So Fat

Believe it or not but World of Warcraft has 750.000 active subscribers solely on the NA servers. Or at least it reached that number at some point.

This improvement was notably driven by a reduction in costs, a one-time cost due to strengthened capitalization criteria of internal development costs adopted in fourth quarter 2003, combined with the launch of highly successful titles, including World of Warcraft (Blizzard Entertainment). World of Warcraft, released in late November 2004 in North America, became the regionâ

PvP honor system – An idea about dishonor

First a precisation. If I was working at Blizzard I would ponder longer if the system needs a way to regulate and encourage “fair” fights. I believe that the goal should be achieved with a structure and not with enforced rules. The system proposed by Blizzard already does this through the battlegrounds and the rewards that should incentive battles worth of points compared with battles that are just timesinks.

So, if I really do not have to consider the context that I already criticized, and if a system for dishonorable kills is needed, I’d suggest a simple idea:

– The dishonorable kills are calculated on average for a set period of time. This number simply produces a modifier in percent that will then be applied to the honor points gathered. The more dishonorable kills you pile up the more the negative modifier will build up. So it basically works like a “brake”. The more you gank the lowbies and the harder it will be to gather honor.

Now there are two elements to consider.

1- This system obviously discards an attempt to give the griefer a tool with which to play. This may be put for granted but I’ve seen many discussions on Terra Nova and MUD-Dev about systems to actually include and give shape to systems tailored for griefers. Making them an actual “class” to play whether the players chooses so. So if we build a system that directly punishes a specific behaviour we basically lose the possibility to offer a different style of play. This must be considered.

2- The system I propose has the problem of the exploit of the “zerg rush”, where a bunch of lowbies would charge higher levels players who aren’t able to defend themselves for the fear of incurring in a penalty.

The solution I propose to this second point would be useful no matter what. In fact it would also solve an exploit present even in the current system Blizzard proposed. It wouldn’t be hard for the players to organize and bring an high level character to be farmed by a level 20 for a huge reward. So here’s the next rule:

– If your target is “grey” because the level gap is too wide you won’t get honor points. This is what already happens. I suggest to mirror this behaviour even in the case the target is too high. So that you won’t benefit to kill a player too much higher than you (maybe gone afk).

This would encourage fair kills and discourage the zerging. But will still allow lower level players to participate and help in a battle against higher level players if they so choose.

Watery treadmills

The picture shows the distribution in levels on any server. No matter of the type. Can you see what happens at level 60? The process is easily explainable if you think to a stream of water. Till the water can flow its level is more or less homogeneous. But if you build a dam the water will start to gather in that point. The level of the water will rise. A lake will start to form.

This happens to all the treadmill mechanics. Because they are effectively streams of water, they are movement in one direction only. Especially in a PvP envoronment it’s INDISPENSABLE to reach the gathering point because the progression translates in power and the power translates into the possibility to compete. And so to have fun.

So, reaching the last level becomes a requirement. It’s a threshold of accessibility you are required to pass.

This is the reason why Blizzard wants to limit the “slots” available for each rank. Because that system will offer an hard cap that will preserve the “special” flavor of those rewards without transforming them in a requirement for everyone.

My idea also retains this quality because, while you can unblock all the ranks, the system still requires you to have the other roles covered. So only a small percent of the players will be “enabled” to actively use their rank powers.

This is a core issue in a PvP environment.

Planetside also addressed this problem because the “roles” you can unblock are never (supposedly) just direct upgrades. And even the lower ranks are (supposedly) useful in a battle. But WoW doesn’t have a built-in support for roles and a similar system would be rather weak if not specifically developed from zero.

PvP honor system – How it SHOULD work

I really cannot find even a little good piece on what Blizzard proposed. It’s simply flawed in all its points. It’s a bucket of water filled with holes. It’s simply impossible to suggest a “fix”.

So I’ll simply repeat how the model should work. It’s all old stuff I fear.


Instead of a ladder for the catass you should just gain honor by strictly achieving goals (and not by ganking freely). Honor points make you “unblock” ranks. These ranks are based on a fixed amount of honor points you have to gain.

For each rank you have stuff and specific skills (area based, moral bonuses to your faction members etc…).

When you unblock a rank, though, you cannot use your powers directly. You need to actively flag yourself with that rank to be able to use them. The players have to form squads, so that there could be one “Knight” (for example) only if there are another 10 “normal” players flagged as “Private”.

The ranks are then “voted”. All the players that unblocked the rank are eligible. If an higher rank is already chosen, the player will have to fill a different role. So a “Knight” may be forced to downgrade himself in the case the rank isn’t available or is already filled.

The systems allows to set roles in the battlefield. Where the lower ranks have different goals to achieve and where the higher ranks work as support to boost up the effectivity of their allies with area-based bonuses and other special powers. Both the high ranks and the lowers play side by side.

This simple system would avoid the free ganking (because you unblock the ranks by accomplishing goals, no matter how much you gank), it would allow newbies to play along with the experienced players, improving the overall sense of community, because a pure catass will be able to play its role only if there are enough “newbies” around and, finally, the system would also mantain the integrity of the rank system because you’ll never see the “Knights” or the other high ranks outnumber the Privates/Scouts.

All this would also still allow to gather statistics about the kills to display then on a dedicate website with various types of ladders.


My proposed system to calculate “honor” is also way better than Blizzard’s “honor points work like the exp”.
And my battle system is still more complete, accessible and fun to play for *everyone*.

PvP honor system – The rank system

So now lets delve, because this will be the main endgame and the most important thing happening to the game.

“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

I guess we can agree on that point. But if we even do a step backwards you can see that even DAoC isn’t THAT catass. In DAoC you achieve ranks the more you play. But even if you aren’t a PURE CATASS you can still try and, with the time, you will be able to achieve something decent.

Eventually you’ll gain something.

– There are 14 ranks.
– These ranks are based on the amount of honor points.
– The honor points are piled up, they do not get wiped, they do not decay with the time.
The ranks above the sixth are capped.

What this means? This means that, for example, rank 8 isn’t equal to 560.000 points. There isn’t a fixed limit. It’s capped by players. The more points the players achieve, the more points the ranks require.

A casual player (or a normal player that isn’t able to keep up, maybe because he is sick for a week) will NEVER EVER match a skyrocketing treadmill. You can gain +1 each day and the next rank will be set at 10. The day after you gain another +1. Whohoo, you are a 2. But the next rank insn’t anymore at 10. You aren’t 8 points away from it. No, it’s at 20. Tomorrow will be at 30. You’ll be at 3.

It’s pure insanity.

Just so you notice, the famous PvP epic mount is at rank 11.

When you kill other players in your level range, you will receive an honorable kill. All your honorable kills for a week are then calculated to give you an honor score for that week, which then translates into an honor ranking.

We will not reset players’ points each week, so players don’t start at zero and on equal footing each time we recalculate honor scores.

The ranks above the sixth will be populated by fewer and fewer players. The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters).

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Warren Spector (may) work on a fantasy mmorpg

Snagged from the news:

Saying he’s back “to shake things up,” Warren Spector, the famed game designer, has reemerged from the shadows to reveal his latest endeavor. Although he claims it’s “a little early” for full disclosure, Spector is talking up details of his new development shop, Junction Point Studios, at the Game Developers Conference in San Francisco.

The former studio head of Deus Ex-developer Ion Storm told GameSpot today that the staff of Austin, Texas-based Junction Point Studios is already hard at work. The company has started preliminary development on a “fantasy” title created by Spector, who worked at Dungeons and Dragons creator TSR in the 1980s. Although Spector said the title was rapidly evolving, he did not give any indication about what specific subgenre the game would fall under or what platforms it would be released for.

However, a clue to Junction Point’s current project may lie in Spector’s past. One of his coworkers while working at TSR was one Allen Varney, who cowrote a module for the cult sci-fi role-playing game Paranoia with Spector. According to Varney’s online resume, he also handled “principal design” on a game called “Junction Point” while at Looking Glass Studios (then Looking Glass Technologies) at the same time as Spector. Varney describes the game as “[a] massively multiplayer fantasy role-playing game, changed in midstream to a single-player science-fiction role-playing game,” which was canceled in 1997.

When pressed on details on Junction Point’s debut, he preferred to stay mum, only suggesting that new ideas were percolating behind the scenes. He also refused to answer questions on the studio’s business model, leaving the door open for a conventional collaboration with a publisher or a self-published MMORPG.

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PvP honor system – Catass SUPREMACY

This piece is the same written below, but the version I posted on Q23. For redundancy.


“Catass Supremacy” may be as well the title of this “expansion” about the introduction of the honor system and related rewards in World of Warcraft. I really suggest them to publicize it like that.

Blizzard released the honor system plans here.

My opinion is that everything that they could do wrong, went so. The worst nightmares came true.

Not long ago I posted even on this boards my point of view on the actual PvP system, with its strengths, its weaknesses and the possible developments.

The biggest part of the fun is that an encounter is never “set in stone”. You always meet varying situations. You can meet a ganker, you can meet a friendly opponent that may even save your ass. You can just pass by without much bothering and mind your own business. Emergent situations and interesting developments show up each day. The environment is rich and lively.

Forget that:

When these systems are deployed, there will be many more incentives for players to fight each other than just the thrill of the kill.

With this new system the players become Bag Of Improvements. They are tasty meat to satisfy your treadmilled greed (and you’ll see what sort of treadmill).

It will be Kill On Sight EVERYWHERE. No matter what. Dedicated ganking squad will patrol along every zone to raze players attempting a quest. Organized groups of two-three stealthers will block all the main roads and choke points. Zergs of lower level alliance players will invade constantly the nearby zones.

Also, your honor points for the week are a percentage of the total honor points available based on your contribution to your team’s overall effort for that week.

The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters). You’ll need to fight furiously and honorably to climb up the ranks of our PvP system and keep it up to stay there.

Goodnight casual player. You’ll always be 0.000000001 of the average catass. You can play for two-fucking-thousands years straight and you’ll still be at rank ONE.

And say goodnight to a proper goal-based reward system. Gank for the win.

P.S.
Someone also forgot that on the PvE servers you can have both Horde and Alliance characters. Happy farming everyone.
And I hope this is a warrior. Because IT’S NOT a shaman.

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PvP honor system – In the toilet

My worst nightmares are confirmed. World of Warcraft wonderful PvP system is going right in the toilet.

They just released a bland design plan. So head there if you want to read juicy stuff because here you’ll see just rants about how clueless and damaging are those ideas for the game.

When these systems are deployed, there will be many more incentives for players to fight each other than just the thrill of the kill.

Say goodbye to emergent systems and tense situations. Please welcome the new Kill On Sight. Goodbye PvP servers. Every player passing by is a nifty Bag Of Improvement. Enjoy the new treadmill.

Say goodbye to goal-based rewards. Gank for the win.

Enjoy the orc spitting on the nigh-elf six levels below and still worth points. Enjoy low lever zerg squads to grind points. Enjoy permanent gank squads in all the zones farming solo players desperately trying to complete a quest.

I anticipate to everyone a 200% increase of the rogue-stabbing population for easy farming of players busy fighting monsters. A two-three members squad will grant a sure success.

Also, your honor points for the week are a percentage of the total honor points available based on your contribution to your team’s overall effort for that week.

The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters). You’ll need to fight furiously and honorably to climb up the ranks of our PvP system and keep it up to stay there.

Goodnight casual players. You’ll always be 0.000000001 of the average catass. You can play for two-fucking-thousands years straight and you’ll still be at rank ONE.

Not long ago on MUD-Devs we were discussing where the design should head:
“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

Congratulations Blizzard! You just FUCKED UP every possibility of good design. Whohoo!

Idiots.

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GDC part 1 – Raph Koster

kosterEach year this GDC thing happens. A bunch of ego-powered developers gather in a room and distribute Knowledge. You listen, you /nod, you /clap.

From here I have to read second-hand reports that, still, are enough to put me in “flaming” mode and get me banned everywhere (as per “disclaimer” above on this site). A ritual. Each year I keep wondering why the technology hasn’t reached that place. You know, I guess it’s too hard to record everything and deliver a well-edited .avi file for each conference or, AT LEAST, an MP3. This is why I wish I could be there and offer at least a REAL content and useful reports. I’d love to provide content in the first place instead of just reactions to it.

This time things are somewhat better. We have already a more complete report of Raph Koster’s speech. As always I have to sit down and parse what is being said. I need to understand if there’s something to learn, if there’s something I already know or if there’s something where I have to disagree. The purpose of this site is again to help me shape my own ideas and this means that I strongly need to put order in the thoughts and list and categorize what’s new, what’s old, what’s wrong. Then I build a “packet” and send it in my memory to be used “later” (or never, good riddance).

As you start reading that second-hand report you notice that it’s directly a live-reading of what Raph put in his book. He explains the process that brought to formulate questions-that-need-to-be-answered:

I blew through all of it, and the game said “You’ve beaten the levels, so we’ll just randomly throw stuff at you that you’ve played before now”, and so I quit. I also wondered why I quit.

I found it BORING. This is interesting. I find it boring when it’s really easy, and also boring when it’s really hard. What’s that space in the middle about?

Both this and the next part are ressuring because they are things I already parsed. Raph believes that everything can be reduced to “pattern-matching”, while I believe everything should be generalized to “learning“. As you can see from this link my ideas were set already many months before Raph’s book. I underline this again not because I believe Raph stole my ideas, nor to demonstrate I’m smarter. I do that just because I agree, so I can move on. Despite the apparent difference about “pattern-matching” or “learning”, the core concepts and the conclusions are the same, only observed and described from a different point of view. We are still looking at the same “object”.

In fact Raph’s explaination of the meaning of “pattern-matching” can be juxtaposed easily to “learning”:

What we think of as ‘thinking’ or consciousness is really just a big memory game. Matching things into sets. Moving things into the right place, then moving on.

Maybe, at this point, you can understand the introduction I wrote above. You can also imagine that “learing” may be just equivalent to “pattern-marching”, where the first is just a superficial term. Raph decided to delve more. What “learning” means? How we learn?

When we meet noise, and fail to make a pattern out of it, we get frustrated and quit.

When we see a pattern that we get, we do it over and over again. We build neural connections. Now this is what I call fun.

Building those patterns is necessary for our survival. If you don’t have a pattern library, you are going to die. You won’t be able to tell an apple from Draino.

The last line is the key. From the “world” point of view a Draino (I don’t know what it is, btw) is like an apple. The REAL world is continuous. Or, if you like academic terms: “analogic”. A table isn’t different than the pavement. The world, by itself, doesn’t justify a “culture”.

Wittgenstein used a simple “language game” that I’ll simplify even more. If I take two notebooks, one with a yellow cover, the other with a red cover, we can easily point to one and say it’s red or yellow. But if the cover fades slowly from yellow to red? Maybe, if this is uniform, we can set the limit between red and yellow near the center. But if this fading effect isn’t uniform? The conclusion is that it is impossible to draw an exact line between two concepts. A tree is a forest? How many trees can be considered a forest? We cannot know.

One of the first principles that you learn when studying linguistics is that (every) language is “arbitrary”. It means that it’s not “set”. It depends on how we decide to agree. It’s an opinion, not science. Another basic principle is that the language works as a “system”. A word hasn’t a meaning on its own. A word has a meaning depending on its relationships and ties between the other words. This is what brought to the concept of “distintive traits”. An “apple” is “fruit” but it contains more specific traits and these traits, opposed to traits of different words build the relationships in the system. The meaning of a word depends on its position within the system. Different cultures define different words with different meanings. They “cut” and segment the world in a different way. Separating things that another culture joined, joining something else. Because another important lesson (Wittgenstein again) is “Meaning as use”.

If you do another step following this line of thoughts you’ll see that the language is an “operation”. An action. It isn’t a passive observation. It isn’t an objective study of the world. It’s completely subjective. You point something. You build a form. You distinguish a shape by separating it from the rest. As you point you build two parts. Always. What you pointed to and all the rest. This is an active operation. It’s an action. The conclusion is that the two parts you have actively created don’t exist in the reality. You shaped that.

The “culture”, in its widest and most comprehensive meaning, is the process of segmenting the world. It’s like taking scissors and cut a paper into pieces. The “paper” is our reality, we shatter it, we segment it, we “know” it. The culture cuts. The culture is “digital”. Not analogic. Not contiguous. The fragments it builds are always an “opinion”. Always arbitrary. But how we communicate? We agree, more or less, about where to cut this paper. Our culture sets the opinion. Our culture defines our influences. It teaches us.

This digression is just to explain that pattern-matching is learning. Learning is how we build a culture. A culture is the sphere where we live. Inside it. We do not know the world. We only perceive it through the filter of the culture. “Pattern-matching” is all we do. Always.

Fun is the feedback the brain gives while successfully absorbing a pattern. We need to absorb patterns, otherwise we die. So the brain HAS to give positive feedback to you for learning stuff.

This reminds me the agreements Homer Simpson does with his own brain. You do that and I release the endorphins. I believe “sex” is “fun” for similar reasons.

And this is the serious games cheer line: I’m’ here to tell you that fun is not only not frivolous but fundamental to human nature and required for survival. Therefore what we do is saving the human race from extinction.

Or maybe we have the money-guys who discovered how to exploit the mechanic to get loads of money. Like the porn industry. Addictive. Dependence. Hunger pains interrupting your game? Moral Responsibilities of Game Creators? (link needs registration)

Let’s move on.

Games are training us to find underlying patterns. Games are teaching us to find patterns in a systemic way.

We have a fundamental disagreement about what games ARE. They are not story, presentation, metaphor. These are all in games, but that’s not what games ARE. The real social value comes from what games are. The distilled cognitive schemata inside games is socially valuable.

What follows now is interesting. He speaks of cheating:

If you can’t choose the battle, choose the battlefield. People are smart. If you follow the rules of duelling.. the evolutionary smart thing to do is count one and shoot the guy in the back. People come to games thinking the same way, which is why we get cheats and hacks and exploits. We try to game the system. We game designers react negatively to this, but it’s a sign we’re doing our job, as game designers. It’s getting them to figure out the pattern, cope with it, deal with it, then reapply it. If a player sees an optimal path – an Alexandrine solution to a Gordian problem – they’ll take it. Under most circumstances we call this lateral thinking and praise it to the skies. In games it’s called cheating.

But it’s the wrong lesson. Cheating isn’t a process working in an open sandbox. Cheating is about breaking rules that are supposedly set. It’s about teaching the wrong lesson. What Raph writes here should be reverted: the players are doing their job, not the developers. This is also why cheating is often a result of bugs or bad game design. This is also why it’s a duty of a developer to solve the situation.
From Dave Rickey:

Fix the game, not the players. Every online game operator needs to print that on signs and paste them all over the office. If neccessary, tattoo it in reverse on their foreheads so they see it every time they look in the mirror.

“Exploits” are the *designers* error, not the players. Fix them. No excuses. If you can’t fix them and the “exploit” is severe in consequence, turn off the relevant content until you *can* fix it.

But this is another digression because Raph’s points is just a demonstration of how everything can be taken back to the core element of “pattern-matching”. But here begins also the limit of this analysis. When you focus and delve too much, you lose track of what’s around. You squints your eyes so much to stare that point that you lose directly the possibility to understand the context. Above I explained that pattern-matching is what builds a culture. But I also said that we live in there. Inside the culture, not by it. The mistake is that the culture isn’t anymore just a tool to deliver “a process of signification” (what I explained about pointing something and separating it from the rest). The culture becomes by itself education. The culture provides directly a “meaning”. Even when the meaning isn’t supposed to be there. This is why, at some point, the kamikaze “are able” to put the sacrifice ahead of their life. Why? Because the culture became more important than its reason of existence. There are concepts that went above all that. Social structures like “god” are so powerful that are able to represent disasters and they also represent the purest form of culture. In all its best and worst examples. Like two extremes.

The same happens with the superstition. We see patterns that do not exist, we put value into stones. We believe in what’s “holy”, we believe that something is magic. That storms are the result of an angry god, that we can see the future in the bowels of an animal. We also believe that World of Warcraft cheats on the rolls for loot.

At some point the culture took the lead and now it provides directly the context, the meaning and the fun. The formal system are indispensable to understand and describe but you cannot start from them to create something without remembering that its the context to create the content and its mechanics. you cannot revert the process. An excerpt from Raph’s book:

The best test of a game’s fun in the strict sense will therefore be playing the game with no graphics, no music, no sound, no story, no nothing. If that is fun, then everything else will serve to focus, refine, empower, and magnify. But all the dressing in the world can’t change iceberg lettuce into roast turkey.

This is where he is wrong. Escher’s Drawing Hands. He designs from the outside. He breaks the boundaries of the setting. He alienates the purposes from the context, he trivializes the power of the culture. Star Wars isn’t a formal system. It’s not a case that many still bitch about the game betraying the expectations of “being a Jedi”. Because the figure of a Jedi isn’t a formal system. It’s a strong cultural archetype. Same for the problem in balancing factions on PvP. The good faction always overpower the bad guys because those archetypes are stronger in their cultural relevance.

The “fun” is strongly affected by the perception. The perception is distorted by the culture where we live. This is why Ubiq underlines the importance of the localization of a product (despite I disagree on this point). Playing a Jedi isn’t the same as playing a random kung-fu guy, even if the formal system may work in the exact same way. When I was young I imagined about playing Bruce Lee when playing a fighting game. And playing that game was way more involving the day after watching a Bruce Lee game. When the first Lord of the Ring movie was out I noticed a sudden boost in wizards in Emain. Everyone wanted to be Gandalf. They quoted Gandalf. They tried to reproduce those battles.

Games are completely driven by these processes. We not only match patterns, but we chase patterns with a strong cultural meaning. We want to be successful “as” someone else. We live with myths. We live FOR the myths. This doesn’t mean that the formal system isn’t important. It means that the formal system is just a face of a medal. Since it’s a medal it has the other face. This other face is about the culture and its added value today.

The most successful books, the most successful movies and the most successful games are always those that are able to reproduce and anticipate strong cultural values and developments. Think to Marlon Brando, think to “Gone with the Wind”, think to “Generation X”, think to “Blade Runner”, think to “American Graffiti”, think to “Big Wednesday”, think to “Rocky Horror Picture Show”, think to “Happy Days”, think to “Titanic”, think to “Evangelion”, think to “Star Wars”, think to “Grand Theft Auto”. Think to “Sex and the City” and “Desperate housewives”. Think to the music in general. The trends. Think to the cyberpunk. Think to the “New Age”.

This is a “cultural” industry way more than a “game design” industry. The medium is the message. We live for the mythos.

We don’t need modern cognitive schemata. We need edible myths. We need Britney Spears boobs.

EDIT: A better report of Raph’s keynote can be found here.