New server statistics

I took some more data.
There’s a total of 3246 players on Blackrock and 3340 on Warsong. Both without queues. Maybe they relaxed the server cap a bit. (EDIT: I tested a few hours later when there was a small queue of 20 people on Warsong and the total population was 3350, so this is still the cap. People complained a lot about the lag.)

To see what I gathered follow the “read more” link on the right.

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I’m levelling too FAST!

I’m starting to worry. In World of Warcraft my rest bar is growing faster than my experience bar. I cannot catch up. No really.

The result is that even if I play so rarely I keep crunching levels as peanuts. I find myself doing grey quests all the time because I keep outlevelling them but I’m still curious to finish them and discover new story lines (and quest lines).

COME ON, I barely finished Maraudon and I’m going to outlevel Zul’Farrak before even starting with it!

Where’s my “level down” button!?

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Some more /pizza (plus ugliness)

On ZenOfDesign, Ubiq has summed up what peoples didn’t get about the EQ2 new /pizza command.

Here’s why:

On an unrelated note, we saw a particularly shrewd bit of marketing in Everquest 2. A new “/pizza” command opens up an external web browser and loads up the website for Pizza Hut. Slashdot, Boingboing, and even the more mainstream CNN all reported on the new feature putting millions of eyes all over the Everquest 2 logo. Certainly advertisement deals helped motivate this change, but the mainstream coverage of EQ2 alone made the feature well worth the cost of adding a URL to an in-game slash command. Even if they don’t sell one single pizza, the attention to the feature make it well worth the cost.

The same applies to the “Pizza Hut” brand.

(It took me more than a fucking *hour* to search everywhere where I did read it. I need to archive more stuff)


Plus an interesting news. It seems that the asian version of EQ2 doesn’t have “deformity” as a standard of beauty. Incredible! Or at least it’s a good competition between the two.

Here you have the best comments like:

“wow US got shafted.”

“If those pictures are really the models – I’m fucking outraged. This is obvious proof that SoE needs to outsource it’s artists not it’s customer service.”

“Damn, I’d pay to play EQ2 if the models looked like that”

Take this and your meaningful localization, Ubiq :)

EDIT: Cosmik commented too.

PvE Vs PvP

Highlights:

(from Ubiq)
Having these terms is useful to us, as we try to have a dialog with each other and you guys about how to build these things. People who try to diffuse this by saying “There is no spoon” only impede these discussions.

[…]

However – the key point is that if you expand that definition just a touch, every MMO is PvP. And the less freedom the game specfically gives you to gank thy neighbor, the more creative, and thus inherently nastier, the players will be in harming their fellow man.

[…]

You cannot prevent players from being little snits to each other. They will. No matter how much you try to code it out of your game, players will be little bastards to one another. The healthiest way to deal with this is to channel it into forms that can work for your game. Consensual PvP in all its various forms is a key part of this. Players want to fight each other? Fine, here’s how. And make damn sure that there’s enough checks and balances so that it’s always an opt-in mechanism on both sides. Mercantile PvP, which was the whole thesis of this post, is another key part of this. Economic warfare is inherently deeper than almost any other game system you can come up with, if only because it encapsulates neatly so much of our base motivation for doing things.

Related:

Calandryll:
As people consider designs from different angles, allowing words to shift in meaning is very important if we want to continue to grow the genre.

[…]

For example, the EQ2 devs recognized spawn camping (or rather, kill stealing) as a form of PvP. So because they wanted to lessen the amount of PvP in the game, they introduced the locking system to remove the ability for players to use kill stealing as a form of PvP.

I’m sure this will be useful for the future.

In a gold rush the only ones that really make the money are those that make shovels

It’s always rather hard for me to understand Jeff Freeman’s point of view. I can understand what he writes but I find hard to decide if he’s being sarcastic or if he actually thinks what he writes. In the case of The top-five MMOs of all time he was sarcastic, or better, he believed in what he wrote but he didn’t actually like it.

Now the blogosphere thingie started again because of Dave Rickey. But it was already in the air. One of those arguments that keeps returning to haunt your nightmares, at least till you decide to solve it completely and exorcize it. Now, maybe, I’ll try to tackle this argument to at least define my point of view so that I can have a more solid stance in the future, when the issue will be brought up again.

Reading what Jeff wrote I believe the focus is at the start and the end:

The US Army is fighting back against payday loans, by offering payday loans.

[..]

Performing the services of delivering items, information and secure transactions to players (without damaging gameplay) is only something the developers – not third party operations – can do.

These services need to be integrated into the total package. These services need to be part of the service that we’re operating, if we want to deliver the entire service that the players are demanding.

So I believe there are two basic concepts (and again, if I explain in broken english what others wrote in a clearer way is just to help *myself* to focus the arguments, not to teach to others). The first is that it’s ridiculous to fight fire with fire, the second is that (if something needs to be done) it’s the direct responsibility of the game company to find a solution, without encouraging or supporting a third-party effort.

The discussion is rather complex. There are many elements included, for example this point of view can (and should) be extended to things like Cosmos (the UI mod for WoW) and Thottbot. Both are examples of third-party involvement that goes to satisfy a large “demand” coming from the players. I can develop this line of thoughs saying that WoW *already* improved the game by including in its design what was previously confined to external sites. So while you *have* to use a spoiler site to get a quest done in DAoC, in WoW (in general) you have more informations to understand what the task requires you to do. Not only, in general you also know what will be the reward, the difficulty of the task and a rather precise approximation of where you have to go to accomplish it. And beware, these are basic design elements that made WoW largely successful, they aren’t tiny or irrelevant.

Now, because I already named Dave Rickey, I’ll also say that this is *exactly* what he stated not long ago in a discussion about Thottbot:

Frankly, examining it makes me wonder why we didn’t have that level of data-gathering. Like most “benign” third-party tools, it points out a design shortcoming.

What he says backups the point I explained above. These third party tools identify a demand coming from the players and they “anticipate” the design implications that will follow. This because the actual development always lags behind. There aren’t many developers that know exactly what is going on in their games and they fail too often to see basic design mistakes, possibility spaces about improvements and all the rest. Till it doesn’t become GLARING. See all the recent thievery of basic ideas and Ubiq’s excuse about it:

Why did it take so long to do it? I posit that most revolutionary ideas seem easy and straightforward in retrospect. Before WoW, most people didn’t see quests as being all that important because… well, in the games in the past, they’re not. It took the revolutionary (and obvious in retrospect) idea that the quests needed to be front and center, rather than an afterthought.

Now, without derailing too much, it’s obvious that there are many “fronts” to consider about this problem. There’s a legitimate demand from the players, there are the design implications as a consequence and then there are all the problems about third-party operations that capitalize the need by taking advantage of a weak point of these games. Now what Dave says is that the industry should stop to fight against this latter point:

At the bottom of this is the fact that the “secondary market” exists, and it isn’t going to go away. And it’s not going to ruin the games, although it does create some very real problems when farmers and players are competing for the same stuff. Like I’ve been saying for years, we’re going to have to find a way to make peace with the item, gold and account trading.

But you CANNOT. And all the reasons are already there in what he states: “it does create some very real problems when farmers and players are competing for the same stuff”. The competition in general is what makes these games “multiplayer”. It’s all about competition and I want to underline for the billionth time that the proper etymology of “competition” is: “Going together toward something”. It’s not directly “me vs you”, it can be also a collaboration. Now all the non-single player games are about a competition and you cannot trivialize this concept. Foton was already over this point when he demanded his paycheck (follow the link because he goes straight to the point). The “equality”, the BASIC principle on which these games are *founded*, goes in the cesspit.

Let’s say that Mythic decides to sell directly the epic armors for an accessible price, like 10$ or so. What will happen? I don’t know how many guilds will accept to help a player with that horrible and upsetting line of quests. “Just pay the 10$ for god’s sake. No, we aren’t going to help you and loose all that time just for that.” If you directly plug in the game mechanics the real money you break the engine. Who will organize and join a raid on the bugged Molten Core to try desperately to kill and loot Onyxia when you can obtain the same result with a few bucks while sparing a lot of time? Once the money becomes gameplay it cannot exit again. How many players will be left to play the game “properly”? They will become quickly a minority, the gameplay not only will marginalize their presence, making them quit because they cannot find anymore peoples to group with, but it will also ruin directly the experience of those that gladly pay to not play. At the end they’ll cheat themselves out of the fun and the game will look just empty. Or, better, emptied.

About a year ago I was on the same position of Dave about this argument but Lum explained me (in a lost PM) that the “equality” *is* a basic element. Once you are in the game we are supposed to be all equal. WoW is largely successful (as already explained) because it is accessible. When you introduce pay-per-use gameplay elements (or when you tolerate them by not enforcing your policies) the players are not anymore equal, the difference becomes how rich you are in real life. You can afford to participate in the competition only if you have the money. The competition itself, the gameplay itself, become about who can afford to pay more. It’s not a case if already in the past another hot topic is about casual vs time intensive crowds. Because even the “time” is considered borderline as “interesting gameplay” (and, again, accessibility). And if we want to be completely honest about what Dave says:

We sell characters, we sell “special services” like character transfers that cost us nothing, we sell access to our betas, we would sell you the trash from our bathrooms if we thought anyone would buy it.

This is already true. “Expansions” for mmorpgs are already a line breaking the “equality”. If you want again to participate you have to shed out another 29$. Want this new shiney? 29$ or you’re out. Even the high system requirements for EQ2 are another line to cross that disrupts the accessibility and the “equality”. Even in the FPS genre the equality is broken when the gameplay relies too much on how many frames per second your hardware is able to grind. Again the direct reason why the first Counterstrike is still super-popular. If you play “chess” it doesn’t matter if the pieces are made of precious ivory or paper. The competition HAS a value. The competition is ALL. If we remove it we have nothing. Even a world like WoW that so much negates the importance of a strong community still relies completely on a competition and even Diablo was again about a competition.

It’s not a case if one of the examples brought by Dave *underlines* this point. The “bonus items” that are often tied to the collector editions of games are ALWAYS non-competitive tools. It’s graphic fluff exactly to avoid to affect and invade the other mechanic where the real money becomes a gameplay factor. This cannot happen. Going back to what Foton says, it’s obvious that another approach cannot work. What if I’m trying to organize a big raid with my guild so that I’m able to win that powerful item? Nothing? What if three days later my guildies find out that the powerful item is being sold for real money on eBay?

You CANNOT make peace with this secondary market because the playerbase is already borderline. The companies that are directly against this like Mythic, SOE, Blizzard and Squaresoft already have serious issues because the players demand a reaction, not just words. Again it’s not a case that reports of hacks produce loud fights in the message boards when the players don’t see STRONG reactions from the game companies to prevent them. Guess what? It’s again because there IS a competition. It’s someone running faster in a PvP environment as much as someone discovering a “god mode” switch in PvE (and it’s not a case if so many players legitimate attack Mythic because of their support to the buffbots). If one of those companies will now say “ok, we will stop taking actions against who uses exploits or hacks” or “ok, wo do not support the secondary market but we won’t pursue it” you’ll get a REVOLT.

So another path isn’t possible? The answer is “yes”. For the same reason of what I wrote here above about the expansions. Why they are tolerated by the players if they effectively are bags of improvements with a real money labels? Because they aren’t just that. Those bag of improvements that you pay for aren’t just that. They are attached to the gameplay. They are creative systems, there’s a game that you play. There’s an experience. If we broaden this point of view we will be able to include realities like “Second Life”. This game works because the real money is always tied to an act of creativity. It’s not competition based on false laws, it’s creative competition before everything else.

Now I’m tired and I want to conclude. There’s a definite line between these games and real life elements. You cannot allow the secondary market to cross it, nor you can integrate that secondary market in your game without creating something *specifically* aimed to that, like Second Life. This is why Blizzard tried to address the problem in the best way that, for now, is a compromise. Trading is limited, not all is translated into a shareable value. Quest rewards cannot be traded and this allow the main structure of the game to remain unaffected. The accessibility of the game isn’t hindered even if the problem isn’t completely solved.

My point of view is still near of what I wrote in a comment to what Lum wrote (linked above):

I still believe that most of what is being sold (money, phat leet) isn’t fun to play. The game should focus to offer something more involving that leet power, greed and narcissism (as mechanics).

I believe there are better solution to solve gradually the problem strictly from the design point of view. For example you cannot buy the cooperation of peoples and you cannot buy reputation in a community. Again this should be the focus of these games in a similar way to what Ubiq always repeat. We play along with others, we need the world to gain new depths and better mechanics that aren’t again just a threadmill of power or personal achievement. These games need, again, *cooperation*. Healthy competition. Large scale PvP scenarios with more tactics and, maybe, more immediate and intuitive gameplay but not just time-intensive or money-intensive power-ups.

The solution is about thinking out of the box. Discover that these games can be much more without chasing desperately overused mistakes. Without seconding them. There’s a lot to do in the game design to minimize the relevance of the problem of the secondary market.

“They say that in a gold rush the only ones that really make the money are those that make shovels”

Yes, “they” made shovels exploiting holes and deficiencies in the design. The design shouldn’t now second that wrong tendence. It should learn about it and correct its behaviour. Addressing the problems and advancing.

Edit: Ubiq also commented and even shifted the focus to what really matters and is only drowned in the sea of words I wrote.

Client patch plus five new servers

Not much to discuss, World of Warcraft released today a client patch that is supposed to improve the performance of the client while large crowds are shown on screen. Along with this “performance patch” come five brand new servers (2 RP 2 PvP 1 PvE) for a grand total of 93.

The patch about the client is probably a preemptive test for the battlegrounds, from my tests it seems to work nicely but without the possibility to have comparative tests I cannot say how far they went and the client was already rather good after the optimizations they did during the beta.

Anyway, let’s hope that things will start to move more consistently.

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Dave Rickey is back, sort of

I just found out that Dave has again a website up. I wonder why he chose to be hosted at F13 but it’s good to read him again anyway.

His first comment is rather personal but probably between the best things he wrote. I just hope that he’ll be able to reach and realize his desire because I know how much frustrating is to speak without the possibility to show concretely that what you are saying is, indeed, true and valuable. Without the need to justify over and over and over. Even with yourself.

For the rest of us another interesting place to follow. I’m looking forward to disagree with him :)

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Like Shinya Tsukamoto

So I went jealous. Everyone is adding pretty image headers to their blogs and I wanted something cool too. Something pretty, something funny and maybe also meaningful. The problem is that my artistic skills are worst than my sense of humor and these two qualities together killed the idea before I started to consider it concretely.

Instead while thinking to something completely unrelated I imagined that some screencap from “Tetsuo” would fit perfectly the idea of the site. It’s not something funny but I gave up long ago at trying and at least it offers a meaningful idea: Scrap metal.

“Tetsuo” is a japanese movie, directed by Shinya Tsukamoto. It’s a masterpiece, if you’ve never seen it you have to absolutely track it down and watch it at least once (before becoming an admirer of this director and find all the other movies he made). All the elements of the movie fit here, the underground mood, black and white flavor, cyberpunk, deliriums, obsessions, disconnected history and an obvious “amateur” style still extremely personal and visionary.

Underground, experimental cinema that made the history (Tsukamoto was un the jury at the Venice Film Festival when Takeshi Kitano won the Gold Lion for “Hana-Bi”). A special flavor that you cannot find anywhere else.

Here as a personal myth, model and Muse.

(There are four different image headers, cycling randomly thanks to my leet skills with javascript. I’m sure they all fit.)

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