and it won’t work.

Anyway: good luck. In the meantime I’ve ordered his book (finally out) from Amazon. It should arrive before Christmas.
(I also should remember where he is – Raph, not his book – and where I am, before opening my mouth and pontificate)

Posted in: Uncategorized |

Dear Santa Claus,

Dear Santa Claus,

I’d like to receive a broadband connection for Christmas but I know already I’ve been a bad, bad boy. So I guess I’ll have to stick with my crappy ISDN for at least another year.

God bless the technology in Italy. We are too advanced.

Posted in: Uncategorized | Tagged:

Engines of narration

This isn’t Daver Rickey ;p
Just a scheme I want to save. Perhaps I’ll write something about it in the future:

Intensity Permanency
Surprise strong weak Wonder
Mystery medium medium Curiosity
Suspense weak strong Empathy

World of Warcraft seems to do well on the first line, that’s why some say that it won’t be a huge hit in the long run.

[Dream mmorpg] Preventing the servers to crash and burn at release

I wanted to shape and explain my idea a bit better so that I’m able to show more clearly how and why it can work. Just as an exercize.

Requirements: Obviously the idea is possible only if the programmers are able to implement it. From my point of view it’s nothing fancy but there are non-trivial parts. The biggest issue to solve is that the databases need to communicate between each other. Some of the data of a character will be moved (cut and paste, not simply copied) from a database to another and the problem is a possible data loss during the transition. Now I’m not a programmer but I imagine that it’s something solvable in a creative way, for example using a system similar to the journalized filesystems (ext3, XFS etc…). There shouldn’t be other problems since what I propose is simply based on the possibility of that operation/transition. So, once this problem is solved, the rest should work.

The goals: There are three different goals. The first is to regulate the load on each server/shard, so that the population is spread equally on the servers, avoiding overcrowded, crashing servers and totally empty servers. The second goal is to regulate the balance, so that the population is more even between the factions of a PvP environment. The third goal is to insert the previous two into an in-game mechanic/gameplay. So that this system is part of the frame of the game, within the frame of the roleplay and not just an Out Of Character mechanic based on the technical data coming from the math on the servers.

Beside these functional goals there are other three “design” goals:
– Create an united, global and massive environment that doesn’t artificially encapsulate the players inside air tight spaces.
– Allow the players to travel cross server, meet and play together with their friends and reorganize and build new guilds without the need to restart from zero or create alts specifically to overcome the limits in the current mmorpgs. The choice of a server won’t be “tragic” (as an unavoidable consequence that cannot be made up) as it is in other games.
– Break the overall community into smaller, manageable units-per-server through the shard system (too big communities are overwhelming and, paradoxically, make social ties nearly impossible).

“There were a lot less of us back then, so it was easier to get to know most of the folks around you. Since there were so few players reletive to current community sizes, you become friends of friends of folks and a lot sooner you really end up knowing virtually everyone whos playing, or at least are familiar with guilds.”

How it works: For this example I decided to simplify more and more my idea to show how it works in the core. All the rest are layers allowing a more precise control but the core is what it makes it a valid idea. For now I don’t need fancy data, what World of Warcraft shows in the server login screen is enough. It just tells the load of a server in three different states. Low, Medium, high. That’s all I need. At release it’s obvious that I cannot achieve the third goal I explained above (transforming the system into an in-game PvP action) so for the first month it will work in a “special” status.

The idea is that the world is still differentiated into cloned shards. Each shard has a perfect identical copy of the landmass of the game-world. On each shard you can find two types of portals. One to leave the shard you are in, like an exit, and one to arrive from an external shard. To understand better the server structure you need to look this diagram:

As you can see the shards aren’t directly connected between each other. The exit portal doesn’t bring directly a character to another shard, instead it brings it to a “limbo area” working like an “hub” (similar to Guild Wars or Tabula Rasa, but the hubs are unique and not instanced). So the transition is:

Shard(a) => Static Plane => Shard(a-z)
From a shard you can only exit to one of the planes/hubs, from a hub you can exit to every shard in the gamem (if the portal is open).

Now. As I said we know just the load of each of the shards in a three-way status. The portals simply work on the following way:

– If a server is flagged as “low” population, both “in” and “out” portals are open.
– If a server is flagged as “medium” population, same as the first case.
– If a server is flagged as “high” population, the “in” portal is closed, the “out” portal is open.

At release when you create a character you *cannot* choose a server. The game will randomly pick a “low” population server and send you there. Once you are in the game you can freely leave the shard and follow the portals rules as I explained them here. At any time players in a “high” population server can leave to migrate to a less stressed shard. Noone can get in that high populated zone till the population number will decrease under a set limit. This means that the server will never crash for server-load issues. Once a server is capped the players can leave, but not come in. The new characters instead will be sent to “low” population servers. This will help to have the players equally distributed.


This is how the idea works at its core. Then there are a lot of “complications”. The first complication is about the real math formulas used. We cannot simply calculate the load of a server in a precise moment. Instead we’ll have an algorithm that will keep track of:

– The load on a precise moment
– The average load in the last hour
– The average load in the last twelve hours
– The average load in the last day
– The average load in the last week

The server will then combine this data and decide (giving to each a percent of relevance) if a server has “high, medium or low” load. This means that you won’t see these three statuses change sharply as the players log in and out. Instead it will be a relaxed movement. The formula isn’t done, though. Because the server also needs to track the number of unique characters it holds. This because we cannot forbid a player who logged off on a shard to not log back in because the server is set as “high”. So another percent of relevance must be granted to the number of passive (not logged in) characters inside the server. And that value must be considered once again in the calculations to sort out the status.

At this point we have a strong system to enforce *always* a precise load on the servers. Avoiding overcrowding issues and obtaining an even load on each server. But this isn’t the end. The complete system that will trigger *after* the first month after release will have three progressive “checks”:

– The first check is the one I explained above, unchanged. Each server/shard calculates its load. If it’s “red” the “in”-portal is closed. The other two checks aren’t needed. The portal is marked “red” and cannot be unblocked in any way. The players can only move out. Instead if it’s “green” or “yellow” (the load isn’t heavy) we move to the second check. At this phase the portal is still marked “red” and blocked at the eyes of the players.

– The second check is about the PvP balance. The server/shard calculates the proportion of the various PvP factions of the game, following a similar algorithm used to calculate the server load. It’s at this point that the players could see the portal change its status. If the players belong to a prevalent faction the “in”-portals are blocked even if the server load is low. Instead if you are in a faction with lower numbers AND the server load isn’t high (previous check), you’ll see the portal marked as “yellow”. It still isn’t open and usable.

– The third check is more complex because it’s about the third goal I explained above. From the player perspective the first check is hidden, passed or not. Then we pass to the second if the first was passed. If the second check fails (still red due to PvP population unbalaces) the players still have the “in”-portal blocked and red. But if the second check goes ok, the portal changes its color and becomes yellow. Now the portal CAN be opened but still isn’t opened. And we are at this third check. In this phase the system becomes gameplay. The players need to organize and conquer (PvP) power nodes inside the shard where they play. When they own enough power nodes the portal finally becomes “green” and can be used.

This is how the system works in the long run. We achieve the first goal because the server load is always under control, we achieve the second goal because the PvP faction population is as equilibrate as possible (within a threshold), we achieve the third goal because the portals are an in-game mechanic requiring you to *play*. To go out, take part in the PvP, conquer the land and then be able to move to the limbo areas where there will be access to an instanced form of high level PvE (the “adventures” in the diagram I showed above).

Have fun ;p

P.S.
As I explained here the shards will be PvP zones where the RTS layer (and the economic system) of the game takes place. But in order to participate in the conquest system and build/own/maintain properties the players will have to be organized in guilds and alliances. A guild can only set one “home” shard and cannot conquer or own territory on multiple servers. A guild can still relocate its “home” but only after giving up all its current assets.

This means that the cross server travel is always a possibility but won’t be part of the daily use. The mechanics of the game, as explained, encourage the players to organize and settle down in the home shard they choose. It’s in their interest to maintain and consolidate their progress there and not take everything and move somewhere else without a major motivation.

What is retained can carried over in a server move is the character and its possessions, plus the guild identity (if the whole guild decides to move and select a new “home”). But not the guild progress and status in the former server.